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Cultural probes dk

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This is an introduction of the "Cultural Probes" method by Gaver, Dunne and Pacenti. I have used it to encourage students to get inspiration from users.

Published in: Design, Business, Technology

Cultural probes dk

  1. 1. CULTURAL PROBES RESEARCHING USER CULTURE GAVER, DUNNE AND PACENTI
  2. 2. COMMON DILEMMA: HOW TO UNDERSTAND CONTEXT <ul><li>Designers have the need to understand ”local cultures”, so that the product will not be inadequate or irrellevant </li></ul><ul><li>But you don’t want the users to limit the design </li></ul><ul><li>The users can only suggest solutions they know = no innovation </li></ul>
  3. 3. PURPOSE OF PROBES <ul><li>To provoke inspirational answers from the users </li></ul><ul><li>Aiming for experimental design based on dialogue </li></ul><ul><li>Like surgical or astronomical probes </li></ul>
  4. 4. METHODE <ul><li>Create objects (the probes) which provoke answers </li></ul><ul><li>Allow the users to use their senses – use images, sounds etc. </li></ul><ul><li>NOT A QUESTIONAIRE!!! </li></ul><ul><li>Questions range from straight forward to poetic </li></ul>
  5. 5. IDEAS FOR COLLECTION OBJECTS <ul><li>Disposable cameraes (or images from the mobile phones) followed by a shotlist </li></ul><ul><ul><li>What you will wear today </li></ul></ul><ul><ul><li>The first person you see today </li></ul></ul><ul><ul><li>Something desirable </li></ul></ul><ul><ul><li>Something boring </li></ul></ul><ul><ul><li>Difficult situations </li></ul></ul><ul><li>Map to fill in routes </li></ul><ul><li>Diaries </li></ul><ul><li>Postcards </li></ul>
  6. 6. NOT AN ORDINARY INVESTIGATION <ul><li>No need for precise analysis or thoroughly controlled methodologies </li></ul><ul><li>Purpose is to discover new cultural forms </li></ul><ul><li>Result: Inspiration NOT information </li></ul><ul><li>An impressionistic presentation of the users preferences and cultural consideration </li></ul>
  7. 7. USER CENTERED DESIGN INSPIRATION <ul><li>The point is for the designer to get an idea on what the users can feel and experience in relation to a product </li></ul><ul><li>(But is also very effective as a way of explaining the design to your customer) </li></ul>
  8. 8. THE PROBES <ul><li>When returned should not be analysed </li></ul><ul><li>Looked and read through to get inspiration </li></ul><ul><li>For getting ideas for design </li></ul>
  9. 9. CRITIQUE OF THE METHOD <ul><li>It is used to gather information </li></ul><ul><li>Digital care har gjort det inden for sundhedsområdet, se Hemmings et. Al </li></ul><ul><li>De ser det som vigtigt at melde ud, hvad man gør åbent – probningens formål skal være tydelig </li></ul>
  10. 10. MORE ARGUMENTS AGAINST <ul><li>” Designing for pleasure demands a different approach from designing for utility.” </li></ul><ul><li>The problem is there has been a strong tendency to rationalize the Probes. </li></ul><ul><li>People seem unsatisfied with the playful, subjective approach embodied by the original Probes </li></ul><ul><li>None of these tasks (or any of the others we used) produced returns that were easy to interpret, much less analyze. </li></ul>
  11. 11. WHO INTERPRETS The Probes simultaneously make the strange familiar and the familiar strange p. 6
  12. 12. BEYOND THIS, HOWEVER, THE PROBES EMBODIED AN APPROACH TO DESIGN THAT RECOGNIZES AND EMBRACES THE NOTION THAT KNOWLEDGE HAS LIMITS. IT’S AN APPROACH THAT VALUES UNCERTAINTY, PLAY, EXPLORATION, AND SUBJECTIVE INTERPRETATION AS WAYS OF DEALING WITH THOSE LIMITS.
  13. 13. AN EXAMPLE <ul><li>A probe on the outdoors Link </li></ul><ul><li>The result Link </li></ul><ul><li>The design Link </li></ul>
  14. 14. YOUR TURN: <ul><li>MMD is looking for an interiour design for the school </li></ul><ul><li>First assignment </li></ul><ul><ul><li>Each one of you find 5 images online, which illustrates a nice environment. </li></ul></ul><ul><ul><li>Then take you mobile phone and photograph places which are ugly, uncosy right now at the school. At least 3 </li></ul></ul><ul><ul><li>Also use the mobile phone to photograph 3 situations, where peoples seem to be having a good time at the school </li></ul></ul><ul><ul><li>Write 6 single words about a good environment </li></ul></ul><ul><ul><li>Which movie environment would you like to walk around in, and why? </li></ul></ul>
  15. 15. YOUR TURN/2 <ul><li>Second assignment </li></ul><ul><ul><li>You get the material from one of the other students. </li></ul></ul><ul><ul><li>You look through the material </li></ul></ul><ul><ul><li>Create a photoshop collage that illustrates the inspiration/conclusion – you got from the answers </li></ul></ul><ul><ul><li>Remember that YOU decide </li></ul></ul><ul><ul><li>Show us a good idea for a class room design </li></ul></ul>
  16. 16. RESOURCES <ul><li>About Cultural Probes </li></ul><ul><li>http://www.steptwo.com.au/papers/kmc_intranetprobes/index.html </li></ul><ul><li>http://www.sfu.ca/~nmw8/iat_333/portfolio_website/ </li></ul>

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