Thursday, June 30, 2011
What is Ethnography?
Ethnographers frequently use participant observation to gather data. As a participant observer, an ethnographer participates in the society or culture being studied by living amongst those people. Yet, through reflection and analysis, the ethnographer retains an analytical or observational position so that s/he can describe and interpret the subject of the study. Through immersion in the field (the project and the context in which the project is working), the ethnographer accumulates local knowledge. Research takes the form of diverse relationships and ‘conversations.’ Even when it includes apparently impersonal methods like surveys they are treated as part of an ongoing conversation or relationship with a place and with people. Every experience, conversation and encounter can be treated as ‘data’ alongside more formal research activities such as interviews.
A research approach such as this does not require interviews and conversations to be completely structured. While the researcher is broadly aware of the issues to be addressed, the precise questions, and their sequence, emerge only as conversations/ interviews progress. Thus, data is collected through ‘chains of conversations’. Similarly, the researcher begins by identifying key informants. The reliability and veracity of those chosen as key informants is crucial for the ethnographer. To ensure reliable information, ethnographic researchers triangulate anything learnt from key informants with others. Talking to the key informants points the researcher to people who may provide further information. Thus, the collection of data progresses through chains of conversations and informants, and the emphasis on sampling is not adequacy in a statistical or numerical sense but in identifying events/ people that contribute to the narrative. Nevertheless, this narrative is scientific i.e. its acceptance/ rejection is subject to testing.
To reduce the influence of personal bias or ideology, ethnographers are trained to be constantly self critical and reflexive, especially on the field.
Reference:
Balaji, Parthasarathy, Aswin Punathambekar, G. R. Kiran, Dileep Kumar Guntuku, Janaki Srinivasan, and Richa Kumar. (2005) "Information and Communications Technologies for Development: A Comparative Analysis of Impacts and Costs from India" Project Report, Department of Information Technology, Ministry of Communications and Information Technology, Government of India.
Service Design: Global Conference
Call for Contributions
Open to everyone includes business people, enterpreneures, academicians and service design practitioners.. initial submission last date is June 30.. For more details click here
Themes
- Design and business collaborating, what working, learning and building together looks like, what works, what doesn't
- Measuring success - what?where?when?how?
- Service Design and how it works at different levels of organizations
- Service Designers working on new, 'wicked' problems
- Service Designers designing business, business designing services
- Not everyone who creates a service calls themselves a service desinger
- How does the business community view service design?
- How organisations access, buy and value service design?
- What makes a successful (service) design business?
- Marketing and moitising service design
- What might designers learn from business and vice versa
- What will service desing look like 5, 10, 15 years from now?
Venue
Palace Hotel2 New Montgomery Street
San Francisco, CA 94105
For more details click here
Wednesday, June 29, 2011
Don’t Be So Quick To Criticize
I ran across an interesting article entitled “Six Things User Experience Designer Forget When They Criticize Websites” that discusses how UX designer are quick to criticize before understanding why certain decisions were made. This is something that I have caught myself doing.
In fact, recently, I was helping out a friend who is starting her own business. She has never created a web site, but had found a hosting company who catered to non- technical people. The site she came up with wasn’t what I would have done and I was quick to think about a million things she did wrong. Fortunately, I didn’t spit all of those out to her because it wouldn’t have sounded constructive at all which is what she asked for.
Once we were able to sit down to talk, I asked her what the purpose of the site was and who the target audience is. These two questions are critical for me to provide the best site design possible. After finding out those answers, several of the things I was criticizing actually made sense for her site. I was amazed at the amount of research she had done to come up with what she did and she was able to defend a lot of the decisions. Not all clients can do this, but when they can, it is very helpful.
One of the main points in the article talks about how business decisions can sometimes trump the user experience. In this example that was exactly what happened. Hopefully, when it does happen it’s not such a poor user experience that it hinders the bottom line.
A/B testing
Most of us are familiar with the concept of using A/B testing. A/B testing is also known as "split testing" or "bucket testing," A/B Testing is a method by which two design samples are presented to real life users in live circumstances. Each sample is tracked allowing for comparison of results. These results can make the business team can decide which option is better functionality for users.
For instance, one might typically test two different headlines on a landing page. One would then outperform the other, and you would know which is the top-performing page.
Why do we need A/B testing?
- Budget-Friendly
- Measure Minute Differences
- Resolves Conflicts
- Measures Actual Behavior
Before getting into Testing we need to make sure we accomplish few key points
1) Establish Testing Goals and Parameters
2) Determining the Sufficient Test Interval
3) Create 1-3 designs
4) Redesign based on testing results (After first round of results)
5) Evaluate the Redesigns in A/B Split Tests
In conclusion, A/B Testing is a valuable addition to other types of user research. It provides credible, real-world numbers and guidance to inform any design decision.
REACTable and New Directions In Mobile Design and Development
Another interesting item I wanted to bring up in this post looks at the intersection of mobile computing and the psychological practice of "homing" (related of course to the sensation/feeling of "being at home"). What an article I read this morning highlights is that there are many psychological phenomena for which mobile computing could be adapted in order to enhance overall life experiences. For example, in this instance of "homing," there is a tendency for humans to "differentiate" based on location (some people have a house in an urban area and one in a more secluded, beach/suburban/rural area -- they leave different wardrobes in each to enforce "differentiation" of their various "homes"); what this rather directly entails in mobile computing is really context-dependent programming and functionality. How can devices and software be more tailored to the physical contexts in which we find and establish ourselves?
Like the REACTable example, this idea of complementing psychological "tendencies" with systems like mobile computing is one that I think we will see slowly evolve, and it has clear implications for practitioners of HCI and UX.
Tuesday, June 28, 2011
Mike Oren on Miscellaneous Topics: Service Design, Google Music, and Google+
Monday, June 27, 2011
“3D Interactions between Virtual Worlds and Real Life in an E-Learning Community”
Collaboration is one of the central focuses of the Internet. The ability to use the Internet to improve communication, collaboration, and the exchange of ideas has become more important day by day. Those that work in the discipline of human computer interaction may also work with these virtual mediums to improve these highly engaging environments that offer few limits on the possibilities of what they can offer. Virtual worlds, like Second Life, offer a very dynamic and diverse virtual universe that has been proven successful in various applications like education. Presently, there is a large presence of real life universities, like Iowa State University, on the grid using this medium for engaging and collaborative purposes. Moreover, there are other entities that utilize virtual worlds in their everyday practices like IBM that depend on the medium to bring globally dispersed work groups together to help adjust to today’s globalization while saving money from travel expenses and the alike. Altogether, virtual worlds offer users an environment that is more dynamic and flexible as compared as SMS texting, email, and other lesser engaging technologies.
Virtual worlds may have positive impacts in other areas of HCI because a systematic combination of real life and virtual interaction is promising a huge benefit for electronic learning, in terms of (not only virtually) tangible E-learning interfaces that enrich the experiences of learners—and probably also those of teachers. By a felt-as-somatic interaction with the learning environment the cognitive capabilities of students can be exhausted to a much larger extent than in traditional classroom settings, where learners are typically acting in a much more passive and less individual way (Lucke, U., Zender, R., 2011). Learning using virtual worlds can offer learners the ability to experience inexpensive project-based learning of all ages from K-12, collegiate, corporate, and non-academic. Virtual worlds also offer a safe environment to learn cause and effect relationships that may help promote safety, education, collaboration, and various other needs that can extend far outside of the industrial realm and deep into the interpersonal human condition.
Lucke, U., Zender, R. (2011). “3D interaction between virtual worlds and real life in an e-learning
community”, 2011.
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