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An Ethnographic Approach to Design

Authors:
  • IBM Almaden Research Center, United States

Abstract

Designing interactive computer systems to be efficient and easy to use is important so that people in our society may realize the potential benefits of computer-based tools .... Although modern cognitive psychology contains a wealth of knowledge of human ...
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... The resulting research design was thus a qualitative study where data collection consisted of using technology probes (Hutchinson et al., 2003), in combination with ethnographic methods and approaches such as observation and video-recording (Buur et al., 2010;Blomberg and Burrell, 2012), formal and informal interviews (Holstein, 1995;Kvale, 2007) (in the form of notes constructed afterwards)-inspired by ethnographic fieldwork methods (Nardi, 1997;Blomberg and Burrell, 2012) and written reports (Mason, 2017) as complementary methods. As such, this is a qualitative inquiry into how a specific game design was adopted, played, and experienced in a home setting. ...
... The resulting research design was thus a qualitative study where data collection consisted of using technology probes (Hutchinson et al., 2003), in combination with ethnographic methods and approaches such as observation and video-recording (Buur et al., 2010;Blomberg and Burrell, 2012), formal and informal interviews (Holstein, 1995;Kvale, 2007) (in the form of notes constructed afterwards)-inspired by ethnographic fieldwork methods (Nardi, 1997;Blomberg and Burrell, 2012) and written reports (Mason, 2017) as complementary methods. As such, this is a qualitative inquiry into how a specific game design was adopted, played, and experienced in a home setting. ...
... While this is a tradeoff between the various study approaches, it also influences the analysis of the data, which will-eventually-also entail a degree of interpretation by the researchers. As Boehner et al. (2007) also states, probes is a relational methodology, comparable to ethnographic methods for design inquiries (Buur et al., 2010;Blomberg and Burrell, 2012), where the analysis and thus assessment of the results is partly based on the researcher's subjective interpretation and experience as well (Dourish, 2006). ...
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This paper presents an evaluation study of how eighth families adopted, played and experienced a movement-based game system of analog and digital technologies in their homes during a pandemic lockdown. The COVID-19 pandemic locked down many countries and grounded people in their homes with social and physical implications. A game system consisting of simple, tangible technologies with modular components was designed to meet these needs. The game system was developed for the players to set up in their homes easily and, therefore, should not depend on screens or extensive physical installations. The game system comprises simple, tangible technologies such as light and music cubes, a simple mobile robot, card game challenges, and a suite of mini-games combining the elements in a variety of playful experiences. Using the technology probes methodology, the game system was packed into a suitcase and evaluated by eight families that played the game in their homes, video-recorded their sessions, wrote a final report and were (informally) interviewed afterwards. The data set presents how the families turned their ordinary everyday spaces into interactive, pervasive playgrounds encouraging social and bodily exploration and play. Furthermore, the study shows how bodily movement and social play can be promoted through different technologies that stimulate various bodily senses and incorporate them through the different game and play structures into their everyday living environments. The findings resulted in four design implications to aid designers and researchers in future work on movement-based game systems and interactive, pervasive playground design. These design implications accommodate social and bodily activities in ordinary places otherwise not pre-allocated for play or game activities.
... La première méthodologie Living Lab structurant les phases d'un processus d'innovation est celle de Pierson et Lievens (2005) (Blomberg et al., 2003) et a pour objectif d'identifier comment introduire des nouveaux usages à l'existant. Et ensuite, l'analyse indirecte est utilisée pour étudier la signification et la motivation du comportement des utilisateurs. ...
... Les sessions de créativité ont pour objectif de stimuler la créativité des acteurs impliqués dans le processus d'innovation (Dupont et al., 2015 ;Skiba, 2014). Quant à l'observation, Blomberg et al. (2003) l'a décrit comme « le meilleur moyen de s'affranchir des interprétations individuelles et d'accéder aux comportements non verbaux dont les participants n'ont pas toujours conscience ». L'observation permet de recueillir des données dans le contexte naturel d'usage. ...
Thesis
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... The choice of methods is driven by the diverse nature of the data collected through participant observations, interviews, surveys, document analysis, visual analysis, ethnographic fieldwork, and comparative analysis (Blomberg & Burrel, 2009) (Saldaña, 2003). Here is a detailed plan for data analysis a. Qualitative Data Analysis: ...
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... Other ethnographers have emerged themselves in participatory design processes taking on roles as mediators and facilitators of collaborations and co-creation activities, as part of an interdisciplinary collaborative pursuit [8,13,14]. Here we have seen an increased preoccupation with how we might understand and work with emergent relations between designed objects and use-practices, and a growing interest in experimenting with various ways of combining understandings of and interventions in 'use-contexts' [15,16,17]. However different the various approaches to ethnography in design might be, they often seem to share an interest in minimizing distance between contexts of use and design, creating familiarity and empathy with 'the (ethnographic) Other' -whether in the form of user, informant or design partner. ...
...  Limitations of user description ability Blomberg et al. pointed out that users cannot clearly describe their requirements for situations that are not directly accessible 1 . In LBSN, the values of context dimensions such as the location and time of users are diverse, and this diversity is not completely predictable, so it is very difficult for users to express their contextual features clearly 2 . ...
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