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Source publication
Devising new service ideas for information systems by deploying
user-involvement approaches is a challenging task. The power of collective creation
by involving users in designing systems has attracted attention; however,
stakeholders with no design training face critical challenges in generating ideas.
In this paper, by exemplifying our user-invol...
Contexts in source publication
Context 1
... ICT Service Design Game consists of three successive games that should be played as a set. Considering the practical constraints on stakeholders attending the games, our game duration is limited to about one to two hours. A game is played by a team of three to five participants with different backgrounds. The duration of each game largely depends on the game workshop structure. Typically it takes 1.5 days in total, where half a day is allocated to each game. A game framework is constructed on a fictitious world- view with a goal and rules forming restrictions similar to conventional game structures [12,13]. There are three main rules: (1) keep your turn (never skip your turn), (2) respect time limits, and (3) play based on the data provided. During the game, facilitators ensure that the stakeholders follow the rules. Due to the space limitation, the introduction to the game below will be minimal. Note that more detailed processes and practical cases can be inspected in other references (cf. [8,9]). Game materials are prepared based on real-world data from two main sources: ethno- graphic-inspired responses of end-users and technology seeds. The data are typically collected from an ethnographical study of a couple of potential users. The focus of the observations is usually ICT aspects such as usage and attitudes toward specific activities or systems. Ethnographical data are usually collected in house interiors since the game is targeted, so far, at the creation of ICT home services. Based on the collected materials, tools for the three games such as technology cards are prepared. Technology cards are busi- ness-card-sized picture cards (e.g. see Fig. 1) showing technology seeds from research labs. Although the game provides a fictitious world space, the game tools, such as cards, pieces, and videos, are deeply rooted in the real challenges and needs of end-users and actual tech- nology seeds from a research institution. Next we describe the three games briefly. The User Game. The first game is a user game. The objective of the user game is to create a fictitious user image -a persona -by constructing a person's story based on real target-user data collected from the field. The game tools are the video clips and moment cards, which show moments of the equivalent video clips taken from the field. The game starts with the cards being placed on the table. The first player then picks five cards and watches the associated 30 s video clips together with the group members. After watching the five videos, the first player makes up a story based on the cards he or she has selected. Then, he or she places all five cards on the table in order and writes a title on a sticky note reflecting the needs disclosed by the story. The next player takes four other cards and overlaps his or her story with the previous one, meaning that the second player must use at least one card already placed on the table in the previous turn. The game is over when all of the cards have been used or all of the team members agree that no new stories can be created. Finally, the team fills out a persona sheet based on the stories made up. The persona sheet (Fig. 2) holds a few details such as name, age, characteristics, family structure, job/income, living area, hobby, and attitudes toward things related to ICT services. Then, the team members describe the persona needs in turn and classify these needs into groups. Lastly, they prioritize the persona needs and list them in order. The Service Game. The objective of the service game is to design ICT services using future technology for the persona created in the user game. In this game, technology cards and the needs list are used as game tools (Fig. 1). Technology cards are a collection of core technologies, devices, existing services, and market domains. The game starts with the technology cards being placed face-down on the ...
Context 2
... investigate the granularity of the idea description generated by brainstorming and the service game, we compared the word counts of abstracts of the service concepts as a preliminary evaluation of the quality of the generated ideas. The results show that brainstorming generated 20.21 words on average and a median of 18 words while the service game generated 24.31 words on average and a median of 22 words as shown in the box-and-whisker plot in Fig. 2. Furthermore, according to the Welch t-test, the difference between brainstorming and the service game is statistically significant (t(1214) = 70.28, p < 00.1). It should be noted that a statistical difference between the word counts generated by brainstorming and the service game does not guarantee qualitative differences in the ideas generated with the two methods. It is clear that our data and the quality of the ideas generated need to be investigated further. However, as shown above, our preliminary analysis indicates that the granularity of the summary of ideas is statistically different between the two ...
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Citations
... It has its roots in the participatory design practiced in Scandinavia since the 1970s [16] and practiced in North America since the 1980s [17]. Co-design deals with a challenge by involving end users in the design processes of information systems [18] and varied methods such as the design of games [13,19,20], the Kawakita Jiro method [21], brainstorming [22], and theater and scenarios [23,24]. ...
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