Va 03audiencereseachtools
-
Upload
kellyludwig -
Category
Documents
-
view
11 -
download
2
description
Transcript of Va 03audiencereseachtools
audience research methods
kelly ludwig, assistant professor kcai graphic design department
audience research methods
1. Examine (setting goals)
2. Understand (researching)
1. gather information
2. interpret information
3. Ideate (prototyping)
4. Experiment (testing)
5. Distill (implementing)
design process
• Conduct audience research • Understand your research • Go deeper and find patterns
• Establish open questions to build on • This is the analytical phase
02 Understand
“We tend to project our own rationalizations & beliefs onto the actions & beliefs of others.” — Don Norman, cognitive psychologist and author of The Design of Everyday Things
Combat the desire to design for ourselves (or the client) rather than designing for the target audience
• How do designers operate in a world of perpetual change?
• What is the relationship between future speculation and today’s very real, very immediate challenges?
• And how might such conditions generate new practices in design?
design research > purpose
design research
The process is both iterative and cyclical • Solutions are proposed based on observable phenomena
related to the problem • then a design solution is agreed upon,
• followed by a prototype • then tested against the target audience
design research cycles
environment design/research knowledge base
people
organizational systems
technical systems
problems & opportunities
design products & design processes
relevance cycle building research
build design artifacts & processes
evaluate
design cycle between building design artifacts & building and evaluating research
scientific theories & methods
experience & expertise
rigor cycle evaluating research
After you have set your goals, the first step is found in the understanding/research phase. you then move into the ideate/prototyping phase, and you will be taking those prototypes back into the environment for more experimenting/testing. Once you bounce back and forth between research, prototyping and testing, you will distill and implement
3 stages of design research
• pre-design: evaluating the existing design or lack thereof.
• during-design: testing in-progress design with viewers. • post-design: validates the effectiveness of a final design.
Investigative techniques are used to add context and insight to the process • User research: done before or during the design phase
• Attempts to answer questions such as: “who will use this design” and “how does this concept work in the context of our audience’s needs”?
• User testing: after the initial design phase • “How effective is this design?”
design research
quantitative
Quantitative design research: building statistically significant data from a large pool (usually 100 or more people) • good for establishing large-scale
trends for simple issues (ex: 54% of people prefer chocolate)
• surveys (non-experimental design)
qualitative
Qualitative design research: learning about the audience by listening, watching or experiencing their lives firsthand. • allows designers to connect with
individuals and addresses needs in a more direct way • narratives • ethnographies • case studies
primary
Primary design research: collecting data that does not yet exist; creating new knowledge • the researcher is making direct
contact with subjects, or directly interacting with the subject matter
secondary
Secondary design research: collecting and synthesizing other people’s research • this includes any reading or
watching you may do ... internet or library
malleability
Design research is full of unanswered questions • How many people should we interview before we can
conclude their collective needs? • What kind of research should we conduct? • Should it be qualitative or quantitative?
No one approach is right or wrong
design research > analysis
The design team is responsible for the analysis of research • Analysis turns collected data during research into
actionable information • Personas • Mental models • Storyboards, etc.
research / design process
1. Gather information
2. Interpret information
3. Design connecting
• Enter the ideation/rapid prototyping phase
gather information
Identify potential users (ideally done during user research) • Recruit potential users • Create test guidelines • Schedule test sessions with potential users • Administer the test • Analyze the results
how is audience research done?
some info gathering tools
camera
note-taking
video camera
voice recorder
research methods
Several research methods can provide data upon which we can build user archetypes, including: • surveys • ethnographic research • interviews
surveys
• A combination of quantitative and qualitative data, depending on how we structure the questions.
• Their purpose is usually to generate a relatively large data set in an efficient manner.
• Survey responses can also be effectively meaningless—for example, when a respondent doesn't understand a question
ethnography = observation
A research approach that produces a detailed, in-depth observation of • people’s behavior • beliefs • customs and preferences by observing and interacting
with them in a natural environment
We get to see what people actually do, rather than what they say they do
ethnography = observation
The primary method of gathering qualitative information on an audience, and is primary research • researchers look at the actions and behaviors of
participants • they interpret what they see rather then asking
participants
“Ethnographic studies provide an excellent source of real insights into the audience for a product or service we’re designing.”
ethnography is human-centered
“Human-centered design research is a way of looking at a population with the intention of making a positive impact and addressing the needs expressed by that population.”
(from blux.la website)
what does ethnography look like?
• Watching, listening, talking
• Photos, notes, interviews, questionnaires
case study — art center “tween” research
• art center’s graduate-level “tweens” research
case study — art center “tween” research
In 2004, the media design program at Art Center College of Design was sponsored by HP to conduct research of tweens (11-14) in relation to technology, personal agency and engagement. The course focuses on the importance of conducting research as designers.
The focus was on the ability for media designers to bring unique insight into the different aspects of the world through design. Designers see the world differently and can communicate their ideas through visual representation. This enables us to capture and convey the emotional aspects of research, which are often difficult to glean when reading a more traditional type of research report.
Students were asked to photograph their rooms, inside their bags, friends, family and anything else important to them so researchers could learn more about them from their point of view
qualitative & narrative
case study — art center “tween” research
Designers then compiled research photos into a larger portrait of the subjects
The interview format allows some flexibility for researchers to explore ideas and motivations that are not accessible to an observer • asking potential or current audience members a series of
open or closed questions sits partway between surveys and ethnographic studies
• interviews are a good method for gaining insights into users’ opinions, thoughts, and ideas
interviews
non-directed interviews
Simply set up some rough guidelines and talk with your audience
• ask open-ended questions, avoid yes or no answers • frame questions that focus on experiences • be non-judgmental
survey
A word exercise with tweens. • circle words that describe
the future (blue) • circle words that describe
your future (red) • circle words that describe
your ability to influence your future (green)
• mark the most meaningful word in each color (black)
survey
A word exercise with tweens. • circle words that describe
the future (blue) • circle words that describe
your future (red) • circle words that describe
your ability to influence your future (green)
contextual inquiry
Observing what people do as they go about their day (not what they say they do)
boy’s sample bedroom
questionnaires
Invite people to say • Who they are • What they do • Where they go, etc
thoughts on interviewing
• Prepare beforehand • It’s not a dialogue, it’s about the interviewee • Ask open-ended questions (no “yes/no” questions) • Start with easy questions (background info, etc.) • Allow time to respond. silence is okay • Be ready to ask follow-up questions • Ask if there is anything else they’d like to add
interpret information
some interpretation tools
1. Audience persona(s)
2. Scenarios/storyboards
3. Reality maps/journey maps
4. Mental models
5. Influence maps
6. Infographics
Personas are fictional characters that represent patterns and clusters of traits based on real people • they are characters that embody the ideas of who the
audience is, including values, concerns, desires, priorities, preferences
personas
personas
Personas help designers: • determine what a product should do and how it should
behave. • communicate with stakeholders, developers, and other
designers. • build consensus and commitment to the design. • measure the design’s effectiveness. • contribute to other product-related efforts such as
marketing and sales plans.
personas
it is important to recognize that any audience is diverse and all people are unique individuals.
persona with technology layer
personas
psychological layer aspirational layer social layer
psychological layer aspirational layer social layer
personas
more in-depth research projects will build multiple personas to reflect more finely-tuned audience categories
social layer
social layer
personas
psychological layer technology layer aspirational layer
psychological layer, technology layer, aspirational layer
Scenarios are detailed illustrations of moments and activities that engages the audience.
scenarios/storyboards
Multiple moments can be combined together to form a meaningful narrative of what the audience member might experience in daily life.
Visualizations of the steps or stages of a significant experience for a person with additional details for each step.
• examples of experiences might be going to college, traveling for business, or having a child.
Reality/journey maps may include more discrete activities, locations, channels and emotions for each of the stages.
reality maps/journey maps
reality maps/journey maps
Realities are a distillation of research findings that map the key issues that define the audience’s lives.
They provide a conceptual framework thinking about the audience members .
reality maps/journey maps
Mental models are visualizations of task analysis. • they allow teams to align existing features, functions and
content with user activity. • because of the depth and detail of analysis, carefully
consider the commitment required to successfully create a full mental model.
• it can be very powerful, but often comes at a high cost in effort and expertise.
mental models
mental models
Simply put they are the models people have of themselves, others, their environment and the things that they interact with.
Indi Young’s Mental Models, published by Rosenfeld Media
Influence maps help to visualize who and what is impacting and shaping an audience member and in what ways
In most institutional change, there’s usually a handful of relationships that play a disproportionately large role in bringing those changes about.
influence maps
These particular influences are from more art center design research; this time into 6-year-old boys.
That’s part of the reason it’s hard to truly separate institutional change from personal change. Finding the key influencers will aid your project immensely. It can be a community leader in position or just on the block.
influence maps
influence maps
influence maps
influence maps
Infographics are detailed visual pictures that describe your findings. • they may be idea- or data-driven.
• idea-drive infographics use pictures to describe ideas like concepts, stories, processes and relationships.
• data-driven infographics visualize quantitative information.
ideas and data can be combined in the same infographic.
infographics
infographics
• Data-rich visualization of a story or thesis
• Tool to educate and inform • Build brand/cause awareness
20% is remembered after reading text
90% of information transmitted to the brain is visual 200% more images are liked on Facebook over text 87% read text on an infographic
First presentation: design concepting
1. Research summary & statement
2. Problem statement or question
3. Audience definition and characteristics
4. What social behavior you want to change
5. How will you measure the results of that change?
Include
relevant imagery
Include as much relevant imagery as possible and relevant. You are visual people, so make your presentation reflect that. Each group, will have 5 minutes to present, and will have up to ten minutes for feedback (15 minutes total).
(Here is a good example of a project proposal http://jjohnsrud.blogspot.com/2011/10/ivanhoe-project-proposal.html)
1. research summary
Fairly obvious - summarize the research that lead to your problem statement
2. problem statement or question
This is a concise statement of the issue you have researched and determined to be a problem.
It may be phrased as a statement of fact -- “too many teens are being bullied in the classroom”, or it may be phrased as a question to explore through your creative process -- “how can creative problem solving help eliminate bullying in the classroom?”
Either approach is acceptable.
3. audience definition & characteristics
• Include basic demographic info such as age range, ethnicity, etc, as is relevant to your issue.
• More importantly, include qualitative information that explains the “whys” and “hows” behind your issue.
• Ideally this is gleaned from your initial interviews and audience observations.
3. audience definition & characteristics
Explain their relationship to the problem, mentioning where they fall on the receptivity gradient as well as specific input you have received from your audience contacts.
A few examples:
• the audience is apathetic (not ready to know) to the issue and distracted by xyz;
• the audience is interested (ready to know) in the issue but does not have the time to get involved.
4. what social behavior do you want to change?
Be as specific as possible here, framing it in terms of behavior and not in graphic design artifacts.
Example: “I want to eliminate bullying in the classroom by making potential bullies realize the emotional damage they inflict on others.”
idea receptivity gradient by David Rose
not ready to know
ready to know knows facts accepts ideas acts on the opinion
becomes anadvocate forthe cause
Moving audiences forward relies on utilizing appropriate rhetorical strategies that properly position the artifact or issue in the mind of the viewer.
Both the message content/structure and the rhetorical positioning of the message – how one says what they say – may change based on audience receptivity.
It is likely that multiple intersections of audience and message need to occur before there will be any change in behavior.
5. how will you measure the results?
List any ideas you have for how to evaluate the effectiveness of your creative work. How will we be able to tell your project did what you intended? Again, be as specific as possible.
Example: “at Westport High School 9th grade classes, the number of bullying incidents will decrease, as opposed to the increases from previous years.”
deliverables
Presentation • 5 minutes with 10 minutes for discussion • Keynote presentation (with presenter notes) posted to
your blog • Any printed materials used in your presentation turned
into me after the presentation.
• “Tweens: technology, personal agency, engagement” by media design program, Art Center College of Design. Faculty — Dr. Brenda Laurel, Lisa Nugent, Anne Burdick — http://www.designmattersatartcenter.org/projects/
• Complete Beginners Guide to Design Research — http://www.uxbooth.com/articles/complete-beginners-guide-to-design-research/
• Communicating Design — http://howtomakelightning.com/communicating-design
• A Three Cycle View of Design Research — http://community.mis.temple.edu/seminars/files/2009/10/hevner-sjis.pdf
• Mental Models by Indi Young http://rosenfeldmedia.com/books/mental-models/
sources