Design Research Methods

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GAME DESIGN FOR GROWTH DESIGN RESEARCH METHODS

description

Learn how to incorporate end users into your design process right from the beginning.

Transcript of Design Research Methods

Page 1: Design Research Methods

GAME DESIGN FOR GROWTH D E S I G N R E S E A R C H M E T H O D S

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STAKEHOLDER DESIGN IN PRACTICE

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INVIVO COMMUNICATIONS LUNCH AND LEARN 2

Design as user research

•  Provide materials and a design goal

•  Make sure assignment is reasonable within time frame

•  Have users explain their design process to gain understanding about their expectations

Itir and Sonny make a game about financial literacy

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STAKEHOLDER DESIGN IN PRACTICE

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Design as user research

Rationale: •  Users relax and feel ownership over the environment if they can

make a material contribution •  Users design decisions give insight into emotional experiences of

a product and their expectations •  Reality of making the ‘dream’ product helps users see the

dilemmas designers face, so feedback can be more pragmatic* *sometimes

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USER TESTING APPROACHES

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Partnered play-testing

•  Have users interview each other regarding an experience both have had using the same product under similar circumstances

•  Users can co-play a game under observation

•  Focus is on user interactions with each other in relation to the product Miguel and Naz play a prototype together

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USER TESTING APPROACHES

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Partnered play-testing

Rationale: •  If users are shy or may not give researchers an honest answer

they often work better if working with a previously known party such as a friend, family member or care-giver

•  Gives researcher more time to circulate and observe. Can listen to tapes or read transcripts later to get quantitative data

•  Can provide insight into how a product will function socially – which aspects inspire connection & conversation & which are better as a solo experience

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USER TESTING APPROACHES

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Paper test before you build!

•  Make & test an MVP in paper •  Include instructions as required.

No ‘help’ from researchers •  Users can make notes on the

prototype of where they were confused or what they would change

•  New paper copy for each user. Collate notes on prototypes for discussion later

Paper prototype of financial literacy game ‘Gimme Some Credit’ ready to play.

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USER TESTING APPROACHES

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Paper test before you build!

Rationale: •  Much cheaper when bad ideas die on paper •  Gives users a version they can scribble on, much like printing

wireframes for clients •  Allows researchers to focus on the experience of using the

product instead of the technical specs •  Client doesn’t get bogged down in issues of look & feel too early

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IDEAL WORK PROCESS

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o  Understand the problem through conversation o  Brainstorm possible solutions o  Create test products o  Test, refine or discard with user involvement in

each round of design o  Find the right product o  Develop product or hand off design specs to

development team

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ACTUAL WORK PROCESS

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o  Get RFP or tech spec o  Look for potential problems o  Dialogue with client about ‘design latitude’ o  Negotiate contract o  Watch deadline approach o  Scrap experimentation phase o  Design product to spec

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IT’S OFTEN A BIT OF BOTH

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ACTUALLY….

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BENEFITS OF STAKEHOLDER DESIGN

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o  Better sense of what users understand about the issue at hand

o  Able to elicit authentic data o  Sense of shared purpose leads to distribution

of power between designer, client and end-user

o  Able to test and iterate with intended audience.

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WHEN SHOULD STAKEHOLDER DESIGN HAPPEN?

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o  Tendency to involve stakeholders towards the end of the project

o  Better to ask for feedback early (ie; tackle initial brainstorm phase together)

o  If contribution isn’t sought early in the process players could end up giving feedback on a product that isn’t successful in their eyes

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HOW TO GET STAKEHOLDERS INVOLVED?

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o  Through partnerships: o  Community organizations o  Families o  Medical clinics o  Drop-in centres o  Schools

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