08:50 – Narrowing down our target users

Based on our Affinity Diagram we had four different user groups: adults, children, family and elderly. We were now in a situation where we had to be selective and pick the target users for the challenge, as we needed this focus for our further work with the project. We quickly came to the conclusion that the user group adults could be merged with the family group. We started by putting the three user groups up on the whiteboard and started writing down characteristics for the groups. We wanted to write up at least seven for each, after which we would be able to make an informed decision when choosing our target audience.

Our efforts in outlining the challenges associated with each user group is shown in the sketch below:

 

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“The art of enabling creative processes lies in balancing these two movements ..” (Onarheim & Wiltschnig, 2010, p. 88). The movements Onarheim and Wiltschnig are talking about is how creativity can be encouraged if you find the sweet spot between under-constraining and over-constraining in a design process. Setting up self-imposed constraints can help you being more creative(Onarheim & Biskjaer, 2013, p. 8). Being over-constrained can however limit your creativity. In this challenge, constraints have been imposed by OzCHI24, which have helped narrow down our field of research already. That is why we have picked the target users: family. This is opening up the field a bit more for us and work as a relaxing constraint. If we had chosen the children-group or elderly-group it would have put up some constraints on us, where we believe it would have been self-imposed over-constraining. We are currently in a position where we do not want to over-constrain ourselves before going into the concept phase, as our following activities will diverge the definition of our problem space. By being aware of the danger of over-constraining ourselves, we have sought to make the upcoming divergent process as uninfluenced by “obvious” design solutions as possible, as we feared that the highly constrained user groups of children and elders could have led to an premature darling concept. (Löwgren & Stolterman, 2007, pp. 29-30).

Furthermore, as we work in iterations, we can always impose constraints later, if we feel we are under-constrained.

 

References

Löwgren, J. and Stolterman, E. (2004). Thoughtful interaction design. 1st ed. Cambridge, Mass.: MIT Press.

Onarheim, B. and Biskjaer, M. (2013). An Introduction to ‘Creativity Constraints’. ISPIM Conference.

Onarheim, B. and Wiltschnig, S. (2010). Opening and constraining: constraints and their role in creative processes. pp.83–89.

 

 

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06:40 – Mini Challenge #1

Q1: How should we take into account the impacts of technology on people who aren’t users of it at the time? That might mean users at times when they’re not using what we build, or other people who’re never users of the technology. Should other ways of relating to technology be part of design thinking?

The users has always been the focus of HCI, and always should be, as Coopers and Bowers writes: “A pervasive, fundamental and highly visible feature of HCI discourse has been its representation of the user and his or her needs.” (1995, p. 6) but when designing technology, non-users can never be ignored – they therefore need to be taking into consideration, because they hold a huge potential and are potential users in the future. Non-users should not been seen as a negative thing, but an untapped resource within HCI, prompting the designer to think about things differently and taking other approaches (Satchell & Dourish, 2009, p. 15).

When developing new technologies, the designer must have in mind how users consume, modify, domesticate, design, reconfigure, and resist technologies.

No one had foreseen that an airliner, could be turned into a giant molotov cocktail, by just a small number of people, but we brutally experienced this on the 11th of September, 2001. (Oudshoorn & Pinch, 2003, p. 1).

By identifying the evasive behaviour of non-users, the designer may identify gaps in the present offerings for a given domain. When the “Wii Fit Plus” was launched, it may well have been a result of the Nintendo designers identifying a group of non-users in women with an interest in exercise, but a lack of enthusiasm about console gaming. By launching a fitness product for their console, they opened their product for the non-using women, thereby expanding the target group of the Wii console. (Shick, 2014)

So should other ways of relating to technology be part of design thinking? We certainly think so. By examining the reason for non-users to evade or opt out of a certain technology, new product categories may arise, rendering non-users likely users in the future. Either way, designers should aspire to create products that enhance the experience of users, while remaining unobtrusive for those who wish to remain non-users.

 

Q2: Does technology change quickly or slowly in relation to the experiences or people that you’re   designing for? And what might the consequences be of those differences?

Gordon E. Moore, co-founder of Intel, wrote that a rapid evolution was taking place in 1965. Today his name is well known and his thoughts are popularly called Moores law. The pace has been extreme – especially in more recent years, where the older generation have had problems keeping up with the pace. Currently we have three living generations with different levels of willingness or ability to adapt new technologies. The youngest generation, also have the highest level of adaptability, concerning new and evolving technologies.

The oldest generation can largely be perceived as non-users of recent years technology (smartphones, tables, ubquitous computing etc.). To start with skeuomorphism might have been a helping hand for this generation, because it gave them some clues, but the introduction of flat design is addressing the younger generations more, as they can be perceived as super-users (to some extent) and do not need these clues.

When choosing technology platform, the adaptability-gap between the youngest and oldest generation, must be taken into to consideration, and potential design ideas, might have to be disposed, because the target group is unable to use or adapt to the specific technology.

 

Q3. If the vision of the Internet of Things become a lived reality, then things, people, environment, infrastructure and a whole lot of stuff can potentially communicate, collaborate, and actuate (do things). How might such a reality affect our understanding of food?

If the Internet of Things becomes a full-fledged reality, our understanding of food will most likely change in a number of ways.

3D printing food is probably just the beginning of consumer-grade automatization of the cooking process. Imagine a world where your kitchen knows what mood you are in, based on your vital signs and body language, and cooks whatever best fits that mood, with the additional consideration of what you need to stay healthy in terms of vitamins, protein etc.. You would no longer need to manage your refrigerator or make decisions about grocery shopping, as your kitchen knows what ingredients are about to run out and what needs to be bought for future menus, and makes orders for delivery from the supermarket accordingly. The internet of things may very well change the way we think of food – by removing our need to actually think about it.

References 

Cooper, G. and Bowers, J. 1995. Representing the User: Notes on the Disciplinary Rhetoric of HCI. In Thomas, P. (ed.), The Social and Interactional Dimensions of Human-Computer Interfaces. Cambridge University Press.

Oudshoorn, N. and Pinch, T. (2003). How users matter. 1st ed. Cambridge, Mass.: MIT Press.Chapter

Satchell, C. and Dourish, P. (2009). Beyond the user: use and non-use in HCI. pp.9–16.

Schick, S. (2014). UX design inspiration from outside target customer base | Research on Gamification, User Experience (UX), Digital Signage Canadian Companies Can Use | CommerceLab. [online] CommerceLab. Available at: http://www.commercelab.ca/let-non-users-and-near-users-inspire-the-best-ux-design/ [Accessed 20 Sep. 2014].

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04:50 – Domain research and Affinity Diagramming

Domain research:

We received the challenge at 02:00 AM. The subject of the challenge was food printing and the FoodCHI field. Nearly 3 hours has passed with framing, discussing and exploring the theme ‘Design for food printing’. 

“Your task is to design a creative interface and experience of printing organic foodstuffs like fruit and vegetables. You are welcome to choose a particular group of users but we would like you to focus particularly on those who have more difficulties with consuming fruit and vegetables presently.” (https://www.ozchi24.org/the-archive/2014-2/the-challenge/)

After discussing the challenge and reading it thoroughly, we started our research phase. We used the power of being more people and split into groups. Morten and Pelle read the links supplied by OzCHI24, while Anders and Martin looked through external academic litterature, doing some netnography work for exploration of culture and communities (Kozinets, 2010).

Affinity Diagramming

After having achieved a greater knowledge about the subject of the challenge, we went through an Affinity Diagramming workshop, which is a 10 step process. Basically, it is a quiet individual brainstorm on post-it notes. Afterwards you put up the post-it notes on a board, categorizing them separately (still without talking), and finally together (Snyder 2003). The final goal is having categorized ideas and then picking out the three most important categories.

We had a brief discussion about our possibilities, but tried to keep our thoughts to ourselves, so that it did not affect the affinity diagramming and any premature ideas would have a negative impact.

Our affinity diagramming ended up with the following top 3 categories:

  • 1. Users
    • Elders
    • Children
    • Adults
    • Are we designing for the actual (consumers) or the customers.
    • Family
    • Personal profiles
  • 2. UX Goals
    • Play
    • Fun
    • Artistic
    • Creativity
    • Psychological impact
  • 3. Persuasion
    • Gamification
    • Nutrition
    • Healthy food in disguise
    • Edible cutlery

These categories were picked because they are the condition for the final goal of the project. The ideas of these categories will help us narrow down our design domain and lead us towards the final concept. The categories which were not picked for the top 3: ‘Product’, ‘form & material’ and ‘types of food’ can together be viewed as the final project goal, as  visualized in the following model, which we have just made up during our prioritizing discussion.

The model has the shape of an hourglass where the three picked categories should slowly lead us towards a product (prototype (p). The model can be understood as:

  • Who are we designing for (Category 1 – users)
  • What is our goal with the design (Category 2 – UX goals)
  • How do we achieve this goal (Category 3 – Persuasion)

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The time is now 04:50 AM here in Denmark, and we only had a few good hours of sleep between us before the challenge started. However, we are burning through the night on full power with the help of candy and energy drinks. We are now turning our attention to the mini-challenge.

Stay tuned!

 

References 

Snyder, C. (2003). Paper prototyping. 1st ed. San Francisco, Calif.: Morgan Kaufmann, Elsevier Science.

Kozinets, R. (2010). Netnography. 1st ed. Los Angeles, Calif.: SAGE.

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We are ready!

We have just set up the blog and set up a twitter feed that enables us to document our design process on the go with images and quick updates. This will allow us to support our thorough blog documentation with a continuous stream of smaller updates on twitter.

We are excited for the challenge!