2. STAKEHOLDER DESIGN IN PRACTICE
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
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3. STAKEHOLDER DESIGN IN PRACTICE
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
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4. USER TESTING APPROACHES
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
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5. USER TESTING APPROACHES
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
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6. USER TESTING APPROACHES
Paper test before you build!
• Make & test a minimum viable
product 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.
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7. USER TESTING APPROACHES
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
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8. IDEAL WORK PROCESS
o
o
o
o
Understand the problem through conversation
Brainstorm possible solutions
Create test products
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
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9. ACTUAL WORK PROCESS
o
o
o
o
o
o
o
Get RFP or tech spec
Look for potential problems
Dialogue with client about ‘design latitude’
Negotiate contract
Watch deadline approach
Scrap experimentation phase
Design product to spec
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11. BENEFITS OF STAKEHOLDER DESIGN
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 enduser
o Able to test and iterate with intended
audience.
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12. WHEN SHOULD STAKEHOLDER DESIGN
HAPPEN?
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
12
13. HOW TO GET STAKEHOLDERS INVOLVED?
o Through partnerships:
o Community organizations
o Families
o Medical clinics
o Drop-in centres
o Schools
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14. WANT TO LEARN MORE?
Questions or comments: mir@bloomdigital.to
Twitter: @bloomdigitalmed
Notas del editor
Idea for next year: Use statistical information but no sharing so players can learn about themselves & members of their family.