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| Tutorial
19: Contextual Design: Moving from Customer Data to the Product Design |
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Shelley
Wood, InContext Enterprises
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Audience: |
Anyone |
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Curriculum: |
Methods
and Skills |
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Tuesday,
8:30 5:30 |
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Once
you have customer data, take the next step in customer-centered design
by using the Contextual Design process. This tutorial teaches finding
the design implications in customer data, visioning, storyboarding, creating
a coherent system structure or analyzing a current product with a User
Environment Design, and testing with paper prototypes.
PARTICIPANT
KNOWLEDGE AND EXPERIENCE EXPECTED
This
tutorial is aimed at participants who have a basic familiarity with field
interviewing, and who now want to understand how customer data is used
to drive redesign or changes to existing products or the invention of
new products. Knowledge of Contextual Inquiry interviewing and work modeling
is helpful, but not necessary. Participants are encouraged but not required
to bring a laptop computer (with charged battery) to analyze an existing
application during the workshop.
GOALS
FOR THE SESSION:
People
often feel reasonably comfortable with gathering field data and analyzing
it, but then have difficulty making the leap to redesign or invention.
Through lecture, discussion, hands-on exercises, and videotaped examples,
this tutorial teaches the participants how to take customer data collected
in contextual interviews or other field methods and move to a coherent
design that supports the needs of the customer. Participants will learn
how to find design implications in the data, create a high-level vision
of the new product or redesign of the current product, storyboarding the
details, developing a system structure with a User Environment Design,
and testing the design with customers with paper prototypes. They'll also
learn how to analyze an existing design or product with a reverse User
Environment Design. They'll also find out how to scope or tailor the techniques
to suit their design problem (small or big) and organizational realities.
The
techniques taught can be used in a structured process, or as guerilla
techniques to insert customer data into requirements and product designs
whenever possible, leading to products that have usability taken into
account as part of the front-end of the design. Participants in this tutorial
will learn how to:
- See past individual differences
to recognize common work patterns
- Use grounded brainstorming
to base designs in reality
- Visioning a system response
to the data that addresses customer needs
- Use storyboards to show
users' new work practice with the system
- Building a User Environment
Design that shows the structure of the system
- Using a reverse User Environment
Design to analyze an existing product, design, or specification
- Check the initial design
with users through paper prototypes
- Scale and tailor the process
to fit a specific design problem and organizational realities
HOW
THIS TUTORIAL WILL BE CONDUCTED
This
tutorial uses a combination of lecture, discussion, video examples, and
hands-on exercises. The participants will be team members in a hypothetical
company where contextual interviews have been conducted, interpretations
sessions completed, work models drawn, and the affinity diagram built.
Their task will be to work with the data to understand the design implications,
and then work in small teams to practice visioning a possible redesign.
They will also learn how to storyboard their vision, extract a coherent
system model from the storyboards, and be introduced to testing their
initial design with customer in a co-design paper prototype interview.
Participants will also take an existing application or product and practice
using a reverse User Environment Design to analyze it.
Approximately
one-third of the time in this tutorial is devoted to hands-on exercises
with instructor feedback. The instructor is trained (and accustomed to)
leading groups and providing feedback to a large number of workshop participants.
The remainder of the time is split between lecture/discussion, demonstrations,
and videotaped examples. With this mix the participants will have a model
and experience they can take back to work and apply immediately.
TUTORIAL
SCHEDULE WITH TIME ALLOCATION
Number
of Minutes |
Topic
or Event |
15
mins |
Introductions
|
10
mins |
Introduction
to Design Team Problem and Customer Data |
25
mins |
Walking
the Affinity Diagram with Hands-On Practice |
40
mins |
Work
Model Consolidation and Design Implications with Practice Exercises
|
30
mins |
Break
|
15
mins |
Conclusion
of Work Model Consolidation |
15
mins |
Introduction
to Redesign |
20
mins |
Grounded
Brainstorm with Example Video |
25
mins |
Grounded
Brainstorm Hands-on Practice |
90
mins |
Lunch
Break |
30
mins |
Storyboarding
|
15
mins |
Introduction
to the User Environment Design |
15
mins |
The
Reverse User Environment Design |
30
mins |
Reverse
User Environment Design Hands-on Practice |
30
mins |
Break
|
30
mins |
Creating
a New User Environment Design |
30
mins |
Testing
the Design with Paper Prototypes with Example Video |
30
mins |
Tailoring
the Process to Your Organization and Design Problem |
DETAILED
DESCRIPTION OF TUTORIAL
8:30
8:45 Introduction (15 minutes)
- The instructor briefly
introduces herself, the agenda for the tutorial, and the goals.
- We quickly find out about
the backgrounds of the participants.
8:45
8:55 Introduction to Design Team Problem and Customer Data
(10 minutes)
- We start by giving the
participants the hypothetical company, project focus, and design problem
they will be working with for the day.
- We introduce the Contextual
Design process and the pieces of the process they will be using in the
tutorial.
- We provide an overview
to the customer data that has been gathered and analyzed to this point.
8:55
9:20 Walking the Affinity Diagram (includes hands-on practice)
(25 minutes)
- To become oriented to
the data, and learn how to effectively interact with and use an affinity
diagram, the participants briefly hear about how the affinity was created.
- The participants learn
how to walk the affinity to see the scope of the problem, common issues,
and structure of the customers' work.
- The affinity will be taped
to the wall, with one affinity for every 7-10 participants so everyone
has a chance to see it.
- Participants do a wall
walk, posting their design ideas.
- Participants learn how
to use the affinity as a communication device in the organization.
9:20
10:00 Work Model Consolidation and Design Implications (includes
hands-on practice) (40 minutes)
- We remind the participants
of the five work models (flow, sequence, cultural, artifact, and physical)
and briefly show examples of each.
- We discuss how consolidation
collects data about individual customers to represent the whole market
or organization, allowing us to see the structure.
- We explain the process
for model consolidation and level of analysis for each type of model.
- The participants are led
by the instructor in a practice exercise where they analyze a consolidated
model for our design problem, learning that each model is a different
view of the work and therefore gives rise to different design implications
and design ideas.
- The participants work
in small groups to generate design ideas and then share them with the
entire group.
10:00
10:30 Break
10:45
11:00 Conclusion of Work Model Consolidation (15 minutes)
- After the break we finish
analyzing the models and generating design ideas.
11:00
11:15 Introduction to Redesign (15 minutes)
- Participants are introduced
to how to respond to the design implications from the consolidated data
and the steps of the redesign process by:
- Identifying issues from
the data, technology & tools, and hot ideas.
- Brainstorming a new work
practice.
- Evaluating and developing
a better alternative.
- Systematically laying
out how the work will be done.
11:15
11:35 Grounded Brainstorm (20 minutes)
- Participants discover
how to run an effective visioning session by learning:
- The purpose of visioning.
- How to redesign a work
practice, not just a system.
- How to run a visioning
session is run.
- The roles in a session.
- How to evaluate visions.
- A video clip of a visioning
session is shown.
11:35
12:00 Grounded Brainstorm Hands-on Practice (25 minutes)
- Participants are broken
into teams to practice visioning a solution to our design problem.
12:00
1:30 Lunch
1:30
2:00 Storyboarding (30 minutes)
- We explain how to drive
down to the next level of design detail through storyboarding.
- We describe the steps
of the storyboarding process and the role of the consolidated work models.
- We demonstrate storyboarding
from a vision for our design problem by walking through a set of storyboard
cells, explaining step-by-step how and why they were created and how
they tie back to the vision and consolidated models.
2:00
2:15 Introduction to the User Environment Design (15 minutes)
- We explain the principles
of the User Environment Design and the problem it addresses.
- We describe the metaphor
of a floor plan and how it has been adapted to system design.
- We explain the formalism.
- We describe how the User
Environment Design reveals structural flaws.
- We demonstrate how it
is used to create a coherent release plan.
2 :15
2:30 The Reverse User Environment Design (15 minutes)
- We explain how a reverse
User Environment can be used to analyze an existing product, a specification,
or the competition. We demonstrate how to do a reverse User Environment
Design.
2:30
3:00 Reverse User Environment Design Hands-on Practice (30
minutes)
- The participants work
in pairs or small groups to practice creating a reverse User Environment
Design for an existing application.
- We then show examples
from existing products of how a basic reverse User Environment Design
reveals problems.
3:00
3:30 Break
3:30
4:00 Creating a New User Environment Design (30 minutes)
- We explain the User Environment Design
principles.
- We demonstrate how storyboards
from our design problem vision are walked to extract the User Environment
Design.
- As a group, we walk through
a series of storyboard cells, showing how they explicitly and implicitly
contain functions and focus areas and how to represent them in the User
Environment Design for our sample project.
- We discuss how the User
Environment Design becomes the basis for the requirements document and
specification.
4:00
4:30 Testing the Design with Paper Prototypes (30 minutes)
- We introduce the idea
that the User Environment Design is tested with customers through paper
prototypes.
- We describe how to represent
the User Environment Design in a paper prototype.
- We discuss the value of
paper versus running or online prototypes.
- We explain how to conduct
a prototype interview where the customer uses the paper prototype as
thought it was live product, and how to be in a co-design relationship.
- We view video excerpts
of a paper prototype interview.
- We discuss how to interpret
the paper prototype interview and modify the User Environment Design.
4:30
5:00 Tailoring the Process to Your Organization and Design
Problem (30 minutes)
- We cover how to scope
the project, including when and how to only use portions of the process.
- We discuss how to select
customers.
- We describe designing
a process for success.
SPEAKER
Shelley
Wood
Director,
Consulting Services
InContext
Enterprises
Shelley
Wood brings more than 15 years of experience in high tech, leading teams
in using customer data to design systems and components. Before joining
InContext in 2000, Shelley held senior management positions in product
management, product development, and business development at Thomson Corporation,
a leading global e-information company serving the business and professional
marketplace. While at Thomson she specialized in the content, design,
presentation, and retrieval of legal, regulatory, and financial information
delivered over proprietary systems, CD-ROM, and the web. She has also
written and managed documentation and training for end users and sales
forces. Shelley used Contextual Inquiry and Contextual Design on several
projects at Thomson, ranging from minor product fixes to major releases
to developing entire new business directions.
Shelley
now coaches teams to use Contextual Design for their projects and products,
as well as teaching Contextual Design in public and in-house workshops.
She has worked with teams in a wide range of industries and applications,
including medical devices, medical information, supply chain management,
customer service management, K-12 school web-based communication platform,
insurance, online learning, commercial real estate management, ERP systems,
web-delivered information and customer support, and home appliances. Shelley
has also participated on, and project managed for, InContext design teams
that have designed deliverables for InContext clients. She is the product
manager for CDTools, InContext's module-based application for supporting
Contextual Design.
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