Advanced Design of Interactive Systems · Advanced Design of Interactive Systems February 2020 ©...
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Advanced Design of Interactive Systems February 2020
© Wendy E. Mackay Inria & Université Paris-Saclay
Professor: Wendy Mackay [email protected]: Yi Zhang [email protected]: Nicolas Taffin [email protected]
ExSitu lab, Inria & Université Paris-Saclay
10 February 2020
Advanced Design �of Interactive Systems
Lecture 4: Participatory Design
Chapter 5: Participatory Design© 2020 Wendy E. Mackay
Participatory Design lectureIntroductionParticipatory Design workshopsTechnology probesCreativity methodsField studyInteractive threadStructured observationConclusion
ParticipatoryDesign
Advanced Design of Interactive Systems February 2020
© Wendy E. Mackay Inria & Université Paris-Saclay
Participatory Design…focuses on situated interaction �
between users and technology…involves users throughout the design process…is fundamentally generative not evaluative…values iteration and rapid redesign …explores breakdowns and the unexpectednot just perfection
Participatory DesignGood User Experience design involves (at least): user interviews, focus groups & user testingParticipatory design actively involves users throughoutthe design process
Participatory DesignWhy involve users throughout?costs time and effort ...But: users can als:save timeprevent making major errorscontribute to new insightsgenerate context-tested user innovations
Participatory DesignUsers are expert at:the experience of the design probelmbut rarely the design solutionDon’t ask users to designDo ask them to participate!
Advanced Design of Interactive Systems February 2020
© Wendy E. Mackay Inria & Université Paris-Saclay
Participatory DesignCompare ‘subject matter experts’ and ordinary usersSubject matter experts:provide expert advice on contentoften want to design solutions for youmay not take the ‘ordinary user’ perspectiveYou need both!Example: Boeing test pilots
Participatory DesignKey challenge: How to get access to users?Some users are hard to get:Fragile: children, elderly, handicappedBusy experts: pilots, doctors, lawyersLocation: waste water plant, air traffic control room
Participatory DesignHow do you talk to them?They come to you great if you can do it, Lab, office, café lacks context Workshop setting You go to them more trouble Their workplace worth it Their home Class Conference Reception Museum
Participatory DesignHow do you manage their expectations?Context may be: Educational vs. Research vs. CorporateBe careful what you promise:Exploring ideas vs. building them a custom productBe careful of their backgrounds:example: ‘yellow family’
Advanced Design of Interactive Systems February 2020
© Wendy E. Mackay Inria & Université Paris-Saclay
Participatory DesignPaper and video prototyping lets everyone participate on an equal basis
Prototyping with Biologists
Prototying with biologists at the Institut Pasteur
Why participatory design?Asking users ≠ letting them show you It is hard to figure out what the user experiences…especially if you are not one of your own users.Your instincts are not enough and often wrong… and get worse as you delve deeper into the design. You will understand the system more … but the user less.
Examples:General Motors executives thought GM quality was great.Every morning, their cars went to the shopExperts tuned them, cars rarely broke down
Advanced Design of Interactive Systems February 2020
© Wendy E. Mackay Inria & Université Paris-Saclay
Examples:General Motors executives thought GM quality was great.Every morning, their cars went to the shopExperts tuned them, cars rarely broke down
Examples:General Motors executives thought GM quality was great.Every morning, their cars went to the shopExperts tuned them, cars rarely broke down
Examples:General Motors executives thought GM quality was great.Every morning, their cars went to the shopExperts tuned them, cars rarely broke downBUT GM customers had a very different experienceNo daily tune-ups – poor reliabilityExecutives had no clue about what was wrong
Examples:California Department of Motor Vehicles was very, very slowExecutives skipped the linesAll other drivers forced to wait with regular customersInnovation: Make all executives wait in lineResult: Many innovations and reduced linesYour design instincts are not good if you lack the user’s ‘lived’ experienceSet up the environment so users experience real conditions
Advanced Design of Interactive Systems February 2020
© Wendy E. Mackay Inria & Université Paris-Saclay
Cultural Probes
Cultural probesPurpose
Exploration of Research/Design SpaceChallenge assumptionsValidate predictionsLook for unexpectedGather subjective, intimate materialDialog with users
Deployment
Involve usersConsider privacyRequired resourcesLength of time
Inspire
EngageInform
Classic probes:disposable camera with questionsdiariesdream recorder
Advanced Design of Interactive Systems February 2020
© Wendy E. Mackay Inria & Université Paris-Saclay
Cultural probes for InterLiving project“Probe kit” sent to userswith stamped envelopes to return materials
TechnologyProbes
Perspectives on understanding users
Scientific viewCollect data about users‘Objective’ analysisInform designers
Design perspectiveSeek design inspirationRedefine the design problemGenerate innovations
Engineering perspective Address a given problem Make technical trade-offs
Ensure that it works “in situ”
Technology probes
Goals:Inspire users and designers to generate new design ideasUnderstand how a technology is used in a real world settingStudy emergent behavior patterns around new technologiesCreate common ground for subsequent designCombine three perspectives:Scientific: collect data about users in situEngineering: test technical infrastructureDesign: inspire new ideas
Advanced Design of Interactive Systems February 2020
© Wendy E. Mackay Inria & Université Paris-Saclay
Technology probesThree phases:1. Introduce technology to users2. Observe and interpret use in situ3. Participatory design to explore alternatives and new ideas
Compare: Technology probes Prototypes
Simplicity: Single function Multiple functionsUsabilty: Not the focus Major focusLogging: Major focus Secondary focusFlexibility: Open-ended Specified purposeOriginality: Unusual, provocative Relevant to needsDesign cycle: Early-middle Middle-endLongevity: Throw away EvolvableConcept: Still unclear Mostly defined
Example: InterLiving
Goals: learn about family communicationdiscover real-world technological constraintsspark new ideasTechnology probe, not a prototype:Simple, single function technologyInstalled in home settings over timeOpen to reinterpretation by usersInstrumented to log dataFollow-up prototyping in participatory design workshops
Participatory design with families
Designmethods:Cultural probesDesign workshops“Home” workIn situ observation
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Advanced Design of Interactive Systems February 2020
© Wendy E. Mackay Inria & Université Paris-Saclay
Example: MessageProbeHand-written notes on a tablet screenSynchronous or asynchronousZoomable interfaceAll notes shared among all householdsTemporal or selected order
Example: MessageProbeconversations between message? grandpa and grand children conversation? game?
Example: VideoProbeImages from a video camera No motion 3 sec. = 1 imageImage archive shared between householdsView images with a remote controlImages fade unless explicitly save
We’re going away for a week
Happy Vacation to everybody!!
Example: VideoProbe Testing in the home:Must work for familiesand sistersin tiny Paris apartments
Advanced Design of Interactive Systems February 2020
© Wendy E. Mackay Inria & Université Paris-Saclay
Example: Marker Clock
Peripheral awareness for seniors at homeMonitoring vs. Peer-careImplicit sharing: movement on clock faceExplicit sharing: leaving markers
Field tested with seniors in FranceEasily interpretable by people who know each others’ rhythms and routines
Example: MirrorSpaceInstead of a high-resolution video imageBlur the image according to the distance:Far away: blurry imageApproach: crisp imageUsers control their privacy simply bymoving in space
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Example: MirrorSpaceExhibited at:La VillettePompidou CentreWe notices the people who know each other approachand play with each other’sfaces ...Strangers immediately stepback
How to design a probeDecide what you would like to find out about your usersChoose an existing device that can:capture relevant information from themprovide a new experience for theminspire ideas relevant to your projectCultural probes: Discover user characteristicsTechnology probes: Inspire new designs
Advanced Design of Interactive Systems February 2020
© Wendy E. Mackay Inria & Université Paris-Saclay
InteractiveThread
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Weaving an interactive thread
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Participatory research methods
DIS 2004
Interactive Thread at DIS 2002Goal: Create a dynamic, interesting event that: increases audience participation? shares multi-disciplinary design methods? collects data for the interLiving project?Solution:An ‘interactive thread’ of 10 design exerciseswoven through the 3-day conference15-minutes at the end of each 90-minute session
Interactive Thread at DIS 2002Begin with a focal point: Henrik Färling’s 3 meter long poster included drawings ofreal stories collected from the interLiving projectTen10-minute exercisesbuilt on each other
Advanced Design of Interactive Systems February 2020
© Wendy E. Mackay Inria & Université Paris-Saclay
Interactive Thread at DIS 2002One method card per exercise:Front: Describe goal and instructionsBack: Specific task and workspace
DIS 2002
Interactive Thread at DIS 2002What worked well:Poster as focal pointEarly, short exercisesData gathering exercisesParticipant interaction
What worked less well:Removing poster after day 1Longer exercisesToo many exercisesStress from linked exercises
Interactive Thread at UIST ‘07Two exercises:Conference activity: Banquet activity: Timeline to capture key Brainstorm new ideas influences from the past from old publications
Advanced Design of Interactive Systems February 2020
© Wendy E. Mackay Inria & Université Paris-Saclay
Interactive Thread at UIST ‘07Capture the paston a timelineCreate interaction point cardsParticipants fill in the history of interactive technologyPlace them on thetimeline
Interactive Thread at UIST ‘07Brainstorm the futureCreate cards with images from previous work Participants generate new ideas, inspired by earlierwork
Possible interactive thread eventsPost-class exercisestudents perform exercises just before the bell rings
Experiment debriefingsubjects interview each other after a session
Corporate meetingsexpose everyone to interactive design techniques
Seminars or conferences (sessions or banquets)get specialized interviews from doctors, air traffic controllers, fighter pilots and other hard-to-access users
Participatory designWorkshop
Advanced Design of Interactive Systems February 2020
© Wendy E. Mackay Inria & Université Paris-Saclay
Participatory design workshopsBring together users and designersCreate an environment for collaborative exploration of ideasActivities can: capture experiencescreate scenariosbrainstorm ideasexplore ideasDo not ASK userswhat they thinkInstead, help them show you
Borrow design activities from classAbout users: Interviews, current
scenario, persona, cultural probe, technology probe
Create ideas: Brainstorming, video brainstorming, web links
Prototype: Future scenario, storyboard, video prototype, design �concept, design diagram
Evaluate: Design walkthrough, field studies, experiments
Redesign: Generative walkthroughs, structured observation
userinsights
designspace
design
analysis interpret
designimplications
designbrief
axesdesign
alternativestechnical
possibilities
designstudies
userinsights
Homework
useranalysisinterpret
userinsights
useranalysisinterpret
userinsights
analysis
implicationsfor design
designstudies analysis
implicationsfor design
designstudies
design
designbrief
designalternatives
designspace
axestechnical possibilities
designspace
axestechnical possibilities
design
designbrief
designalternatives
For Tuesday, 11 February Each group should have:• Concept• Intial storyboard• Feedback on Collaborative Video Clipper• Design Method Poster
Advanced Design of Interactive Systems February 2020
© Wendy E. Mackay Inria & Université Paris-Saclay
Wednesday: Design a participatory design workshopDecide on: participants, setting, schedule, activitiesRatio of team members to users?Preparation:Materials? Pre-workshop activities?Workshop activities:Which activities from class are appropriate?Can you think of any others?Follow-up activities:What do participants get as a result of participating(Need not be money or gifts … but they should benefit)