This document summarizes user research conducted for the Feeler contextual inquiry case. The research included literature reviews, expert interviews, end-user interviews, focus groups, and workshops. The end-user interviews explored factors that impact student well-being and meaningful aspects to monitor to improve learning experiences. Focus groups involved a design game to discuss these topics. Workshops applied participatory design methods like concept mapping, prototyping, and idea generation to further explore learning, well-being, and how to quantify experiences. Co-design workshops with students then tested reflection on quantified self-data through a design game and prototyping.
5. Contextual inquiry
1. INTRODUCTION
Aims:
• Identify what factors impact student well-being
• Define which aspects would be more meaningful to monitor in order to
improve students’ learning experience.
• Understand how students conceptualize a “learning experience”
6. 2. LITERATURE REVIEW
• Research papers
• Benchmarking of Quantified-Self
products
• Technical reviews of sensor
technologies
• Mass media and social media (groups
of interest)
7. Subject Expert Interviews
3. INTERVIEWS
Strategic centre for health and well-being
Aalto University student services
University of Helsinki professor of social psychology of
information and communication technology
e-Learning platform
9. Health
Wellbeing
Mindfulness
6 interviewees Photos + text
DATA
COLLECTION
3. INTERVIEWS
End-user interviews
- Audio recording of the interviews
- Card printing of the images and texts produced by
the interviewees.
10. Imatges preses pels entrevistats durant la investigació contextual de Feeler. (projecte de recerca doctoral d’E. Durall)
End-user interviews
3. INTERVIEWS
11. Imatges preses pels entrevistats durant la investigació contextual de Feeler. Projecte de recerca doctoral d’E. Durall
4. FOCUS GROUP
12. 4. FOCUS GROUP
Design game
Design game created during Feeler contextual inquiry (E. Durall, J.F. González)
Game elements:!
- Board
- Dice
- Pawns
- Character cards
- Challenge and
opportunities cards
- Stickers
13. Feeler design game materials (E. Durall, J.F. González)
4. FOCUS GROUP
Design game
14. Image taken during Feeler co-design sessions with students of Kyushu University (Japan).
5.WORKSHOPS
15. 5.WORKSHOPS
Participatory design workshop on Learning and Well-being
Methods:
• Concept mapping
• 3D prototyping
Participatory design workshop on student well-being
Methods:
• Design opportunities & challenges mapping
• Idea generation tackling one of the identified challenges
Workshops for making
16. Workshop about learning and well-being organised during the Summer school: design as inquiry (June 2013, Helsinki).
Participatory design workshop on Learning and Well-being
The prototyping session was guided by the question:!
How would you quantify your level of well-being in your learning
performance? !
5.WORKSHOPS
17. Workshop about student well-being. Runned byT. Tapola and E. Durall with Aalto students.
Participatory design workshop on student well-being
After identifying main opportunities and challenges regarding student well-being,
students were asked to generate a design concept based on one of the identified issues.
5.WORKSHOPS
19. Co-design workshops with Kyushu University students (Feeler contextual inquiry, support of Kyushu University students).
Participants’ profile:
• Kyushu University students (MA and PhD).
• 2 workshops with asian students and another one with exchange students from
South America and Europe.
5.WORKSHOPS
Co-design workshops
20. 5.WORKSHOPS
Workshop structure
• Welcome and introduction
(30 min)
• Play (40 min)
• Datavis creation (50 min)
• Sharing and presenting datavis
creations (50 min)
• Counting and ending the game
(10 min)
• Workshop feedback (15 min)