A Place at the Table

Whitney Quesenbery
Whitney QuesenberyCivic design | UX Research | Storytelling | Accessibility at WQusability & Center for Civic Design
WQusability.com
Whitney Quesenbery
whitneyq@wqusability.co
A Web For
Everyone
Giving users a place
at the (design) table:
Techniques for
participatory design
Whitney Quesenbery
2
The big idea
Those who will use it
help design it
3
The big idea: creating together
 Engages
stakeholders and
users in the
process
 Encourages
participants to
bring their
perspectives
 Focuses on
eliciting meaning to
inform design
http://experientia.com/perspectives/creating-togetherbuilding-value-with-participatory-design/
4
Designing with the user, not for the
user
―Good systems cannot be built by design experts
who proceed with only limited input from users...
There are many aspects of a work process—such
as how a particular tool is held, or what it is for
something to "look right"—that reside in the
complex, often tacit, domain of context.‖
- Sara Kuhn and Terry Winograd
Profile of Participatory Design
in Bringing Design to Software
http://hci.stanford.edu/publications/bds/14-p-partic.html
5
Including the excluded
Roots in Scandinavia
and civic planning
6
When computers entered the workplace
Roots in Scandinavia, with a
philosophy:
 Designers must take work
practices seriously
 Human actors rather than
systems
 Tasks in context
 Work is fundamentally
social, involving cooperation and
communication
http://codesignresearch.com/2012/09/03/spreading-the-participatory-design-approach-in-a-developing-country/
7
Influenced design approaches in many fields
 Suchman and AI --
Situated action
 Brown and Duguid HCI
and knowledge
management -- Design
for learnability
 Kyng and HCI -- Situated
design
 Holtzblatt & Beyer – UCD
--Contextual design
http://hci.stanford.edu/publications/bds/14-p-partic.html
8
Charrettes address social and
civic design challenges
Exemplary participation can:
 Include the excluded
 Advance the state of the art
 Influence the outcome
 Deal with difference
 Engage the designer
 Integrate complex thinking
 Make place regional
What makes participation exemplary?
http://designobserver.com/media/pdf/What_Makes_Par_917.pdf
Project for Public Spaces – http://www.pps.org
Photo: http://safsrq.wordpress.com/2012/06/09/shs-charrette-sarasota-community-engaged-united/
9
Current influences: Designing with
(not just for)
 Agile/Lean
practices
 Design studio
 HCI for
Development
 Design for Good
https://www.wickedproblems.com/2_building_empathy_by_designing_with.php
10
There are limitations and pitfalls
 Don’t expect participants to be designers
 Or technology experts
 So, don’t ask the group to start from scratch
 Find people who want to participate
 But don’t let a few people dominate the design
 Read the results in a thoughtful way
 Focus on the underlying concepts, not the design artifacts
 Don’t assume people can predict what they might do
 Or that a design can (by itself) change a reality
Mobile Community Design: Effective Use Of Participatory Design Methods, Jeff Axup
http://www.mobilecommunitydesign.com/2006/05/effective-use-of-participatory-design.html
11
Deeper understanding: unexpected
innovation
Participatory design
concepts in UX
12
Design research:
Letting users tell their own stories
 Photos and
videos
 Day-in-the-life
 Scrapbooks
 Diary studies
http://www.globaldesignresearch.com/
Using video to create a story for each particpant
13
Diary Studies:
Glimpses into lived experiences
Participants record their experiences
as they happen, over several days or
weeks
 Written notebooks
 Photos or video notes
 Phone it in
 Google Voice number
 Posting on a private site
 Basecamp, Blackboard
 Instagram or other shared
blogs
Dear Diary: Using Diaries to Study User Experience
by Carine Lallemand
http://www.usabilityprofessionals.org/uxmagazine/dear-diary-using-diaries-to-
study-user-experience/
14
Kits for diary studies
(also called cultural probes)
Diary study kits can be as simple as a
notebook
 Create structure or open-ended
 Provide a camera or a way to
upload or print photos
Questionnaires and scales can provide
a consistent measure
 AttrakDiff mobile survey
 Medical pain scales
http://infodesign.com.au/usabilityresources/culturalprobes/
AttrakDiff – www.attrakdiff.de
15
Using social media
 Create a closed
group or monitor an
open group
 Listen and observe or
interact
 Closed or open
questions
 Sending reminders
 Use tools that are
easy and familiar
16“Creativity Based Research”:
Eliciting context
 Collages
 Rich Pictures
 Games
 Role playing
http://www.usabilityprofessionals.org/uxmagazine/kidsteam/
17
Collages: images for a rich description
 Explore
 Emotional landscape
 Relationships
 Cultural issues
 Design and style
 Interpret
 The discussion is more
important than the artifact
 Photo sources
 Flickr or stock photos
 Proprietary picture decks
http://3libraschild.deviantart.com/
http://www.ksrinc.com/r2r/download/r2r_projective_techniques_ppt.pdf
18
Gamestorming:
New ways to get from A to B
1. Imagine the world – create a
temporary space
2. Create the world – within the
boundaries of the space
3. Open the world – but with
agreement on the boundaries
4. Explore the world – meet goals
within the world’s constraints
5. Close the world – ceremonial
ending at the goal
19Informance:
Role-playing and improvisation
Representing an idea by acting
out scenarios to:
 Tell how things work (or
might work)
 Explain the interaction
 Share and explore the ideas
Good for complex or multi-
person interactions
Photo: http://stinelin.wordpress.com/2011/01/17/2nd-prototype-and-experience-prototyping/
20
Co-Design:
Working with design artifacts
 Card sorting
 Paper prototyping
http://davids-user-centered-design-work.wikispaces.com/Paper+Prototyping
21
Paper prototyping: rapid iteration
 Also called Wizard-of-Oz
 Combines design with
usability testing
Paper Prototyping by
Carolyn Snyderhttp://www.paperprototyping.com/what.html
Photo Courtesy Timo Jokela
The "Computer" highlights the item the user has just selected. A member of
the development team observes and takes notes. The facilitator (not
visible) is sitting to the right of the user.
22
Agile Stories: personas + scenarios
Agile can be based on
co-design work with
stakeholders to create
stories
23
Social media as a metaphor
Variations on ―design the box‖ using
social media to show relationships
 Make a Facebook page to
represent [this]
 Write the Twitter feed of a ―day in
the life‖
 Choose tools that the particpants
use
24
Design studio
Design studio
makes it easy to
adapt to include
non-designer
stakeholders.
25
3 mini case studies
Election design workshop
Student home page
If this site was an animal
26
Election design workshops and
Open innovation competition
Charrette-like process to work
on a difficult, multi-stakeholder
problem
27Workshop: collaboration and active
problem solving
 Brainstorm many ideas
 Build from inspiration to
concept to refinement
 Encourage inclusive, open
collaboration
Students created the posters
and worked as ―design scribes‖
http://elections.itif.org/projects/design-workshops/
http://elections.itif.org/reports/AVTI-003-Sanford-Milchus-Rebola-2012.pdf
28
Open IDEO innovation challenge
3 of the winning concepts from the Open IDEO Innovation Challenge
http://www.openideo.com/open/voting/winning-concepts/
29
Open University
Student Home Page
Building participatory design
activities into user research
sessions
30
“Design a student-home page for you”
Step 1: Card sorting
We asked participants to sort cards
into topics:
 They have used in the past
 They might use in the future
 Not interesting/relevant
 Don’t know what it is
Work at the Open University for Ian Roddis, with Caroline Jarrett, Effortmark
31
“Design a student-home page for you”
Step 2: Design your page
We asked participants use
the cards they have used or
might use to create a
personal home page.
 They worked on a sheet
of flip-chart pages
 Orange cards were links
to groups of topics cards
 They could write on the
paper
 They didn’t have to use
all the cards
32
“Design a student-home page for you”
Step 3: Tell us about it
We asked participants to
walk us through the page
they created
33
“Design a student-home page for you”
Step 4: Transcribed pages
We transcribed the pages
into digital files so we could
work with them more easily.
We were very interested in:
 Labels for groups of
cards
 Spatial arrangments
 Their stories about how
they would use the page
34
If this site was an animal
Adding a quick question to
a usability test
35
Summary
Three quick and easy ways to add participatory
activities to any usability test or research project
 Ask an indirect question for emotional reactions and new ideas
 If this site was an animal
 What if the rules were changed
 Leave time for storytelling
 If you ran the circus...
 Ask the participant to draw, markup, or assemble a picture
 What was the best... worst...
 Bring in a picture
 A picture of their classroom, or where they study at home
Whitney Quesenbery
WQusability.com
whitney@wqusability.com
usabilityinciviclife.org
Twitter @whitneyq
A Web for
Everyone
Storytelling for
User Experience
with Kevin Brooks
Global UX:
with Daniel Szuc
A Web for Everyone
with Sarah Horton
1 of 36

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A Place at the Table

  • 1. WQusability.com Whitney Quesenbery whitneyq@wqusability.co A Web For Everyone Giving users a place at the (design) table: Techniques for participatory design Whitney Quesenbery
  • 2. 2 The big idea Those who will use it help design it
  • 3. 3 The big idea: creating together  Engages stakeholders and users in the process  Encourages participants to bring their perspectives  Focuses on eliciting meaning to inform design http://experientia.com/perspectives/creating-togetherbuilding-value-with-participatory-design/
  • 4. 4 Designing with the user, not for the user ―Good systems cannot be built by design experts who proceed with only limited input from users... There are many aspects of a work process—such as how a particular tool is held, or what it is for something to "look right"—that reside in the complex, often tacit, domain of context.‖ - Sara Kuhn and Terry Winograd Profile of Participatory Design in Bringing Design to Software http://hci.stanford.edu/publications/bds/14-p-partic.html
  • 5. 5 Including the excluded Roots in Scandinavia and civic planning
  • 6. 6 When computers entered the workplace Roots in Scandinavia, with a philosophy:  Designers must take work practices seriously  Human actors rather than systems  Tasks in context  Work is fundamentally social, involving cooperation and communication http://codesignresearch.com/2012/09/03/spreading-the-participatory-design-approach-in-a-developing-country/
  • 7. 7 Influenced design approaches in many fields  Suchman and AI -- Situated action  Brown and Duguid HCI and knowledge management -- Design for learnability  Kyng and HCI -- Situated design  Holtzblatt & Beyer – UCD --Contextual design http://hci.stanford.edu/publications/bds/14-p-partic.html
  • 8. 8 Charrettes address social and civic design challenges Exemplary participation can:  Include the excluded  Advance the state of the art  Influence the outcome  Deal with difference  Engage the designer  Integrate complex thinking  Make place regional What makes participation exemplary? http://designobserver.com/media/pdf/What_Makes_Par_917.pdf Project for Public Spaces – http://www.pps.org Photo: http://safsrq.wordpress.com/2012/06/09/shs-charrette-sarasota-community-engaged-united/
  • 9. 9 Current influences: Designing with (not just for)  Agile/Lean practices  Design studio  HCI for Development  Design for Good https://www.wickedproblems.com/2_building_empathy_by_designing_with.php
  • 10. 10 There are limitations and pitfalls  Don’t expect participants to be designers  Or technology experts  So, don’t ask the group to start from scratch  Find people who want to participate  But don’t let a few people dominate the design  Read the results in a thoughtful way  Focus on the underlying concepts, not the design artifacts  Don’t assume people can predict what they might do  Or that a design can (by itself) change a reality Mobile Community Design: Effective Use Of Participatory Design Methods, Jeff Axup http://www.mobilecommunitydesign.com/2006/05/effective-use-of-participatory-design.html
  • 12. 12 Design research: Letting users tell their own stories  Photos and videos  Day-in-the-life  Scrapbooks  Diary studies http://www.globaldesignresearch.com/ Using video to create a story for each particpant
  • 13. 13 Diary Studies: Glimpses into lived experiences Participants record their experiences as they happen, over several days or weeks  Written notebooks  Photos or video notes  Phone it in  Google Voice number  Posting on a private site  Basecamp, Blackboard  Instagram or other shared blogs Dear Diary: Using Diaries to Study User Experience by Carine Lallemand http://www.usabilityprofessionals.org/uxmagazine/dear-diary-using-diaries-to- study-user-experience/
  • 14. 14 Kits for diary studies (also called cultural probes) Diary study kits can be as simple as a notebook  Create structure or open-ended  Provide a camera or a way to upload or print photos Questionnaires and scales can provide a consistent measure  AttrakDiff mobile survey  Medical pain scales http://infodesign.com.au/usabilityresources/culturalprobes/ AttrakDiff – www.attrakdiff.de
  • 15. 15 Using social media  Create a closed group or monitor an open group  Listen and observe or interact  Closed or open questions  Sending reminders  Use tools that are easy and familiar
  • 16. 16“Creativity Based Research”: Eliciting context  Collages  Rich Pictures  Games  Role playing http://www.usabilityprofessionals.org/uxmagazine/kidsteam/
  • 17. 17 Collages: images for a rich description  Explore  Emotional landscape  Relationships  Cultural issues  Design and style  Interpret  The discussion is more important than the artifact  Photo sources  Flickr or stock photos  Proprietary picture decks http://3libraschild.deviantart.com/ http://www.ksrinc.com/r2r/download/r2r_projective_techniques_ppt.pdf
  • 18. 18 Gamestorming: New ways to get from A to B 1. Imagine the world – create a temporary space 2. Create the world – within the boundaries of the space 3. Open the world – but with agreement on the boundaries 4. Explore the world – meet goals within the world’s constraints 5. Close the world – ceremonial ending at the goal
  • 19. 19Informance: Role-playing and improvisation Representing an idea by acting out scenarios to:  Tell how things work (or might work)  Explain the interaction  Share and explore the ideas Good for complex or multi- person interactions Photo: http://stinelin.wordpress.com/2011/01/17/2nd-prototype-and-experience-prototyping/
  • 20. 20 Co-Design: Working with design artifacts  Card sorting  Paper prototyping http://davids-user-centered-design-work.wikispaces.com/Paper+Prototyping
  • 21. 21 Paper prototyping: rapid iteration  Also called Wizard-of-Oz  Combines design with usability testing Paper Prototyping by Carolyn Snyderhttp://www.paperprototyping.com/what.html Photo Courtesy Timo Jokela The "Computer" highlights the item the user has just selected. A member of the development team observes and takes notes. The facilitator (not visible) is sitting to the right of the user.
  • 22. 22 Agile Stories: personas + scenarios Agile can be based on co-design work with stakeholders to create stories
  • 23. 23 Social media as a metaphor Variations on ―design the box‖ using social media to show relationships  Make a Facebook page to represent [this]  Write the Twitter feed of a ―day in the life‖  Choose tools that the particpants use
  • 24. 24 Design studio Design studio makes it easy to adapt to include non-designer stakeholders.
  • 25. 25 3 mini case studies Election design workshop Student home page If this site was an animal
  • 26. 26 Election design workshops and Open innovation competition Charrette-like process to work on a difficult, multi-stakeholder problem
  • 27. 27Workshop: collaboration and active problem solving  Brainstorm many ideas  Build from inspiration to concept to refinement  Encourage inclusive, open collaboration Students created the posters and worked as ―design scribes‖ http://elections.itif.org/projects/design-workshops/ http://elections.itif.org/reports/AVTI-003-Sanford-Milchus-Rebola-2012.pdf
  • 28. 28 Open IDEO innovation challenge 3 of the winning concepts from the Open IDEO Innovation Challenge http://www.openideo.com/open/voting/winning-concepts/
  • 29. 29 Open University Student Home Page Building participatory design activities into user research sessions
  • 30. 30 “Design a student-home page for you” Step 1: Card sorting We asked participants to sort cards into topics:  They have used in the past  They might use in the future  Not interesting/relevant  Don’t know what it is Work at the Open University for Ian Roddis, with Caroline Jarrett, Effortmark
  • 31. 31 “Design a student-home page for you” Step 2: Design your page We asked participants use the cards they have used or might use to create a personal home page.  They worked on a sheet of flip-chart pages  Orange cards were links to groups of topics cards  They could write on the paper  They didn’t have to use all the cards
  • 32. 32 “Design a student-home page for you” Step 3: Tell us about it We asked participants to walk us through the page they created
  • 33. 33 “Design a student-home page for you” Step 4: Transcribed pages We transcribed the pages into digital files so we could work with them more easily. We were very interested in:  Labels for groups of cards  Spatial arrangments  Their stories about how they would use the page
  • 34. 34 If this site was an animal Adding a quick question to a usability test
  • 35. 35 Summary Three quick and easy ways to add participatory activities to any usability test or research project  Ask an indirect question for emotional reactions and new ideas  If this site was an animal  What if the rules were changed  Leave time for storytelling  If you ran the circus...  Ask the participant to draw, markup, or assemble a picture  What was the best... worst...  Bring in a picture  A picture of their classroom, or where they study at home
  • 36. Whitney Quesenbery WQusability.com whitney@wqusability.com usabilityinciviclife.org Twitter @whitneyq A Web for Everyone Storytelling for User Experience with Kevin Brooks Global UX: with Daniel Szuc A Web for Everyone with Sarah Horton

Editor's Notes

  1. Engages stakeholders and users in the process of solving a problem.Uses activities and process that allows participants to bring their on perspectives and unique ideas to the table. Focuses on eliciting meaning, priorities, and needs to inform the rest of the design process.
  2. situated activity (Suchman, 1987)work-oriented design (Ehn, 1988)situated design (Greenbaum and Kyng, 1991design for learnability (Brown and Duguid, 1992) contextual inquiry (Holtzblatt, 1993)
  3. Roots in Scandinavia:In the 1970s, Norwegian labor unions wanted input into computer systems in the workplace.UTOPIA projet and Nordic Graphic Workers’ UnionDEMOS project in Sweden
  4. situated activity (Suchman, 1987)work-oriented design (Ehn, 1988)situated design (Greenbaum and Kyng, 1991design for learnability (Brown and Duguid, 1992) contextual inquiry (Holtzblatt, 1993)
  5. Example from Sarasota: The charrette was organized by the school district at the urging of the Sarasota Architectural Foundation to discuss ways to renovate the campus without tearing down the Rudolph-designed gym or glassing in the breezeways of Building.Constructed events, like a public hearing, but which allows citizens and stakeholders to have meaningful input while exploring a problem together. Often used to be sure that diverse voices are heard, and that all stakeholders accept the results. Often look like a design studio – with participants creating artifacts to represent design ideas – getting past “talk” to produce more tangible representations of design concepts.
  6. Make Tools: Liz Sanders has extended participatory design research by focusing on the actual mechanisms by which participatory design can occur. She describes how design toolkits can be used to extract creativity from non-designers. These toolkits—pieces and parts that participants can arrange to create their own rudimentary design solutions with little or no craft-based experience—are known as Generative Tools, and contain two-dimensional parts such as paper shapes and photos or three-dimensional parts such as forms with Velcroed knobs and buttons.Older work on Rich Pictures from York had a similar philosophy but was less of a tool kit and more of a process.
  7. Influence of anthropology and video documentary
  8. As with most of these techniques, the story the participant tells may be as important as the artifact
  9. Turning business work into play to get past endless debate. Using games to “suspend disbelief” and explore different ways to get from intitial A to B
  10. Brenda Laurel coined the term.Good for group or multi-person interactions