This is the third lecture about contextmapping given for the experience design master class at HITLab, Canterbury University in New Zealand. Contextmapping is an important exercise in the early design phase when the designer needs to confront his / her assumptions with the real world the users live in. It is a great preparation for user research.
The Design Thinking process first defines the problem and then implements the solutions, always with the needs of the user demographic at the core of concept development. This process focuses on needfinding, understanding, creating, thinking, and doing. At the core of this process is a bias towards action and creation: by creating and testing something, you can continue to learn and improve upon your initial ideas.
1. EMPATHIZE
2. DEFINE
3. IDEATE
4. PROTOTYPE
5. TEST
HSV Brightness Factor Matching for Gesture Recognition SystemCSCJournals
The main goal of gesture recognition research is to establish a system which can identify specific human gestures and use these identified gestures to be carried out by the machine, In this paper, we introduce a new method for gesture recognition that based on computing the local brightness for each block of the gesture image, the gesture image is divided into 25x25 blocks each of 5x5 block size, and we calculated the local brightness of each block, so, each gesture produces 25x25 features value, our experimental shows that more that %60 of these features are zero value which leads to minimum storage space, this brightness value is calculated from the HSV (Hue, Saturation and Value) color model that used for segmentation operation, the recognition rate achieved is %91 using 36 training gestures and 24 different testing gestures. This Paper focuses on the hand gesture instead of the whole body movement since hands are the most flexible part of the body and can transfer the most meaning, we build a gesture recognition system that can communicate with the machine in natural way without any mechanical devices and without using the normal input devices which are the keyboard and mouse and the mathematical equations will be the translator between the gestures and the telerobotic.
The Design Thinking process first defines the problem and then implements the solutions, always with the needs of the user demographic at the core of concept development. This process focuses on needfinding, understanding, creating, thinking, and doing. At the core of this process is a bias towards action and creation: by creating and testing something, you can continue to learn and improve upon your initial ideas.
1. EMPATHIZE
2. DEFINE
3. IDEATE
4. PROTOTYPE
5. TEST
HSV Brightness Factor Matching for Gesture Recognition SystemCSCJournals
The main goal of gesture recognition research is to establish a system which can identify specific human gestures and use these identified gestures to be carried out by the machine, In this paper, we introduce a new method for gesture recognition that based on computing the local brightness for each block of the gesture image, the gesture image is divided into 25x25 blocks each of 5x5 block size, and we calculated the local brightness of each block, so, each gesture produces 25x25 features value, our experimental shows that more that %60 of these features are zero value which leads to minimum storage space, this brightness value is calculated from the HSV (Hue, Saturation and Value) color model that used for segmentation operation, the recognition rate achieved is %91 using 36 training gestures and 24 different testing gestures. This Paper focuses on the hand gesture instead of the whole body movement since hands are the most flexible part of the body and can transfer the most meaning, we build a gesture recognition system that can communicate with the machine in natural way without any mechanical devices and without using the normal input devices which are the keyboard and mouse and the mathematical equations will be the translator between the gestures and the telerobotic.
Language, until the inception of 19th century, was related to philosophers and the theories, they presented to define its philosophy.
The scientific study of language did not of course, begin in this century; but the years around 1900 happen to have marked an important turning-point in the history of modern linguistics.
It’s common to hear that design is only aesthetics or usability - “can you make this pretty?”
This presentation is a myth-busting discussion that shatters the false belief that only some people can be creative.
See how the Zappos Mobile UX Designers use a design process to solve problems, and how YOU can use this creative potential in your everyday life.
Presenters:
Elly Searle, CrowdStrike
Head of Content Strategy
Torrey Podmajersky, OfferUp
Senior Content Strategist
When UX designs are handed off to developers, they always contain words: headings, instructions, CTAs (calls to action), and error messages. These words play a critical role in delivering a usable, useful, and desirable experience. Clear, thoughtful buttons, labels, and instructional wording has a lot to do with a site’s success and its customers’ satisfaction. In this session, Elly Searle, head of content strategy for CrowdStrike, and Torrey Podmajersky, senior content strategist at OfferUp (and SVC instructors), will take you through the fundamentals of user experience writing. You’ll walk away with an improved sense of how to talk to your user so you can better meet their needs.
Introductory lecture on Corpus Linguistics. Contents: Corpus linguistics: past and present, What is a corpus?, Why use computers to study language? Corpus-based vs. Intuition-based approach, Theory vs. Methodology.
This lecture was based on McEnery et al. 2006. Corpus-based Language Studies. An Advanced resource book. Routlege.
If you are using jQuery, you need to understand the Document Object Model and how it accounts for all the elements inside any HTML document or Web page.
The presentation I gave at Meet Content meetup in Cracow, on January 10, 2017.
Is UX writing about writing only? What’s necessary to support design with the right words? Insights that will help you build foundations for your writing in the GUI (graphical user interface). You’ll discover:
• Why your brand’s voice is the core for building experiences.
• How to create messages that don’t stress out anybody.
• How to ensure your GUI labels are clear and complete.
You can also count on some proven tips for wordsmithery.
Polish version: https://www.slideshare.net/dr0dr/ux-writing-tajniki-i-techniki
A Context Map will visualize your system: cluttered models, too much or not enough communication, dependencies on other systems are just some of the insights you'll gain if your start using them
Language, until the inception of 19th century, was related to philosophers and the theories, they presented to define its philosophy.
The scientific study of language did not of course, begin in this century; but the years around 1900 happen to have marked an important turning-point in the history of modern linguistics.
It’s common to hear that design is only aesthetics or usability - “can you make this pretty?”
This presentation is a myth-busting discussion that shatters the false belief that only some people can be creative.
See how the Zappos Mobile UX Designers use a design process to solve problems, and how YOU can use this creative potential in your everyday life.
Presenters:
Elly Searle, CrowdStrike
Head of Content Strategy
Torrey Podmajersky, OfferUp
Senior Content Strategist
When UX designs are handed off to developers, they always contain words: headings, instructions, CTAs (calls to action), and error messages. These words play a critical role in delivering a usable, useful, and desirable experience. Clear, thoughtful buttons, labels, and instructional wording has a lot to do with a site’s success and its customers’ satisfaction. In this session, Elly Searle, head of content strategy for CrowdStrike, and Torrey Podmajersky, senior content strategist at OfferUp (and SVC instructors), will take you through the fundamentals of user experience writing. You’ll walk away with an improved sense of how to talk to your user so you can better meet their needs.
Introductory lecture on Corpus Linguistics. Contents: Corpus linguistics: past and present, What is a corpus?, Why use computers to study language? Corpus-based vs. Intuition-based approach, Theory vs. Methodology.
This lecture was based on McEnery et al. 2006. Corpus-based Language Studies. An Advanced resource book. Routlege.
If you are using jQuery, you need to understand the Document Object Model and how it accounts for all the elements inside any HTML document or Web page.
The presentation I gave at Meet Content meetup in Cracow, on January 10, 2017.
Is UX writing about writing only? What’s necessary to support design with the right words? Insights that will help you build foundations for your writing in the GUI (graphical user interface). You’ll discover:
• Why your brand’s voice is the core for building experiences.
• How to create messages that don’t stress out anybody.
• How to ensure your GUI labels are clear and complete.
You can also count on some proven tips for wordsmithery.
Polish version: https://www.slideshare.net/dr0dr/ux-writing-tajniki-i-techniki
A Context Map will visualize your system: cluttered models, too much or not enough communication, dependencies on other systems are just some of the insights you'll gain if your start using them
No Context. No Microservices.
Why (bounded) context is essential when designing, organizing and buidling Microservices architectures, and how DDD can help you.
Talk was held 2016/03/03 @ Microservices Meetup Berlin
Collecting requirements or understanding a large system seems such a long and demanding activity. We can do al lot better than this: unlimited modelling space and all the key stakeholder in the same room, with some special spice. :-)
Domain-Driven Design has never been so efficient. This is where DDD meets Kanban, TOC and Management 3.0.
How can we use technology to influence behavior and attitudes of people? We'll give an overview of this emerging field, the most exiting projects and dive into one of the scientific models underlying this field.
The Best way to do PEST Analysis
This slideshow provides a brief tutorial on a new diagrammatic method, developed at the world famous Henley Business School in the UK.
The new method overcomes some of the major weaknesses of traditional PEST /‘PESTLE (Political, Economic, Social, Technological, Legal, Environmental) analysis. Traditional PESTLE tends to generate a random list of unrelated facts – not very useful for understanding your business, developing strategy or convincing other business leaders.
We show how you can use the PESTLEWeb method to tell a clear and compelling ‘story’ that leads from key issues to business threats and opportunities.
PESTLEWeb is supported by a new tool at www.PESTLEWeb.com. The new web-based tool helps you create great graphics and enables the automatic generation of outline reports and tabulated data to support your paper or presentation.
[Deck from the Interaction 13 Conference in Toronto, Canada. Synopsis below.]
“We’re way off schedule. Everyone is disengaged. We can't get everyone on board with the vision. I’m not proud of the work we’re producing.”
Sound familiar?
Design doesn’t happen inside a vacuum. It happens inside teams, inside the context of relationships, inside physical spaces, inside organizations with very particular cultures. Ignore that intricate ecosystem, and you might as well give your project a death sentence.
In this workshop, you'll learn about tools and techniques you can use to shape projects that are not only successful, but enjoyable. You'll learn the benefits of proactively designing team culture, walk you through the process of creating a healthy foundation, empower you with methods to improve unhealthy culture mid-stream, and show you ways to keep everyone engaged throughout the design process. Then, you’ll try it out for yourself: with feedback and mentorship, you’ll craft new methods and approaches that are appropriate to take back and try out in your team or company…no matter what your job title.
By the end of this hands-on workshop, you'll know how to get projects started on the right foot, co-create without compromising output, and inspire teams, clients, and stakeholders. More importantly, you'll find that you can work towards dramatically improved project outcomes…without all the drama along the way.
===============================
This workshop & deck were created by Cooper & Teresa Brazen
www.cooper.com/training, @cooper
www.TeresaBrazen.com, @TeresaBrazen
Strategic thinking is critical to business. But we've moved away from it towards 'productized' services and feature-driven products.
Learn why tactics-driven business can hurt your organization, and how to deliberately apply strategic thinking to what you do, no matter whether your a services or products company.
This is the second part of my fourth lecture at HITLab, Canterbury University, Christchurch, New Zealand about user research. I am presenting the three levels of understanding user needs and the methods that correspond with investigating these needs. The idea is to show how different methods enable a designer to dig for different insights and how to conduct exemplary studies for each type of the method.
Composing the perfect research symphony – What are the key elements to conduc...innogy Innovation GmbH
It was only a couple of years ago that online qualitative studies were still approached skeptically by researchers. Today many case studies and publications illustrate that online qualitative research has become a valid methodology amongst many practitioners.
• Do we actually use the full potential that online qualitative research offers?
• How can we actually determine the quality of online qualitative research?
• Does the quality just lie in the eye of the observer? What works, what does not?
In this webinar, research and innovation consultant Nicole Reinhold will take you a step further and share with you her strategies to achieve high quality results by doing ‘activity-based’ online research.
As a specialist in research for innovation projects, Nicole creates customized research designs that creatively combine different type of research methodologies into one online study. Feeling like a sort of ‘composer’ of research designs, she will share with us some of her international ‘compositions.’
Generative Research Workshop for Ladies That UX NYCMisael Leon
Generative Research is a great tool to generate meaningful insights about the habits and lifestyles of their users.
Generative Research is a powerful framework for innovation. It involves a series of collaboration exercises in which users reveal aspects of their personal experiences. By utilizing tangible artifacts, participants communicate emotions that are often difficult to express with words.
Teachers in basic education in developing countries are faced by extreme resource limitations. Thus for both pre-service and in-service training, here is a tool that enables them to engage their learners for faster, deeper learning and lifelong learning.
Generative Research — InVision DesignTalkMisael Leon
ustomer-centric, the importance of understanding your users’ motivations is increasing. As designers, it’s our job to gather and synthesize customer input and turn it into actionable design strategy.
User interviews are a great way understand your users’ motivations, but some ideas are hard to verbalize. Plus, traditional 1-on-1 interviews lack flexibility and don’t get to the core of human emotions.
In this DesignTalk, we’ll learn how to use generative research tools—or hands-on exercises—to understand your users' motivations. You’ll learn how to uncover unspoken desires, expectations, and lifestyle habits. By the end of the webinar, you’ll have a variety of activities to use to take the speculation out of product decisions and surface new customer opportunities.
If you don't know where you want to go it doesn't matter which road you takeAgnieszka Szóstek
Is design truly able to change the world? Only if there is a good plan. In my keynote for UX Poland 2019 I discuss the elements of a good design strategy: differentiation, obliquity, infinity and underpromise. Because if you truly want to be noticed and loved, you need to be “…mad, bonkers, off your heard..” - because all the great companies are.
The educational model for anything (also languages) needs to change to fit into today's world. There are plenty of alternatives but how about entertaining one of them: bringing the act of teaching languages to the background while letting students solve great problems in the foreground? Because the languages are not about the grammar. They are about communication.
After almost two decades, the Experience Economy is slowly becoming a fact. Designers have a crucial role to play in making this agenda happen. But in order to do so, we need to change how we approach the design challenges. We need to stay curious, open, collaborative and most of all humble and relaxed.
Map of design research, czyli o badaniach które badaniami nie są, ale jednak ...Agnieszka Szóstek
Od lat, kiedy pojawiam się gdzieś z wynikami design research, słyszę pytanie: kiedy wreszcie zrobisz prawdziwe badania? Główna różnica między badaniami marketingowymi a badaniami projektowymi leży w tym, że badania marketingowe opisują taki, jak jest, natomiast badania projektowe mają na celu zrozumieć, czego ludzie potrzebują i o czym marzą w odniesieniu do przyszłości. Kolejna z różnic dotyczy tego, że badania marketingowe służą do tego, żeby jak najbardziej precyzyjne opisać świat w celu unaocznienia, na przykład, decydentom, jak ten świat ewoluuje i się zmienia, natomiast design research jest narzędziem inspirującym projektantów do tworzenia rozwiązań odpowiadających nie na powierzchowne problemy użytkowników ale na ich, często nieuświadomione, potrzeby. W swojej prezentacji opowiem skąd się wziął design research, jak go warto rozumieć, gdzie się styka z badaniami marketingowymi i do czego może służyć.
Osoby, które chciałyby posłuchać więcej zapraszam na: https://www.youtube.com/watch?v=AOj09iKidlw&index=9&list=PLNHIrIczdcaoFe_KiXApsC4gvXPNTTQik
Ognisty romans czy małżeństwo z rozsądku? – czy skala NPS faktycznie odzwierc...Agnieszka Szóstek
W ramach przygotowania strategii Customer Experience pojawiło się wiele pytań odnoszących się zarówno do wartości skali NPS jako ogólnego miernika CX jak i tego, czy w Polsce poziom sentymentu reprezentowany przez NPS faktycznie odzwierciedla emocjonalny poziom zaangażowania klienta w markę. Łącząc siły oraz doświadczenie specjalistów UX oraz badań marketingowych, stworzyłyśmy dość nietypowe badanie ilościowo- jakościowe. Na panelu badawczym online poprosiłyśmy 599 klientów wszystkich operatorów telefonii komórkowej w Polsce, żeby napisali do swojego operatora list miłosny, rozwodowy lub ostrzegawczy. Celem tego ćwiczenia była próba zebrania materiału do semantycznej analizy sentymentu wobec operatora. W ramach badania poprosiłyśmy także o ocenę operatora na skali NPS, co pozwoliło nam zrozumieć poziom emocjonalnego zaangażowania na różnych poziomach. Wyniki okazały się o tyle zaskakujące, że pokazały, że Polacy potrafią zarówno kochać, jak i nienawidzić dostawców telefonii komórkowej i nie mają specjalnie problemu z wyrażaniem swoich emocji. Nasze wyniki pokazują, że skala NPS jest adekwatna do polskiego temperamentu i że nie należy jej w Polsce zmieniać, żeby ją dopasować do narodowej skali emocjonalnej.
Chociaż obie zdaje sobie sprawę z ograniczeń i niedoskonałości wskaźnika NPS jako jedynej prostej odpowiedzi na wszystkie pytania związane z Customer Experience to wierzymy, że nasze wyniki rozwiewają choć jeden z problemów z nią związanych.
Klienci jako najwdzięczniejsze źródło zmiany w biznesieAgnieszka Szóstek
Na konferencji "Be the change" organizowanej przez Sieć Przedsiębiorczych Kobiet opowiadałam o tym , jak nasze poczucie eksperckości utrudnia nam otwarcie się na wiedzę o klientach i użytkownikach i jak w niedrogi sposób można poszukać odpowiedzi na pytania dotyczące tego, czy aby na pewno dostarczamy właściwe rozwiązania.
Przez 200 lat edukacja wyższa w zasadzie się nie zmianiała. Jeśli dziewietnastowieczny profesor stanąłby w dzisiejszym audytorium doskonale widziałby, co robić, ponieważ afordancja uniwersystecja jest od dekad niezmieniona. Jednak, czas zmian niesustannie nadchodzi. Wiele uczelni na świecie już się zmieniło lub zmienia. W mojej prezentacji chciałabym pokazać model edukacyjny wydziału wzornictwa przemysłowego na Politechnice w Eindhoven. Pokazuje on, jak w inny sposób mozna myśleć o budowaniu modeli edukacyjnych w szkolnictwie wyższym.
When approaching the design of a solution that aims to engage users on the emotional level, even a shiniest functionality will not be enough. People are not expecting the technological fireworks anymore, they would like their products and services to flow and to help them feel better about themselves. It is not an easy task from the design perspective. As a designer you need to stop thinking about the design elements (at least for a moment). You even need to stop thinking about the activity you want to engage your users in (also for a moment:). Try to imagine what memory you would like your users to have after they used your design. Again, it is not easy: experiences are subjective, momentary and contextual. The same service at a different moment might deliver a different emotional engagement. Yet, if you do not attempt to think of the experience, you will leave it at random. With my presentation I wanted to show that there are ways to start thinking about and designing for human experiences.
25 przykładów na to, że da się robić dobre Customer Experience w PolsceAgnieszka Szóstek
Jakiś czas temu prowadziłam warsztaty, gdzie postanowiłam spróbować zebrać historie opisujące dobre doświadczenia klienckie w Polsce. Trochę się bałam, że zbiorę więcej złych niż dobrych historii, ale okazało się, że poszło całkiem nieźle. Powstała z tego dwadzieścia pięć krótkich opowiadań, którymi chciałabym się z wami podzielić. Mam nadzieję, że niektóre z nich posłużą jako inspiracja do waszych działań projektowych. Bo, jak zobaczycie, nie trzeba być wielkim, żeby móc dowozić super doświadczenia.
Design w polityce publicznej czyli jak skutecznie wdrożyć innowację.Agnieszka Szóstek
This presentation as given at the conference organized by the Polish Agency for Enterprise Development. It aimed to stress out the importance of investing in design based start-ups in Poland. I wanted to put up an argument that rather than investing in companies with predefined solutions that may not hold in the next few years it might be also worthwhile to sponsor companies that find an interesting problem to solve and promise an iterative design-based approach. I also wanted to show how investment in design increases the chances for investment turn-over.
Inspirations from Engaging Information and Warning Boards found in New Zealan...Agnieszka Szóstek
Prezentacja ta powstała jako inspiracja dla polskich parków narodowych pokazująca jak inaczej można myśleć o przygotowaniu treści na tablice informacyjne i ostrzegawcze. Mimo, że tablice są typowo parkowe, mam nadzieję, że zebrane przykłady przydadzą się także innym instytucjom przygotowujący, tego typu tablice. Prezentacja jest przygotowana w języku polskim, ale ponieważ przedstawione w niej tablice są anglojęzyczne, mam nadzieję, że przydadzą się także osobom spoza Polski.
The idea behind this project was to find inspirations for engaging information boards for Polish National Parks. But I believe the audience in wider spanning any organization making such boards. This presentation is mainly in Polish although the presented boards are in English so support international inspiration as well.
As the second part of the lecture on qualitative data analysis we discussed the need to cross-validate the collected insights. In this presentation I show what are the different approaches to data triangulation and how I applied them in my research work.
Qualitative data analysis: many approaches to understand user insightsAgnieszka Szóstek
The fifth lecture at HITLab, Canterbury University in New Zealand was all about how important it is to run a proper analysis of the qualitative data. We discussed the value in looking at data from individual (phenomenological) perspective versus combined (reductionist) perspective. But we agreed that regardless of the chosen approach it is crucial to look at the data from more than just one perspective to be sure the interpretation is not biased by researcher's on view of the world.
User Research: trying to answer the why and how questionsAgnieszka Szóstek
This is the first part of my fourth lecture at the HITLab, Canterbury University in New Zealand. As a design practitioner I am frequently getting a question from other practitioners, why would they do user research in the first place. Once I manage to convince them why it makes sense, the follow up question typically regards the issue of choosing the right people for that research. In this presentation I am trying to highlight two different approaches to user research, which I will describe in more detail in the next presentation.
This is my second lecture about experience design at HITLab i Ne Zealand. As designers we have this amazing opportunity to change the world, thus, in fact, we always design for the future and not the present. I believe that it is crucial to understand the changes that transform our societies not only from the economical or social perspective but also from the technological one. Trends allow us to see what the future could be like and provide inspiration to change it in a way be trust would be the best.
History and future of Human Computer Interaction (HCI) and Interaction DesignAgnieszka Szóstek
This is the first presentation given for the master course at HITLab, Canterbury University, Christchurch, New Zealand. It shows the snippets of the history of the field of human computer interaction that led to its increasing popularity at the present.
little things that matter. using cultural probing to design a new invoice for...Agnieszka Szóstek
We have applied Cultural Probe to conduct a study about the perception of invoices for Polish Telecom: Play. In the presentation we present all elements of the probe to inspire others to put design into research tools not only into final products. It truly pays off.
Coraz więcej osób przekonuje się, że badania jednak mają sens:) Jednak sam zakres metod badawczych pozostaje dość niewielki. Dlatego chciałam podzielić się fantastycznym narzędziem eksploracyjnym, które pozwala na zdobycie informacji, które nijak nie wydobyłoby się z użytkowników w trakcie wywiadów, grup fokusowych czy nawet badań dzienniczkowych.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
7 Alternatives to Bullet Points in PowerPointAlvis Oh
So you tried all the ways to beautify your bullet points on your pitch deck but it just got way uglier. These points are supposed to be memorable and leave a lasting impression on your audience. With these tips, you'll no longer have to spend so much time thinking how you should present your pointers.
2. to design genuine experiences
the designer needs to
build empathy towards the user
3. Which one is the facial
and which one
the hemorrhoid crème?
4.
5.
6.
7.
8. Empathy is:
“our intuitive ability to identify with
other people’s thoughts and feelings –
their motivations, emotional and mental models,
values, priorities, preferences, and inner conflicts”.
22. - ambiguity of the phrase itself
- traditional definition used in the domain of
contextmapping:
„context between people and products”
- operationalized by the Aristotelian questions:
what? how? who? when? where? how long? why?...
- the selection of the questions determines, which
aspects (beyond cognitive and physical) are
important for defining the research problem
29. - tons of luggage
- issues pertaining to
safety and hygiene
- unpredictable
behaviour of kids
assumptions
30. sensitizing
- preparation of a booklet where the parents could describe
and draw how travelling with kids looks like
- questions about: how the trip went, feeding and food
aspects, contents of the luggage, division of tasks between
the parents
31. data aggregation
- preparation of a
collage presenting the
collected insights,
particularly focusing
on what’s irritating
- discussion about ideal
solutions for eating
rituals during the trips
32. data analysis
- selection of interesting issues,
stories and descriptions of
critical situations in a form of
a scrapbook
- returning to the initial
assumptions to verify them
- categorization of the
uncovered issues through
drawings and photos
- a bag with products taken for
the trips with labels with
inspirational quotes from the
participants
33. the most interesting insight
the way kids behave
in the car
and in the restaurant
35. - intensification of users’involvement
- creation of a common language
- looking for inspiration on different levels
- materialization of new questions and discovery
of dead ends
- confirmation or rejection of assumptions
regarding a given user group
39. - formulation of the research goal - instead of a broad
question, such as:
having insight in the use of mobile phone to stay in touch
with the partner
the goal can be formulated as:
what is it like to be a partner who is just returning from the
long absence and what concerns, feelings and attitudes do
they have when being on the way home?
- the product itself should not be mentioned in the goal
- a clear goal statement is especially relevant as the resulting
data is fragmentary, multi-layered and consists of individual
stories
41. - mapping knowledge and views of the experience domain
with two goals in mind:
- reducing the risk of projecting one’s preconceptions on
the participants
- supporting the researcher in formulating instructions and
providing a starting structure for data analysis
- having an initial map helps to differentiate what is already
known from what was learned from the participants
43. - inviting a variety of people leads to rich and diverse
discussions
- the background of participants influences the study
- sessions with a few participants (2 – 4) reveals fewer stories as
there is less opportunity to reflect on each other’s experiences
- a group of four is large enough to create a group feeling and
have discussions and six is small enough to pay attention to
every individual
- in a group with more than six participants it becomes more
difficult to pay attention to every individual
- doing two or more sessions reduces the possibility of group
dynamics suffering from topics only mentioned by one or a
few dominant participants
46. - basic principle of the exercises in the package is to let people
express memories, opinions, dreams around the central topic
of the study
- participants receive the package about one or two weeks
before the creative session
- small playful exercises trigger participants to reflect on their
experiences without analyzing too much
- each exercise elicits a fresh perspective on the situation that is
explored
- sensitizing packages are meant to stimulate reflection on the
participants’daily experiences
47. - the design of the sensitizing package should be playful and
professional but also informal
- the subject of the package is usually broader than the study
subject
- the activities should be inspirational and provocative.
- the package aims to stimulate participants to reflect on a daily
pattern over a few days so they slowly become aware about
their experiences
- the package needs to include white space to write ideas and
impromptu comments.
- working on the sensitizing packages should require no more
than five to ten minutes per day
49. advantages disadvantages
group sessions participants can react to each other’s
experiences
a global view of the context and various
user experiences will be created
a large amount of diverse information is
generated in one session
without professional moderation, one
dominant participant can influence the
group
it is difficult, although possible to obtain
individual responses
pair sessions participants feel comfortable because they
are with a friend, spouse, etc.
participants may reveal things about each
other
the session can take place at the
participant’s home or workplace
less diversity in the total range
of participants since members of
the pair are related or acquainted
individual sessions a lot of attention and time can be devoted
to a participant and this can bring out
detailed information
the session can take place at the
participant’s home or workplace
a participant can feel inhibited, because
it may feel as if a psychologist is testing
him/her about feelings, experiences and
needs
it is more time-consuming than groups
53. fixating on the data
- documenting thoughts and remarks from the session
- analysis of the audio and video-documentation.
- working with transcripts to annotate the data and select
quotes
54. analyzing and being surprised
- searching through the data for interesting indicators
- all impressions and insights need to be written down
- making notes on post-it notes facilitates their rearrangement
55. finding patterns
- organizing and reorganizing the annotations and the data
- determining recurrent and/or striking themes
- working spatially, e.g., on a wall or large boards
- creating overviews to show the relations between different
experiences and themes visually
60. references
Visser, Froukje Sleeswijk, et al. "Contextmapping: experiences from
practice." CoDesign 1.2 (2005): 119-149.
Sanders, Elizabeth B-N., and Pieter Jan Stappers. "Co-creation and the
new landscapes of design." Co-design 4.1 (2008): 5-18.
Sanders, Liz. "ON MODELING An evolving map of design practice and
design research." interactions 15.6 (2008): 13-17.
Kouprie, Merlijn, and Froukje Sleeswijk Visser. "A framework for empathy
in design: stepping into and out of the user's life." Journal of Engineering
Design 20.5 (2009): 437-448.
Sleeswijk Visser, Froukje, Remko Van der Lugt, and Pieter Jan Stappers.
"Sharing user experiences in the product innovation process:
Participatory design needs participatory communication." Creativity and
innovation management 16.1 (2007): 35-45.
IDStudioLab – studiolab.ide.tudelft.nl/studiolab/contextmapping
Contextmapping - contextmapping.nl