This document summarizes the key elements of a thesis that used ethnographic methods to inform the design of a gamified system for domestic energy conservation. It outlines the background, research focus, methods, findings, contributions, limitations, and further research. The research used telephone interviews and in-home observation to develop player personas, scenarios, and stages of mastery to inform the player focus section of a gamification architecture. The analysis was informed by ethnomethodology. Key findings were that ethnographic data can be used to construct design tools and provide empirical research for gamification. Limitations included a small convenience sample and little prior research in this area.
This is a talk about activity systems analysis and its application for design research. This talk was prepared for students and faculty at Florida State University.
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Abstract -1
Acknowledgement - 2
Table of content - 3
Chapter 1(Introduction) - 5
Chapter 2(Literature Review) - 8
Chapter 3(Case Studies) - 17
Chapter 4(Site analysis and programme) - 30
Chapter 5(Design solution) - 39
Chapter 6(Observations and Conclusions) - 63
Chapter 7(Design Appraisal) - 74
Architect's vision - 79
Works Cited - 80
List of figures - 83
Appendix - 84
Introduction to a graduate thesis in architecture- culmination of design program- for the undergraduate course B.Arch in India. It gives a broad outlay & fundamental understanding of the thesis program for the final year students.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
Chapter 9: Evaluation techniques
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
This is a talk about activity systems analysis and its application for design research. This talk was prepared for students and faculty at Florida State University.
Oberski EAM 2018 - Incidental data for serious social researchDaniel Oberski
Incidental data are data that people produce incidentally, as a byproduct of the normal course of operations of a platform, business, or government. Well-known examples include using Twitter, Facebook, Google search, smartphones, badges, etc. to study social phenomena, such as election behavior, attitudes, employment, or consumer confidence. It has been almost ten years since various high-impact papers and books have proclaimed the end of traditional social research and the beginning of a new era of exciting new possibilities for social science.
In this talk, I review the evidence from the past decade or so regarding the value of incidental data for social research. This includes not only research in social science, but also in the humanities, data mining, and machine learning communities. While it is safe to say traditional social research has not ended, I conclude that incidental data may indeed allow for an "update" of (some of) social science. However, to accomplish this, a considerable amount of work is still needed; I envision that methodologists will be at the forefront of this work - if we can "update" ourselves as well. I end the lecture with some suggestions of where methodologists could start "pulling the thread" of other literatures to start leveraging incidental data for social research.
A Definitive List of 100 Bachelor Thesis TopicsBachelor Thesis
If you need interesting topic for your Bachelor thesis, check this definitive list of 100 Bachelor thesis topics. http://www.bachelorthesis.biz/bachelor-thesis-topics/
Креативное предпринимательство и креативная экономикаMaria Stashenko
Самая простая бизнес-модель, кейсы творческих предпринимателей, а также состав команды в бизнесе. Презентация куратора курса "Креативное предпринимательство" в Британской Высшей Школе Дизайна, Марии Сташенко.
Underground designing of an Urban SpacePreyan Mehta
A Undergraduate thesis done for the submission process. The thesis report revolves around the idea of Building Underground, why should we design Underground structures, what is Underground Architecture, advantages of Underground architecture, a guide to basic underground architecture with a Design example and it's analysis. The report has a smooth narration of topics:
Abstract -1
Acknowledgement - 2
Table of content - 3
Chapter 1(Introduction) - 5
Chapter 2(Literature Review) - 8
Chapter 3(Case Studies) - 17
Chapter 4(Site analysis and programme) - 30
Chapter 5(Design solution) - 39
Chapter 6(Observations and Conclusions) - 63
Chapter 7(Design Appraisal) - 74
Architect's vision - 79
Works Cited - 80
List of figures - 83
Appendix - 84
Introduction to a graduate thesis in architecture- culmination of design program- for the undergraduate course B.Arch in India. It gives a broad outlay & fundamental understanding of the thesis program for the final year students.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
Chapter 9: Evaluation techniques
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
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1. Beyond Keywords: Ethnographic Methods to Inform
the Design of a Gamified System for Domestic
Electricity Conservation
Andrew Harvey
Thesis Review
May 2014
8. Research Focus
Overall Research Problem
How are ethnographic methods used to inform the Player Focus section of a
Gamification design architecture for domestic energy conservation?
1. How are Player Focus Gamification architecture elements derived from telephone
data?
2. How are additional Player Focus Gamification architecture elements derived from in-
home data?
9. Method
Ethnographic Research
• Interviews
• Direct observation
• Ethnomethodologically focused analysis
Construct Design Tools
• Personas
• Scenarios
• Stages of Mastery
Reflect on Methods
• Ethnomethodologically reflexive dissertation
• Why ethnomethodology?
– Description of researchers methods
– This is aligned with traditional EM work that sought to
analyse the methods of sociologists by turning the
resources for achieving sociology into topics of enquiry
themselves (Heritage, 1984; Ritzer, 2008).
• EM focus demystified the arrows in diagrams
10. Phase 1: Telephone
• 10 Participants
• 44 Scripted interview questions
– 10 Demographic
– 11 Technology use
– 23 Energy Use
• 20-30 mins - average length
• Recorded and transcribed
Phase 2: In-Home
• 3 households
• Standardised interview
• Walk around inventory/observation
Method
Ethnographic
Research
11. Phase 1:
Telephone
Analysis
Scenario 1
Use the system to examine
energy use
Scenario 2
Challenging another user to an
energy saving competition
Stages of Mastery
Novice
Problem Solver
Expert
Master
Visionary
12. Phase 1:
Telephone
Analysis
Transcript 5 Lines 65-74
Andrew:ok fair enough ok so um would you please tell me about your social media
use so which social media sites do you use?
John: In what way
Andrew:umm
John: When you mean social media
Andrew:ok, do you use any sites such as Facebook or Twitter or Google Plus?
John: Um Facebook, I’ve got an account but don’t use it I’ve got a few friends on
there, basically if I’m going to contact someone I’ll jump on the telephone
and ring them have a chat, mainly because my typing skills are not that good
Andrew:ok
13. Phase 1:
Telephone
Analysis
Transcript 8 Lines 57-60
Andrew: alright and do you use social media, any social media websites
Bec: like Facebook
Andrew: yes
Bec: yep occasionally I’ll log on but not very much
Request for Clarification (Hutchby and Wooffitt, 2008)
16. Phase 1:
Telephone
Analysis
Scenario 1
Use the system to examine energy use
James picks up the device after seeing
an advertisement for an electricity
company on television which stated
that the average house uses 12 kilowatt
hours a day. He taps on the “Energy
Use” button and looks at the graph of
his use for the day. James then selects
‘Monthly View’ which displays a line
graph of his energy use over the last six
months. Having a fast paced life; he
likes the graphs and concise ways of
showing his electricity use information.
James is able to get a quick
understanding of his electricity use
relative to his historic use.
17. Phase 1:
Telephone
Analysis
Stages of Mastery
Novice
Problem Solver
Expert
Master
Visionary
Expert
James is familiar with his specific energy
behaviours that have significant impact on the
system. James doesn’t spend hours on the
system exploring understanding its ins and
outs. He just knows the specific areas of it
which benefit him the most. He demonstrates
his familiarity with the system by not requiring
instructions on the system tasks.
Novice
James is unsure of both the system and its
functions. He is eager to save energy, but, he is
unsure what exactly he can do to save energy.
James begins experimenting by turning
appliances off and on and viewing their effects
on the device.
20. Phase 2:
In-home
Analysis
Ethnographic Research
• Interviews
• Direct observation
• Ethnomethodologically focused analysis
Construct Design Tools
• Personas
• Scenarios
• Stages of Mastery
Reflect on Methods (Accounts)
• Ethnomethodologically reflexive dissertation
• Why ethnomethodology?
• Description of researchers methods
• This is aligned with traditional EM work that sought to analyse the
methods of sociologists by turning the resources for achieving
sociology into topics of enquiry themselves (Heritage, 1984; Ritzer,
2008).
• EM focus demystified the arrows in diagrams
21. Findings
Overall Research Problem
How can ethnographic methods inform the Player Focus of a Gamification design
architecture for domestic energy conservation?
1. How are Player Focus Gamification architecture elements derived from telephone
data?
2. How are additional Player Focus Gamification architecture elements derived from in-
home data?
Ethnographic
Research
Player Focus
Gamification
Architecture
?
22. Findings
• Ethnographic Research
– Conduct telephone interviews and transcribe
– Ethnomethodologically focused analysis
– Identify common themes/points of interest
• Player Focus
– Group relevant themes together into personas
– Identify regular actions as scenarios
– Construct a persona narrative
– Identify persona based stages of mastery
– Use the EM notion of accounts to develop stages of mastery
1. How are Player Focus Gamification architecture
elements derived from telephone data?
23. Findings
2. How are additional Player Focus Gamification
architecture elements derived from in-home data?
• Visual elements
– Design artefacts
– Exemplify persona traits
24. Contribution
• Ethnomethodologically informed analysis to
construct design tools of personas, scenarios,
and stages of mastery -> Player Focus section
of a Gamification Architecture.
• Demystified the overlooked ‘arrows’
• Provided empirical research in Gamification
design
25. Limitations
• Sample is a convenience sample.
– Time constraints
– Resource constraints
• Two participants withdrew from the in-home
phase
• New area of research – comparatively little
published on the topic of Gamification
26. • Ethnographic data to inform other areas of
Gamification design
• Empirical research - Gamification on energy
conservation behaviour
Further Research
27. Now: Thesis Review Milestone
2 weeks to make changes
Submit: 2 June - Latest
Next steps
Timeline
Editor's Notes
In order to design these systems we need something called a Gamification Architecture
Player focus – Who its for
System Focus – What it does
Activity focus – How it does it
My interest – Player focus, and specifically, how, how can it be developed
Player Types – Categories/representations of intended users
Player Stories – reflect the journey of the player in real life
Stages of Mastery – outline the progression of the player through the system
Personas – Rich descriptions of typical users to help guide design
Scenarios - fictional story that is used to exemplify aspects of the system design
User centered design can informed by ethnographic data
Gamification Player Focus is still being explored and the specific methods to inform that secion remain underexplored at this stage
Therfore I decied to use ethnographic methods, similar to the user centered design
For UCD the standard method of gathering user information is ethnography
At this stage in Gamification, there is no standard method for gathering player information to create the player focus section.
Therfore I decided to use ethnographic research to accomplish this
Flow charts illustrate the process of persona and scenario design
But what is underexplored is the arrows between these elements – the “how” – how is it achieved moving from one step to the next
3 main parts to this research
Conduct ethnographic research
Construct the design tools and Player Focus from that research
Reflect on those methods to demystify the “arrows”
Reflexivity - object or behavior and the description of this cannot be separated one from the other
Output of the telephone data analysis was these three personas
Each of these personas had narratives written for each scenario
Also, each persona had stages of mastery developed which reflected its envisioned behaviour
Now I’ll quickly take you through the methods used in the analysis
With an example from the persona James – The Clarification Seeker
Inserted sequence is seeking clarification
It is initiated with John’s request for clarification
This was a common occurrence in the data
By focusing on the structure and sequence of the interview the theme of seeking clarification emerged from the data.
This was operationalized in the persona….
These two examples of seeking clarification were part of several that contributed to James – The Clarification Seeker
The next step was to create the scenarios and stages of mastery from the personas
I mapped out my thoughts constantly referring to the personas to the left in order to develop narratives for the scenarios
Video Analysis Wall - which uses a wall or whiteboard to construct a collage of ideas, issues, and design opportunities
Closeup of the mapped out ideas that led to the creation of one scenario narrative for James’s persona.
This really followed the theme of specificity and intuition which I believe are displayed by a clarification seeker.
The stages of mastery used the EM notion of accounts to construct the various stages.
Each stage was crafted with the specific accounts that a Clarification Seeker would produce to demonstrate that level of Mastery with the system.
The analysis covered the first two sections of the research
The next section is where the dissertation, as a reflexive ethnomethodological undertaking, provides reflection and demystifies the “arrows”
Reflexivity - object or behavior and the description of this cannot be separated one from the other
The elements are derived in the form of visual elements
The visual elements that I could spot and introduce to the interview that participants might miss or talking on the phone may not introduce
These elements are used in the personas as additional visual artefacts that exemplify persona traits
To give designers concrete empirical evidence of the behaviours
The dissertation itself, as an ethnomethodologically undertaking demystifies the overlooked arrows by providing a detailed description of the methods used in this research to achieve the Player Focus section of a Gamificaion architecture.