UX PARIS

DESIGN & ETHNOGRAPHY
NICOLAS NOVA, 14.11.2012, PARIS




            WWW.NEARFUTURELABORATORY.COM
2
I   ETHNOGRAPHY: PEOPLE, CULTURE, ARTIFACTS   24
3
I   ETHNOGRAPHY: ROLE OF CONTEXT                   24




    “If you want to understand what motivates a
    guy to pick up skateboarding, you could
    bring him into a sterile laboratory and
    interrogate him... or you could spend a week
    in a skatepark observing him interacting
    with his friends, practicing new skills and
    having fun. Ethnography is observing
    people’s behavior in their own environments
    so you can get a holistic understanding of
    their world”
    LiAnne Yu, cultural anthropologist
4
II   CASE 1: ACCELEROMETER-BASED ENTERTAINMENT      24




     Project conducted with CEA/Movea/XP Team/WSG
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II   ENTERTAINMENT SPACES   24
6
II   ENTERTAINMENT SPACES   24
7
II   ENTERTAINMENT SPACES / CREATIVITY   24
8
II   MOTIVATIONAL FACTORS: PRECISION   24
9
II   MOTIVATIONAL FACTORS: SENSATION   24
10
II   MOTIVATIONAL FACTORS: EXCITATION   24
11
II   MOTIVATIONAL FACTORS: PERFORMANCE   24
12
II   OPPORTUNITY MAPPING                               24




                           Excitation




      Sensations                        Performances




                           Precision
13
II   OPPORTUNITY MAPPING                                             24




                                   Excitation

          Hand-to-hand fights




      Sensations                                      Performances

                   Pocket light

                                                Bowling

                          Sniper
                                   Precision
14
II   PROTOTYPING                               24




     Prototyping by Etienne Guerry (XP Team)
15
II   PROTOTYPING                               24




     Prototyping by Etienne Guerry (XP Team)
16
II   PROTOTYPING AND TESTING                24




     Prototypage Etienne Guerry (XP Team)
17
II   PROTOTYPING AND TESTING        24




     Developed by Widescreen Game
18
II   PROTOTYPING AND TESTING        24




     Developed by Widescreen Game
19
III   CASE 2: CURIOUS RITUALS   24
20
III   CASE 2: CURIOUS RITUALS   24
21
III   CASE 2: CURIOUS RITUALS   24
22
IV   CONCLUSION                                                 24




     ‣ Propose product concepts, services,
     communication that fit a need, a desire, a problem.
     ‣ Question opinion with field data: show people’s
     life, reality check, understand the complex dynamic
     of everyday life with its subtleties and specificities.
     ‣ Understand barriers to adoption of a product, a
     feature, etc.
     ‣ Evaluate and prioritized concepts, ideas,
     solutions.
     ‣ Criticize normative visions of the future (intelligent
     fridge, augmented reality).
     ‣ Learn from a new culture or a new market.
23
IV   GOOD DESIGN = UNDERSTANDING OF USERS + DESIGNER   24
THANK YOU MERCI GRACIAS DANKE GRAZIE




NICOLAS NOVA

nicolas@nearfuturelaboratory.com
www.nearfuturelaboratory.com

Design & Ethnography

  • 1.
    UX PARIS DESIGN &ETHNOGRAPHY NICOLAS NOVA, 14.11.2012, PARIS WWW.NEARFUTURELABORATORY.COM
  • 2.
    2 I ETHNOGRAPHY: PEOPLE, CULTURE, ARTIFACTS 24
  • 3.
    3 I ETHNOGRAPHY: ROLE OF CONTEXT 24 “If you want to understand what motivates a guy to pick up skateboarding, you could bring him into a sterile laboratory and interrogate him... or you could spend a week in a skatepark observing him interacting with his friends, practicing new skills and having fun. Ethnography is observing people’s behavior in their own environments so you can get a holistic understanding of their world” LiAnne Yu, cultural anthropologist
  • 4.
    4 II CASE 1: ACCELEROMETER-BASED ENTERTAINMENT 24 Project conducted with CEA/Movea/XP Team/WSG
  • 5.
    5 II ENTERTAINMENT SPACES 24
  • 6.
    6 II ENTERTAINMENT SPACES 24
  • 7.
    7 II ENTERTAINMENT SPACES / CREATIVITY 24
  • 8.
    8 II MOTIVATIONAL FACTORS: PRECISION 24
  • 9.
    9 II MOTIVATIONAL FACTORS: SENSATION 24
  • 10.
    10 II MOTIVATIONAL FACTORS: EXCITATION 24
  • 11.
    11 II MOTIVATIONAL FACTORS: PERFORMANCE 24
  • 12.
    12 II OPPORTUNITY MAPPING 24 Excitation Sensations Performances Precision
  • 13.
    13 II OPPORTUNITY MAPPING 24 Excitation Hand-to-hand fights Sensations Performances Pocket light Bowling Sniper Precision
  • 14.
    14 II PROTOTYPING 24 Prototyping by Etienne Guerry (XP Team)
  • 15.
    15 II PROTOTYPING 24 Prototyping by Etienne Guerry (XP Team)
  • 16.
    16 II PROTOTYPING AND TESTING 24 Prototypage Etienne Guerry (XP Team)
  • 17.
    17 II PROTOTYPING AND TESTING 24 Developed by Widescreen Game
  • 18.
    18 II PROTOTYPING AND TESTING 24 Developed by Widescreen Game
  • 19.
    19 III CASE 2: CURIOUS RITUALS 24
  • 20.
    20 III CASE 2: CURIOUS RITUALS 24
  • 21.
    21 III CASE 2: CURIOUS RITUALS 24
  • 22.
    22 IV CONCLUSION 24 ‣ Propose product concepts, services, communication that fit a need, a desire, a problem. ‣ Question opinion with field data: show people’s life, reality check, understand the complex dynamic of everyday life with its subtleties and specificities. ‣ Understand barriers to adoption of a product, a feature, etc. ‣ Evaluate and prioritized concepts, ideas, solutions. ‣ Criticize normative visions of the future (intelligent fridge, augmented reality). ‣ Learn from a new culture or a new market.
  • 23.
    23 IV GOOD DESIGN = UNDERSTANDING OF USERS + DESIGNER 24
  • 24.
    THANK YOU MERCIGRACIAS DANKE GRAZIE NICOLAS NOVA nicolas@nearfuturelaboratory.com www.nearfuturelaboratory.com