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User Research
Media Design course
Autumn 2016
Case: Feeler contextual inquiry
INDEX
1. Introduction
3. Interviews
4. Focus Group
5. Workshops
2. Literature review
Research areas
1. INTRODUCTION
LEARNING WELL-BEING
QUANTIFIED SELF
Research-based design
1. INTRODUCTION
Research-based design (Leinonen et al., 2008; Leinonen, 2010)
Contextual inquiry
1. INTRODUCTION
Aims:
• Identify what factors impact student well-being• Define which aspects would be more meaningful to monitor in order to
improve students’ learning experience.• Understand how students conceptualize a “learning experience”
2. LITERATURE REVIEW
• Research papers• Benchmarking of Quantified-Self
products
• Technical reviews of sensor technologies
• Mass media and social media (groups of interest)
Subject Expert Interviews
3. INTERVIEWS
Strategic centre for health and well-being
Aalto University student services
University of Helsinki professor of social psychology of information and communication technology
e-Learning platform
End-user interviews
3. INTERVIEWS
Profile:
• Adults aged 24 - 65• Engaged in learning
• Busy agendas • Concerned about their wellbeing
Health
Wellbeing
Mindfulness6 interviewees Photos + text
DATA COLLECTION
3. INTERVIEWS
End-user interviews
- Audio recording of the interviews - Card printing of the images and texts produced by the interviewees.
Imatges preses pels entrevistats durant la investigació contextual de Feeler. (projecte de recerca doctoral d’E. Durall)
End-user interviews
3. INTERVIEWS
Imatges preses pels entrevistats durant la investigació contextual de Feeler. Projecte de recerca doctoral d’E. Durall
4. FOCUS GROUP
4. FOCUS GROUP
Design game
Design game created during Feeler contextual inquiry (E. Durall, J.F. González)
Game elements: !
- Board- Dice- Pawns
- Character cards- Challenge and
opportunities cards- Stickers
Feeler design game materials (E. Durall, J.F. González)
4. FOCUS GROUP
Design game
Image taken during Feeler co-design sessions with students of Kyushu University (Japan).
5. WORKSHOPS
5. WORKSHOPS
Participatory design workshop on Learning and Well-beingMethods:• Concept mapping• 3D prototyping
Participatory design workshop on student well-beingMethods:• Design opportunities & challenges mapping• Idea generation tackling one of the identified challenges
Workshops for making
Workshop about learning and well-being organised during the Summer school: design as inquiry (June 2013, Helsinki).
Participatory design workshop on Learning and Well-being
The prototyping session was guided by the question:!How would you quantify your level of well-being in your learning
performance? !
5. WORKSHOPS
Workshop about student well-being. Runned by T. Tapola and E. Durall with Aalto students.
Participatory design workshop on student well-being
After identifying main opportunities and challenges regarding student well-being, students were asked to generate a design concept based on one of the identified issues.
5. WORKSHOPS
5. WORKSHOPS
Co-design workshops
Co-design workshops about reflection through QS data• Design game• 2D prototyping
Co-design workshops with Kyushu University students (Feeler contextual inquiry, support of Kyushu University students).
Participants’ profile:
• Kyushu University students (MA and PhD).• 2 workshops with asian students and another one with exchange students from
South America and Europe.
5. WORKSHOPS
Co-design workshops
5. WORKSHOPS
Workshop structure
• Welcome and introduction (30 min)
• Play (40 min)
• Datavis creation (50 min)
• Sharing and presenting datavis creations (50 min)
• Counting and ending the game (10 min)
• Workshop feedback (15 min)
5. WORKSHOPS
Co-design test session
5. WORKSHOPS
Co-design game materials
Character cards Data sheets Inspiration cards
5. WORKSHOPS
Co-design game materials
5. WORKSHOPS
Co-design game materials
5. WORKSHOPS
Co-design game materials