Thursday, June 30, 2011

What is Ethnography?

Ethnography is a research methodology and not a specific technique to collect data (unlike participant observation, or interviews). In fact, it is a multiple technique approach: an ethnographer uses a mixture of techniques appropriate to her/ his situation; and adapts each technique to her/ his situation. Ethnography tries to integrate the different methods into one holistic study.

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

While working on our group project I have come across to the Service Design Global Conference From Sketchbook to Spreadsheet and would like share with you the all the details...

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?

  1. Budget-Friendly
  2. Measure Minute Differences
  3. Resolves Conflicts
  4. 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

So, I finally re-discovered the name of the touch musical device I mentioned in class yesterday (the one on which you can place/move around different objects to create musical tracks): REACTABLE. Since I personally don't know much about "phicons," I can't say much about this machine's relevance to this concept; however, it is well within the range of "tangible user interfaces" and centers around the tracking/programming of actions (sounds) based on fiducial markers. Check out this basic demo to see its elementary functionality: http://www.youtube.com/watch?v=0h-RhyopUmc. If you want to take a look at actual production potential, there's a bunch of YouTube clips available, including: http://www.youtube.com/watch?v=Mgy1S8qymx0. Obviously, this is geared towards the electronic scene, but I thought it'd be something cool to share as tangible UIs relate well to some of the computing perspectives we looked at during our lecture yesterday.

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+

It has been awhile since I've written a post, myself, on this blog. First, I want to thank all of my students who have posted so far--there have been some truly exceptional posts and the posts have been fairly solid in general. It's a fun and interesting challenge teaching a combination survey (wide range of topics covered, primarily at the surface level), project-based (in-depth hands-on work), seminar-style (open ended, discussion-based, and collecting guest speakers) course where all of the students are remote.

I imagine this can be equally challenging for students, even given the lack of required readings, since (as many of you have discovered) some outside reading is often required to do well on aspects of the class (the survey component is to make sure you have the base knowledge to find the resources you need to do the work). To be honest, it wasn't until Robert sent me an e-mail this weekend that it really struck me that what I am doing with this course is at all odd or different--I have taken courses with all of these components, but they were all separate. I know I have always said the course can easily be split in three, which I would do if the resources were available for three courses on these topics; however, I had always thought about that in terms of just the sheer amount of information I try to pack into the class, but I can see how that can be the case for the delivery method as well.

The class, when first taught in 2009, was not originally setup to be as much of the mixture it has become--while I'm reusing a decent amount of the slide content, I am also adding a lot of new content, activities, former HCI 521 (cognitive aspects of human-computer interaction), etc. to the mix. While part of the content mixture makes for the current format of the course--521 was designed as a survey course and the original 596 was designed as a predominantly project oriented course (with a heavy dose of theory, which I'm thankful I was allowed to maintain and even expand--my original draft for the 2011 course, cut the theoretical discussion due to the practitioner focus but when the lectures on situated action and phenomenology didn't bomb, I reintegrated them with some modifications).

One thing I have been pondering with the course though is why I see very little discussion during the lectures on Adobe Connect. In classes where I've monitored just the discussion feed or have taught a course in a chat room as an experiment, the side/back chatter is pretty dominant. Here, unless I specifically pause for comments, I rarely see much going on in the chat. Is this being done simply out of politeness/respect? Are there chats going on but private ones? In some ways it does make things nice because this way I don't have to parse the chat for things to share vs. random (but often related) talk but on the other hand, I wonder what conversations are being left out. In my own experience, much of the back chatter in these online discussions of live class sessions tend to be related--links being shared, personal experiences being exchanged, etc. Another possibility is that there's just simply an overload going on--am I simply presenting too many divergent topics too quickly? Transitions are something I'm acutely aware of--integrating the topics I am is often like throwing paint at a wall, some of it may form into a unified splotch while other things will appear far removed as little drops. My hope though is that everybody is getting something useful out of the course. I should also add, that some topics people ask to be covered in more detail, I purposely avoid as there are other courses that are setup to cover them (e.g. graphic design, research methods/full user research cycle, etc.)

Switching gears to my original intent for the post... I was chatting with a friend of mine who work for IDEO, which as I've mentioned in class does quite a bit of work on service design (they are one of just a few companies in the US that do this kind of work). She shared some of her favorite examples with me (from the Boston office where she works--although she was not on these projects), and I thought I'd pass them along as great case studies of the service design process and what can be accomplished. The first is one I think we can all have opinions on: TSA Checkpoints. The second, she wasn't sure if it was (strictly speaking) a service design project, but it does have some aspects of it: Bedsider. I should note that both of these examples take the more traditional service design approach rather than the information flow focus of Glushko's take, which I prescribe to more as I feel the equal focus on the backend data processing and flow has a lot of potential to really improve service quality and reliability (although it won't be as readily noticeable by users/customers). I am keeping a summary of these cases out of this post, both due to the current length and to allow a student to write up a blog post about one or both of them (note: it should be more than a summary--add some analysis or synthesize it with user experience design in some way).

Jumping into another unrelated topic... I received an invitation to join Google Music last Thursday. I managed to finish getting all of my DRM-free music on to the cloud by the end of the weekend, but during that time I tested it out on a decent (but by no means great) Internet connection, only to find it useless due to the apparent lack of buffering--the song was choppy and just didn't really play. I also tested it on my iPhone, but it apparently doesn't currently work on the iPhone (I have yet to test it on the iPad, but I am expecting a similar problem). It's still in limited beta, so these issues aren't terribly surprising. The interface itself is pretty slick and seems to work well--and with an Android phone, this could definitely be the media killer "app" (a solution just as, or possibly even more elegant than iTunes integration with the iPhone/iPod for music). I'm really not fully sold on this yet, but so far I like it much better than Amazon's Cloud Player, which I've also tried. I'm curious what everybody thinks about possible use cases for Google Music and general usefulness of cloud music players in general.

Final topic: I know we talks about this in class, but I have to rave, again, about Google Plus. Even the integrated chat feature ties in with the social circles--so not everybody is allowed to chat with you; however, I would actually prefer if there were settings where I could choose to allow certain circles to chat with me at various times (e.g. family and friends view me as offline during business hours; business contacts, who are not also friends, view me as offline when I'm on vacation; different status messages for different groups--e.g. my chat status for friends might be links to a funny video, but to work colleagues an intranet page about a major policy change). I also discovered that Sparks was not the semi-random social area around common interests that I thought it was (I had not viewed any demo videos)--it's apparently just a means of finding articles/photos/videos to share, which is not nearly as interesting to me (not sure if I'll ever use it again beyond my quick test). Shared messages also appear to lack a character limit, or (at the very least) are not arbitrarily low (e.g. a thousand characters can be typed). There was also a critical lesson learned from Google Wave--notifications from Google+ appear across all Google properties via the navigation bar, where a small status icon shows a number (for notifications on Google+)--the bar also has a share button built into it. While it is hard to truly evaluate Google+ until I get more of my contacts on to it, so far what I've seen has been vastly superior to any of the other social networking sites out there (for me, circles makes a huge difference). There are also a decent number of research questions that Google+ inspires and a lot of possibilities for digital social networkings future that could allow it to more closely mirror real social networks.

Note: The post title is intended for when I share this on Google Reader and ifttt.com automatically shares it to Twitter. Today, I had shared a post entitled "I wrote a book" and that's how it gets shared on Twitter (I had not written the book, of course). The book is recommended for folks new to UX: Designed for Use: Create Usable Interfaces for Applications and the Web (by the blogger at Ignore the Code). As a fun post, if anybody wants to discuss the usability of blog titles/news headlines then this would make a great case to include.

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.


Retrieved June 27, 2011 from:


http://www.hindawi.com/journals/ahci/2011/684202/