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August 02, 2004
DIS2004: reflection
Reflection, reaction and design
in touch
Interact Lab
http://www.cogs.susx.ac.uk/interact/projects/intouch.htm
(service designed with Victoria Real)
How do people manage and maintain contact details across many technologies?
Drawing of social networks over two weeks
32 participants
Issues
Multiple address books
Remembering who, when, what
Under 35s
Larger networks, more devices/tools, more change in networks
Evaluation challenges
Familiar service but novel implementation - wanted to evaluate the whole service
Relationships happen over time
Evaluation in real community settings, not a lab
Tested over 4 weeks to let people really use the service
Could evaluate the learning curve, and how strong existing conceptual models are
Time could be reduced by cutting down feature set or incentivising usage between sessions
*****
Making tea: iterative design through analogy
http://www.smarttea.org
designed to help design for highly expert, loosely structured, longitudinal, concurrent tasks
gap between design team knowledge and domain expertise practice
process difficult to observe to completeion (based on study of long-term scientific experiements)
Task analysis not confident
Existing UCD elicitation methods assume shared domain knowledge and observable tasks
related work:
participatory design - Bodker
cultural probes - Gaver
story telling - Gruen
apprenticeship and mockups - Sperschneider, Bagger
artifact walkthroughs - Beyer
deconstructing experience - Dix
Use the analogy of making tea as a shared knowledge 'experiment'
(there is a long history of chemists and tea making)
analogy is safe, known, observable, repeatable, interogatable
asked questions about what is and isn't recorded
asked questions about differences between analogy and real life
then introduced chemistry apparatus rather than kitchen apparatus
got better payback because the analogy was 'fun', and people enjoyed participating
*****
design in the absence of practice
http://www.mrl.nott.ac.uk/~axc
Little or no grounding in existing practice for innovative design (wearables, pervasive etc.)
responses to the challenge
'ethnographic' point of view
Breaching experiments
Steve Mann: public performances as breaching experiment
taking wearable tech into real world (specifically those that spend time watching us - watching the watchers)
Can You See Me Now? - mixed-reality game
GPS highly innaccurate; inaccuracy not a significant problem for the runners
How?
players learn that gps is dodgy, and certain places work and don't work
players use blackspots as advantage
players exploit local knowledge of physical environment
develop shared vocabulary to describe areas and places of the game area
redesign will take unexpected learnings from the technical gap - enhancing collaboration and place augmentation
Experiencing uncertainty
working with 'constant interuption'
lots of diagnostic work, to work out if local problems, personal or entire system
Augment the game environment and interface with coverage map
move breaching experiments from 'making trouble' to evolving practice
not so much ethical considerations as the spirit of the thing
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