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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
STAKEHOLDER DESIGN IN PRACTICE
Wednesday, July 31, 13
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
STAKEHOLDER DESIGN IN PRACTICE
Wednesday, July 31, 13
INVIVO COMMUNICATIONS LUNCH AND LEARN
3
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
USER TESTING APPROACHES
Wednesday, July 31, 13
INVIVO COMMUNICATIONS LUNCH AND LEARN
4
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
USER TESTING APPROACHES
Wednesday, July 31, 13
INVIVO COMMUNICATIONS LUNCH AND LEARN
5
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
USER TESTING APPROACHES
Wednesday, July 31, 13
INVIVO COMMUNICATIONS LUNCH AND LEARN
6
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.
USER TESTING APPROACHES
Wednesday, July 31, 13
INVIVO COMMUNICATIONS LUNCH AND LEARN
7
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
IDEAL WORK PROCESS
Wednesday, July 31, 13
INVIVO COMMUNICATIONS LUNCH AND LEARN
8
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
ACTUAL WORK PROCESS
Wednesday, July 31, 13
INVIVO COMMUNICATIONS LUNCH AND LEARN
9
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
IT’S
OFTEN
A BIT OF
BOTH
Wednesday, July 31, 13
INVIVO COMMUNICATIONS LUNCH AND LEARN
10
ACTUALLY….
BENEFITS OF STAKEHOLDER DESIGN
Wednesday, July 31, 13
INVIVO COMMUNICATIONS LUNCH AND LEARN
11
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.
WHEN SHOULD STAKEHOLDER DESIGN
HAPPEN?
Wednesday, July 31, 13
INVIVO COMMUNICATIONS LUNCH AND LEARN
12
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
HOW TO GET STAKEHOLDERS INVOLVED?
Wednesday, July 31, 13
INVIVO COMMUNICATIONS LUNCH AND LEARN
13
o  Through partnerships:
o  Community organizations
o  Families
o  Medical clinics
o  Drop-in centres
o  Schools
WANT TO LEARN MORE?
Questions or comments: mir@bloomdigital.to
Twitter: @bloomdigitalmed

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Design Research Methods

  • 1. 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
  • 2. STAKEHOLDER DESIGN IN PRACTICE Wednesday, July 31, 13 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
  • 3. STAKEHOLDER DESIGN IN PRACTICE Wednesday, July 31, 13 INVIVO COMMUNICATIONS LUNCH AND LEARN 3 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
  • 4. USER TESTING APPROACHES Wednesday, July 31, 13 INVIVO COMMUNICATIONS LUNCH AND LEARN 4 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
  • 5. USER TESTING APPROACHES Wednesday, July 31, 13 INVIVO COMMUNICATIONS LUNCH AND LEARN 5 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
  • 6. USER TESTING APPROACHES Wednesday, July 31, 13 INVIVO COMMUNICATIONS LUNCH AND LEARN 6 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.
  • 7. USER TESTING APPROACHES Wednesday, July 31, 13 INVIVO COMMUNICATIONS LUNCH AND LEARN 7 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
  • 8. IDEAL WORK PROCESS Wednesday, July 31, 13 INVIVO COMMUNICATIONS LUNCH AND LEARN 8 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
  • 9. ACTUAL WORK PROCESS Wednesday, July 31, 13 INVIVO COMMUNICATIONS LUNCH AND LEARN 9 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
  • 10. IT’S OFTEN A BIT OF BOTH Wednesday, July 31, 13 INVIVO COMMUNICATIONS LUNCH AND LEARN 10 ACTUALLY….
  • 11. BENEFITS OF STAKEHOLDER DESIGN Wednesday, July 31, 13 INVIVO COMMUNICATIONS LUNCH AND LEARN 11 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.
  • 12. WHEN SHOULD STAKEHOLDER DESIGN HAPPEN? Wednesday, July 31, 13 INVIVO COMMUNICATIONS LUNCH AND LEARN 12 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
  • 13. HOW TO GET STAKEHOLDERS INVOLVED? Wednesday, July 31, 13 INVIVO COMMUNICATIONS LUNCH AND LEARN 13 o  Through partnerships: o  Community organizations o  Families o  Medical clinics o  Drop-in centres o  Schools
  • 14. WANT TO LEARN MORE? Questions or comments: mir@bloomdigital.to Twitter: @bloomdigitalmed