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T EASING A PART AND P IECING T OGETHER : T OWARDS U NDERSTANDING W EB -B ASED I NTERACTIONS Clare J. Hooper University of Southampton and IBM UK

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Presentation on theme: "T EASING A PART AND P IECING T OGETHER : T OWARDS U NDERSTANDING W EB -B ASED I NTERACTIONS Clare J. Hooper University of Southampton and IBM UK"— Presentation transcript:

1 T EASING A PART AND P IECING T OGETHER : T OWARDS U NDERSTANDING W EB -B ASED I NTERACTIONS Clare J. Hooper University of Southampton and IBM UK clare@ecs.soton.ac.uk twitter.com/ClareJHooper

2 M OTIVATION Goal: broader access to social networking sites (SNS) SNS as a source of emotional support What about offline people? Various technological approaches What about subjective, emotional aspects? How do we understand and re-provide experience ?

3 W HAT IS TAPT? Teasing Apart, Piecing Together (TAPT): a method to understand experiences and translate them into new contexts It makes explicit the process of re-providing experience Teasing Apart: understand the experience analyse the experience on various levels, including design and experiential aspects Piecing Together: generate ideas a creative tool: take the output of Teasing Apart to re-provide it in a new context brainstorming, building scenarios, checking the design

4 TAPT O UTPUT (1) Redesigning a wiki for use in a museum Numbers indicate the step of the process relevant to each text box A prompt to underline key effects Each group using TAPT was given an A4 page for recording output

5 TAPT O UTPUT (2) Use of a physical form guided participants on how much detail is expected in each stage, encouraging clarity At the end of the process the form acts as a design artefact, recording observations and decisions, and providing a simple audit trail of the creative process

6 EXPERIMENT We held a comparative evaluation 43 software engineers worked in small groups on design exercises. We included three approaches (TAPT, Scenarios, No Method) and three tasks (rebuilding picnicking, microblogging, wikis) Output: designs, questionnaire responses

7 E XPERIMENT OUTPUT : DESIGNS 16 designs Picnic websites (food delivery, shops, social spaces) Microblog systems (handheld, TV, web, tablets, voice) Wiki-inspired museum wings (interactive walls, touchscreens, whiteboards) Generally similar analyses, but different visions

8 E XPERIMENT OUTPUT : PARTICIPANT RESPONSES TAPT rated most useful, best at improving understanding Rated positively at replicating experience Strengths: build understanding; replicate experiences; structure; creativity; workplace- suitably; thorough; logical; documentation Weaknesses: lacks user-focus; learning curve; structure/process can distract; takes time; hard choices

9 F UTURE WORK Blind review of designs Participants experience using TAPT may have affected their value-judgements about these Case studies: TAPT in domains such as e- learning, pervasive computing and social technologies

10 T HANK YOU TAPT helps us thoroughly explore experiences, including aspects that might otherwise be overlooked Teasing apart physical experiences allows us to implement richer, accessible web-based interactions inspired by these experiences – abstracting experiences frees us to be creative TAPT is a valuable tool for re-providing online experiences (such as browsing SNS) via novel, accessible mechanisms


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