Mitali+Trivedi

=WEEK # 5 = As part of 'Experience Prototyping', bodystorming has been developed as a method of enquiry for interactive design. **Research the definition of 'bodystorming', and write a paragraph describing its characteristics.**

After viewing the video 'Part 1: Bodystorming Experiencing a Disability' at http://www.youtube.com/watch?v=nyE5bDqaSwc **describe the information revealed to the researchers in the three different case studies for one paragraph each** ** Part 1: ** ** Body storming is a technique which exhibits a physical participatory method of approach to interactive design. It is a process for demonstrating and developing ideas in a physical setting. Similar to brainstorming except that it requires physical actions rather than mental or verbal practice. Some also critique that it goes beyond brainstorming as it gives an idea a physical form and the ability to act it out in different perspectives. “ ** The process is designed to uncover how the relationships between people, locations and things In most cases the process is able to divulge how people interact with services, products and each other on a physical, emotional and intuitive level. Body storming similar to brainstorming is a technique used to help build as well as test ideas early on in a projects lifecycle, so that ideas may be developed and all the problems and glitches in that idea may be acknowledged as well as solved. affect ideas in ways that written scenarios cannot.”( Fairbrother, 2008). Reference:

Fairbrother, A. (2008). BodyStorming. //Experience Design Innovation.// Retrieved at: http://annefairbrother.co.uk/2008/03/26/bodystorming/  ** Part 2: ** // Case Study 1: // In the first case, a woman was blind folded and asked to walk down a street and up a level of stairs to see what it would be like with visual impairment. She was handed a walking stick however the woman still had a difficult time getting around and she would walk slowly and with caution. According to the researchers, the experiment provided them with insight on using multi-sensory approaches such as sound and touch. As when the participant was blindfolded her other senses become more prominent and she relied on them a lot more. For instance, when the participant entered the elevator she used her sense of touch to recognize the different numbers of the floors. The participant also relied on her memory and similarities in environment such as the amount of steps certain stairs had. // Case Study 2: // ** The second case study attempted to examine the impact of a cognitive impairment on a subject, which in this case was Attention Deficit Disorder (ADD). ** The Participant was told to successfully recite a phone number while solving math problems on an interactive gaming system. With several factors construing sound and distraction in the participant’s environment, the participant reported experiencing difficulties in concentrating. Also the failure to succeed in the task resulted in the participant feeing irritation and experiencing lower self esteem. Thus to help and avoid such issues of ADD, Dr. Bradzell noted the need of simpler narration. He also started that to further increase the person’s self-esteem, the tasks should be enjoyable while also challenging. // Case Study 3: // The third and last case study dealt with chronic arthritis. In which the participant's hand's were tapped to pens, while covered by a glove. The participant displayed constant fear of injury, making him extremely apprehensive, even in undemanding situations. Also, from expending more energy, his body temperature rose adding to his anxiety. The insight from this body storming revealed by researches was the need for accessible routes, and tangible objects composed of safe materials. They also noted that speech recognition systems should be further researched to aid users with physical disabilities.  According to Liddle, there are three stages of adoption of a new technology. These stages include the enthusiast stage, the professional stage and finally the consumer stage.
 * WEEK # 6**

The first stage of the process is the Enthusiast stage in which users explore the technology as well as love and appreciate the aesthetics of the technology. They are not afraid of the product being difficult and enjoy the challenges. They also say they like to exploit the technology well trying to find new more productive ways of using it. Liddle takes a look at the 35mm camera as his example, which in the 1950s was initially very complex and difficult to use and thus only used by astronauts who had PhD’s to take pictures of planets. The second stage is the professional stage, in which the technology has evolved enough for people to work with it. Professional workers begin to use the technology to accomplish tasks. It is a stage in which the technology is still not as affordable and only used by professionals or individuals that can afford it. For instance when looking at the camera in this stage the camera was used by professional photographers to take pictures for other people who could not afford to buy the camera or who did not have the ability to use it. However this is also the stage in which the camera began becoming universal and its functions became easier to understand by everyday people. The third and last stage is of the consumer stage, during which the technology has finally arrived for everyone to use. As it is the stage in which the technology has developed enough and become user friendly as well as financially feasible. The product itself has transformed where controls and functions are automated. In the example of the camera everything in it has become automatic the camera is capable of reading film speed, light conditions and setting the correct exposure automatically without the user's involvement.
 * Enthusiast Stage:**
 * Professional Stage:**
 * Consumer Stage:**

A technology that has gone through a similar process has been the computer, which when initially invented was used by the military for country purposes. It was very complex, big and not accessible for everyday use to every day households. Later on the computer went to be used by big companies and other organizations for professional purposes. It was not until later when the computer had changed drastically was it set out into the consumer market and used by normal people for everyday normal activities.

**WEEK # 7

** Mat Hunter describes interaction architecture as an extensive series of rules that would allow a series of cameras to be designed. He explains that the best way to go about developing it is to start at the beginning and map out the needs and causes of a digital camera. They decided to create a User Experience Prototype, a more hands on approach to determining what it was that people sought in a camera, Rather than simply writing up a detailed report with instructions as this would help them understand how the user interface felt in order to make the camera more user appropriate.

Rikako Sakai describes her interaction design with her development of the third version of software called PhotoStich. The third version includes many changes which she felt made the software easier for use by people. To begin with she discusses how she made the software easier to use by portraying tab user interface instead of step by step. This she concluded after testing subjects and finding that there were too many steps for users which were also not always visible to users. She also found that simple animations to illustrate the drag and drop, or the matching of photos together helped users successfully use the new version.

Leading Questions: A leading question is one that forces or implies a certain type of answer. It is easy to make this mistake not in the question, but in the choice of answers. The answers should be closed ended and all answers should be equally distributed and have equal likelihood. Example of answers from a leading question are:

1. Superb 2. Excellent 3. Great 4. Good 5. Fair 6. Not so Great Hypothetical questions: according to the author are based on conjunction and/or fantasy. These sort of questions require the respondent to think about and consider a situation he/she may not have considered otherwise. These are questions that should be avoided as they do not produce clear and consistent data of their real opinions. An example provided of such a question is:   **WEEK # 8: ** Jan Chipchase, is a human behavior researcher also known as a user anthropologist for Nokia. Whose job is to analyze and gather information on human behavior with or without cell phones, and bring it back to a team of designers, technologists and a marketing team at Nokia. To do this he travels around the world especially third-world countries where some of the population generally cannot afford cell phones and analyzes these people, their culture, and environment. He then reports back to Nokia with his findings and Nokia’s team accordingly use those findings to make a different more innovative product to please that specific audience . Chipchase’s job not only benefits Nokia in their efforts of market expansion but also benefits the people in these third world countries, as he speaks as their voice to a big company like Nokia, and informs them about their needs and wants. This was shown in the example of when Chipchase visited a shop owner in a slum in Mumbai who owned a cell phone, but had problems in the monsoon season traveling with it and keeping it from getting wet. Thus Jan Chipchase took photos of the situations and proposed the idea to the corporation to create something within the phone which could keep it lifted from the floor and safe from getting wet.
 * 1) If you were governor, what would you do to stop crime?

By studying the needs of different cultures and people around the world, Nokia also benefits from being able to successfully expand to those markets. By hearing there wants and needs and catering to them, Nokia creates a new market and gains more customers. Also by not only addressing the wealthy or people in developed countries but also considering developing countries and its people Nokia enhances its reputation around the world.

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