Linking Ethnography to Design. Role Playing as a Design Method German Leon Umeå Institute of Design Umeå University SE-901 87 Umeå Sweden [email protected] ABSTRACT Using role play at a certain stage of the design process has been a vital tool for design companies when working with clients and users. With the dual properties of bringing participants into the moment and making shared activities physical rather than just mental, role playing techniques make the process more experiential and creatively generative. Role playing is complimentary to traditional design process providing additional team dynamics and insights that bring the process and design to another level. This paper describes how we have used role-playing as a tool to link the ethnographic research into a more realistic as well as a creative design process and how it can be integrated with other design methods. Keywords Bodystorming, participatory design, improvisation, role playing, rapid prototyping, scenarios, collaborative design methods, team work, creative process, interactions. 1. INTRODUCTION In today’s design projects, companies with a culture of innovation have developed experiential role-playing techniques that bring insights and communication to a new level. The purpose of this paper is to propose alternatives to develop skills to communicate better when working in design teams. Using methods like participatory design help the collaboration between designers and other professions, but in this process the user’s experiences are sometimes left behind because the focus is on the problems rather than the feelings, emotions or experiences. The role playing technique helps to develop skills that include assuming roles and integrating schemes from the user’s everyday life and letting designers gain from the experience of interacting. Every year Microsoft Research organizes a project with schools called the “Microsoft Design Expo”. The program is for Interaction design students from 6 design schools around the world and the goal of the project is to encourage collaboration between design disciplines, computing science and Microsoft Research in Redmond. This year, the spring 2005, the expo topic was “Time: Organizing, Sharing and Remembering.” Invited schools held a semester long course which focused on a user centred design/rapid prototyping design process. During the project we decided that in order to understand our users in a more personal way we had to develop a strategy to integrate the ethnographic studies and the field observations into the design process, that would allow us to physically experiment with the same elements from the observations and to connect in a personal level with the situations and findings. Building on work by other companies like experiential methods [2], participatory design work with children [1] and Bodystorming [3], the role playing techniques described in this paper helped focus on the experience of the users, and integrate elements from the process into the final design. 2. ROLE PLAYING What is role playing? It is the practice of a group of individuals that assume a character role in a constructed scene from previews ethnographic studies focusing on the experiences of users, emotions and other human aspects. The key differentiating aspects of role playing are: 1) Being 'in the moment' - an individual and group state that enables vivid and focused exploration of the situations and 2) Physicalization using the entire body to explore generation of ideas that takes "brainstorming" to "bodystorming." This sort of role playing is similar to the practice of improvisations theatre [4]. It is not necessary to focus on the actual acting instead the focus should rather be on exploring and investigating the free expression, emotions and feelings of the users around the solution. 2.1 Using the Role Playing Method Using role playing is good help the teams to establish and understand several elements that are not verbal, more emotional and circumstantial. This method can contribute to an understanding of the service, or the product, in another emotional level. The benefits of using role playing in a design process are several and will be explained in the next sections. 2.1.1 Maintaining the design group focused on the activities at hand. Design meetings are complicated, because using visual or verbal communication is limiting to only those two senses. Physical tactile experiences are very easy to forget because they belong to another level of communication. By asking for example “Do you remember how hard was to use with gloves?” you are using the tangible memory triggers, a sensation that everyone that felt it understands. The purpose of role playing helps bring the team onto the "same page" through a shared vivid experience that involves the participant’s tangible memory. 2.1.2 Focusing on one single vision, while building on other’s ideas. One of the most typical mistakes is to believe that one’s vision is exactly the same as the others, by using this technique designers can rapidly sketch the ideas and move on with the design vision, allowing the process to be more fluid and coherent. As the scenes of the play are being built to be able to play them, the team can sketch the GUI’s of the system and visualize preliminary interfaces that are not completely design and before falling into the trap of discussing these ideas, they can be quickly tested in the role play. 2.1.3 Building common understanding grounded in facts When designing services or products based on ethnographic research it is possible to misinterpret the observations of the users. Videos help to visualise the problem but that doesn’t mean that the designers really feel it and get a first hand experience. By acting out the scenario designers and researchers can feel and visualize the same ideas and narrow hours of observation and research into specific situations. One interesting example of this was experienced in the design of an interface that was supposed to be used for both a maid and a guest, usually the maids wears gloves, imagine how different could be to have a touch screen that has to be used with gloves. 2.1.4 Giving the team the ability to explore possibilities based on experiences emotions, feelings and situations. When all the small pieces of the big puzzle start to make sense designers can more easily brainstorm on the go and come out with quick solutions and sketches based on the problem, making the process of ideation faster, and using richer elements considering emotions, feelings and experiences. work. So the focus of this paper is in both aspects negative and positive. The steps to do role playing are simple, first is necessary to gather all the data pictures and film from the ethnographic studies, also is important to map all the areas that users actually have some interaction with a system, and it is important to construct a scheme so the role play can be built. Once all the material is stored it is time to make the story, as any story it needs a storyboard and some general sketches of the scenes to be played, in this technique it doesn’t matter specially how things are going to look what matters is to have all the information together. Finally once those schemes are ready the team needs to gather as much paper as possible and starts to draw each interface as the script says to, sketching and discussing as things happened. Allowing the team to perform walk-trough’s to uncover issues and a subtle difference in meaning or opinion or attitude, identifying specific elements, emotions, sensations, things related to common sense, allowing the team to list the questions to ask. This work is often informed by the opportunity themes that emerge from observation. (Using your body to brainstorm) taking in consideration things like gestures or movements. Finally as the play is finished documenting all the material with video and keeping the papers sketches and other elements help designers to recreate and design a solution for future user testing. 3. “UPDATE” A CASE STUDY USING ROLE PLAY AS A METHOD. “Update” was an interactive information service for hotels and guests designed for Microsoft Design Expo a project previously mention in this paper from Microsoft Research. This service was designed based on ethnographic research about hotel’s staff, guests and management. The situation for this project was that the team members did not have the same information about the ethnographic research, making some members of the team to assume things and not to have a clear vision of the solution. Figure.1 Video shot of actual role playing for “Update” an interactive system for hotels. 2.2 Phases of Role Playing Different types of role play are relevant to the different phases of the design process. The phases occur in the sequence of: understand, observe, visualize, evaluate, refine and implement. Throughout other techniques such as: observation, storyboarding, user studies, prototyping, and workshops. While many design techniques are powerful, few focus on intergroup communication and rapid group understanding. Role play can be used in all phases of the design process from understanding the problem to final concept implementation and transfer to the client and customer, but its biggest value is in the process of linking research into the design phase because it uses good elements of communication. It also has some bad aspects teams need to be a bit outgoing and it also represents more The process was very confusing because it was necessary to narrow a very large research and transfer all the information and vivid experiences from the researcher to the designers. To be able for all the members to be in the same page we had to reconstruct a day inside of the hotel including characters such as guests and staffs. The first step to prepare the play was to review the video information from the ethnographic research done in a series of hotels material based on staff management and guests. We use the researcher experiences to reconstruct the key elements to brainstorm and analyze. As any theatrical play it is necessary to build a storyboard, so we did we took allot of sketching papers and divided our characters into specific users also we study this users not as detailed as a Hollywood movie but with enough material to live a real vivid experience. The second stages was to build scenarios so for this to happen we went to a friend’s apartment and recreate an area as similar as possible to the hotels rooms. In this case the focus was the information that was given to the guests and to the staff’s using the same interface. Hotels are using today a TV control and telephone services to provide with accurate information both to guests and staff; our intention was to integrate a system to the infrastructure of the hotel and also to enable communications with other elements that guests carry today such as laptops and PDA’s. The interfaces have a basic layout and as the role playing happens new details are sketched on the go drawing every element that might seam logical and consistent with the actual situation. As shown in Figure.2 the designer improvises a written text in a theoretical interface that did not had that functionality until the role play demanded it. Acting out the interactions allows a process of understanding between designers and helped developed the next step. Once all the scenarios where played all the material were collected to be analyzed and drawn later. 3.1 Using the role play material Finally after the acting had been recorded, it was very important to have developed an analysis session of the film, which would allow a more elaborate system. It is important to use the anecdotes and experiences of all the designers to transform those experiences into interfaces and services. The result will be a preliminary system that could be more elaborated with positive and negative responses and also would help recreate faster a user test scenario. The most rich element that happened after the role playing was that the user tests where more complicated and more detail because the obvious aspects of the design where filtered in the previous sessions. As shown in the Figure. 4 users acted out using the same scripts of the role play. And designers transferred better elements to enhance the experience of the user in a low fidelity prototype. Figure.2 Video shot of user pressing a button to send a written message to a staff member named Phil These different aspects of role play can be used throughout the design process and become part of the way that the team works. Two techniques are particularly well suited for use together: Body storming and sketching the changing interfaces, for the second one its important to gather as many white papers and material to design “on the go”, as situations happen new interfaces show up. As shown in Figure.3 the designer adds up a response message from a previews interaction from other user somewhere else outside the room. Laying out a basic structure for the system is important, but the role playing is the actual design key element because it allows the designer to construct a logical sequence on video and use a very dynamic environment to create fast solutions. The output is a rich experience and a set of performed scenarios on video, which can become user interfaces later on the process. Figure.4 Video shot of a low fidelity prototype of a user pressing a button to find specific information If the low fidelity user testing methods are more structured, different users can act out as part of the design process adding better input into the design. As shown in figure 5 the user was detailing his wants from that specific interface adding more elements to the low fidelity design. Lie experiences are very different that the ones tested on paper, we had a nice opportunity to see how different is actually to be a maid and to use a glove to interact with a touch screen. This helped us in the definition of the size of the icons and the layout of the users interface. With out acting the outcome would have been different because it is hard to determine that level of experience in just paper. Examples like this one also allow us as designers to reflect how limited is the amount of methods when it comes to find experiences and emotions. Figure.3 Video shot of user pasting a message paper for the guest in the room. playing can become a very interesting tool that should be explored into other design levels. It is a tool to link ethnographic research with the design. Many design firms and companies are using ethnographic studies but it is very often that findings are misunderstood by the designers because they can’t be part of long research processes. By introducing the role playing method into the design process designers can learn more about the users by studying their characters and in a fun way keeping the explorations and observations, and being able to feel and express based on tangible experiences. 5. FUTURE WORK Figure.5 Video shot of user suggesting “wants” for the interface The final element in this case was finishing the design, and integrating the findings of the experiences, emotions and sensations into the user interfaces. It also helped the development of the interfaces in the high fidelity prototypes. 3.2 Role Playing Tips We found that videotaping not only provided documentation, but also sharpened the performances. Roles can be anything, persons, emotions, things; it can help to instruct that “each scenario will have at least one new role and one non-human role.” Ethnography is a field that gives a sense of reality to the new designs and allows companies to understand the big picture of people’s real lives and the role of products. Maybe it’s time to reflect over the persona method and use more of the ethnographic approach to develop real designs for real people. Not too many companies have worked with this method, but it seams that it is important to experiment on new areas that will allow designers to experience more rather than only focusing on the functionality. 6. ACKNOWLEDGMENTS Thanks to the great design team mates that developed this project Lisa Hultgren, and Jessica Chang, who devoted time and effort in making a great design process, also to the tutoring of Diana Africano and Brandon Clark. Standard brainstorming rules are equally relevant to role playing: defer judgment, encourage wild ideas, build on the ideas of others, stay focused on the topic, and having one conversation at a time. It is not necessary to have an acting career or background to develop this method, but it is important to use as much as possible the ethnographic information to build up very similar characters and to act out accurately to the real users. 7. REFERENCES 4. CONCLUSIONS [3] Burns, C. et al, Actors, Hairdos & Videotape. Informance Design, in Proceedings of CHI’94, (Boston, MA 1994), ACM Press, 119-120. Ethnographic studies can be very confusing and long, observations give a lot of different material that sometimes does not allow designer to act in a creative way. Using existing methods that combine the previous studies and analysis, and building characters based on real people instead of personas, create a sense of reality that often is missing in the design process, and allow designers to explore based on reality not fantastic characters (Non fictional “made up” people). Role [1] Benford, S. et al, Designing Storytelling Technologies to Encourage Collaboration Between Young Children, Proceedings of CHI'00, (The Hague, 2000), ACM Press, 556-563. [2] Buchenau, M. and Fulton Suri, J., Experience Prototyping in Proceedings on Designing interactive systems (NY, NY 2000), ACM Press, 424-433. [4] Take it to the Next Stage: The Roles of Role Playing in the Design Process, Kristian T. Simsarian, IDEO – San Francisco, CHI 2003: NEW HORIZONS Columns on Last Page Should Be Made As Close As Possible to Equal Length
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