Abstract
People use various resources in their workplaces in order to organize their practical activities. These activities and the usage of artifacts in the workplace depend on the particular context. Therefore, in the design of a new system, designers should consider the broad range of activities that could exist in the target workplace, and the experiences of potential users. A user's experiences are shaped via interaction between users, artifacts, information, and environment, in a sphere of interaction along user's activity at the place. To make the user's experiences better, designers have to capture the real activities and feelings of the user, in use contexts. In this study, we explored a methodology to analyze user experiences in a target place. For analyzing user experiences, we employed eye-movement protocols for understanding user's activities, and for understanding interactions between user and resources widely spread into a space. In addition, we focused on a prototyping method which can be used from the early phase of a design process. In the early phase, the designs of a target place and artifacts for it are not completely established, so methods for prototyping the functions and situations are essential. Based on these recognitions, we created a methodology, and performed experiments regarding the adaptation of the methodology.
Keywords
Interaction, User Experience, Prototyping, Personal View, Eye-movement, Space Design
Citation
Hasuike, K., Tamaru, E., Ohyama, T., and Hirose, Y. (2004) A Method for Analysing User Experiences in a Place from Early Phase of Design Process Employing Skit Acting, Personal View Records, and Mobile Eye-Tracking Technology., in Redmond, J., Durling, D. and de Bono, A (eds.), Futureground - DRS International Conference 2004, 17-21 November, Melbourne, Australia. https://dl.designresearchsociety.org/drs-conference-papers/drs2004/researchpapers/108
A Method for Analysing User Experiences in a Place from Early Phase of Design Process Employing Skit Acting, Personal View Records, and Mobile Eye-Tracking Technology.
People use various resources in their workplaces in order to organize their practical activities. These activities and the usage of artifacts in the workplace depend on the particular context. Therefore, in the design of a new system, designers should consider the broad range of activities that could exist in the target workplace, and the experiences of potential users. A user's experiences are shaped via interaction between users, artifacts, information, and environment, in a sphere of interaction along user's activity at the place. To make the user's experiences better, designers have to capture the real activities and feelings of the user, in use contexts. In this study, we explored a methodology to analyze user experiences in a target place. For analyzing user experiences, we employed eye-movement protocols for understanding user's activities, and for understanding interactions between user and resources widely spread into a space. In addition, we focused on a prototyping method which can be used from the early phase of a design process. In the early phase, the designs of a target place and artifacts for it are not completely established, so methods for prototyping the functions and situations are essential. Based on these recognitions, we created a methodology, and performed experiments regarding the adaptation of the methodology.