Design, Develop, Create

Tuesday, 1 December 2020

Cloud, Power Apps and AI

Cloud, Power Apps and AI: a workshop with Stephen Howell - Academic Lead & Accessibility Evangelist, Microsoft Ireland

The session runs in two 1 hr blocks with a 1hr break between.
First session is 9-10am followed by 1hr break
Second session is 11-12am

Scope: A tour of the cloud pyramid and illustration of where MS places the various offerings from AI, processes, storage, mobile, through to accessibility and its amazing real-time language translation/transcription services. The objective aligned with the class's learning goals is to experience Microsoft's rapid prototyping tools; A practical introduction to prototyping with Power Apps and/or introduce other MS tools used for similar things.

First hour: The basics of the cloud and some AI demos (30 minutes) and then intro to PowerPlatform (Automation, Visualisation, Apps) (30 minutes). OneNote demo - challenging sentences - using Immersive Reader

Second hour: Hands on demo - the background to building a line of business app with power tools (50 minutes with 10 minutes for questions)
AI image detection

Especially with the introduction of networking, of internets software delivery and cloud services - all a user needs to ask the apps and applications he or she uses is "what utility can I get without having to know how it actually works?"

The cloud pyramid diagram

The cloud pyramid diagram captures the distinct technology-system layers of modern computing (IAAS, PAAS, SAAS, FAAS). 

On the origin of the term “cloud computing” is attributed to George Favaloro and Sean O’Sullivan from Compaq Computer in Houston, working in the Internet Business unit. https://www.technologyreview.com/2011/10/31/257406/who-coined-cloud-computing/


Session panel: Stephen and Allen

Monday, 23 November 2020

Exercise: Retrospective


Objective:
To understand the activities that occupied our time on the most recent project.

Preparation:
This exercise should be run at a milestone or conclusion for a development project. It can be carried out individually or in small groups.
Allocate at approximately 30” to run this exercise.

Material:
Provide one copy of Allan Kelly's dialogue sheet to each group.
Or use an online styled version (jamboard)
Retrospectives from the Learn/Design/Construct exercise:






Instruction:
Follow the steps on the dialogue sheet and produce an activity/timeline sketch for the project.
At the end of completing the exercise review the diagrams, group and display them during discussion. Alternatively select student/groups to show, talk about and explain their diagrams to the class.
Write your name(s) on the sheet.

Outputs:
A single page upon which each student/group creates their own activity/timeline sketch and learnings list. 

Learning Outcomes and Reflection:
Design as a learning process
Need for feedback
Attaining objectivity
Give voice

Practical Aim:
Identify the key characteristics of collaborative design projects.
Demonstrate a democratic review process


Tuesday, 10 November 2020

Exercise: Sutton's creative strategies

Results from 2020 Jamboard (link)



results from Nov 2019

results from BCFE 2019


results from Nov 2010

results from Nov 2011
Creating an 'organic' histogram of the results

Objective To assess how prepared I am to manage a creative team and a truly innovative project.
These questions are set out as either/or style. There is no middle ground, they are not 'fair'. They act as a forcing function to get you to honestly resort to your true belief on how you intend to manage creative work teams. Your answers are naturally founded on your own personal beliefs and/or experiences. Your answers will probably change if the test is taken at another point in your career.

Instruction stage 1
Ask everyone to self-access the following questions.

ScoreEitherOrScore
+1Seek out and be attentive to people who will evaluate and endorse the workSeek out ways to avoid, distract, and bore customers, critics, and anyone who just wants to talk about money-1
+1Think of some sound or practical things to do, and plan to do themThink of some ridiculous or impractical things to do, and plan to do them-1
+1Reward success; punish failure and inaction Reward failure and success; punish inaction-1
+1Bring happy people together and make sure they get alongBring happy people together and get them to fight-1
+1Promote “fast learners” (of the organizational code)Promote “slow learners” (of the organizational code)-1
+1Hire people who make you feel comfortable, whom you likeHire people who make you uncomfortable, even those you dislike-1
+1Hire people you (probably) do needHire people you (probably) don’t need-1
+1Take your past experiences and replicate themTake your past experiences and forget them-1
+1Use job interviews to screen candidates and, especially, to recruit new employeesUse job interviews to get new ideas, not to screen candidates-1
+1Do something that will probably succeed, then convince yourself and everyone else that success is certainDo something that will probably fail, then convince yourself and everyone else that success is certain-1
+1Ignore people who have never solved the exact problem you faceIgnore people who have solved the exact problem you face-1
+1Encourage people to pay attention to and obey their bosses and peersEncourage people to ignore and defy their bosses and peers-1
Calculate your total personal score. Possible value ranges between -12 through to +12.

Instruction stage 2
Provide Sutton's principles paraphrased below for creative teams and then open the discussion, e.g. consider some of the questions below.
  • Place bets on ideas without heeding projected ROI.
  • Radical innovation implies ignoring what worked before.
  • Take happy people and goad them into disagreement.
  • Reward action, success AND failure.
  • Have people who don’t fit in.
  • Disagreements are necessary.
  • Use new employees to bring in NEW ideas.
  • Generate and use NEW ideas.
Nilofer Merchant (link) illustrates the contradictory qualities of situations where groups attempt creative problem solving through collaboration. In asking why (creative) collaboration is so rare she hits on a realisation, it is dangerous, risky, involves loss of face, basically it is something that can't be controlled and that translates into something to fear.

Discussion
  • Are the recommendations irresponsible?
  • Is a creative culture doomed to self-destruction?
  • Can a creative development culture coexist with general production?
  • Are Sutton's principles simply those that apply in startups?
  • If this is startup thinking or behaviour where does it fit in 'scale organisations'?
  • Must innovation efforts be separated from the mainstream organisation?
  • Does the "Innovator's Dilemma" imply that innovation efforts need independence to succeed?
  • Thinking of the possibility of 'Zones' of creative production occurring within the traditional monolithic organisation; Characterise a creative zone or project in such a way that it can be understood, appreciated and supported by a wider conventional organisation: skunk works, black team, blue sky, laboratory...

Observation: This test reveals how 'prepared' for and 'aware of' we are, of the intrinsic demands of creative innovative design environments. In spite of rhetoric to the contrary most organisations and most employees are not involved in innovation. In the main we repeat and reproduce routines that extract value from existing products, markets, customers, business models. Consequently most of us adhere to ingrained approaches to valuing, managing and acting within teams and their wider organisations.

Consider Ken Schwaber's commentary on the relationship between Agile and the PMI...
"We have found that the role of the project manager is counterproductive in complex, creative work. The project manager’s thinking, as represented by the project plan, constrains the creativity and intelligence of everyone else on the project to that of the plan, rather than engaging everyone’s intelligence to best solve the problems." (link)

References
Cliff Kuang. The 'done' manifesto: 13 Rules For Realizing Your Creative Vision. 2011 (link)
Nilofer Merchant's post the "Eight Dangers of Collaboration" (link)
SUTTON, R. I. 2001. The Weird Rules of Creativity. Harvard Business Review, 79, 10.
SUTTON, R. I. 2001. Weird Ideas That Work: 11 1/2 Practices for Promoting, Managing, and Sustaining Innovation, Free Press.


results from FTa 2015

results from FTb 2015

results from PT 2015

results from PT class 2013


results from FT class 2013


results from class 2012

Tuesday, 3 November 2020

Pixar (case)

Compulsory Reading: Catmull, E. 2008. How Pixar Fosters Collective Creativity. Harvard Business Review, 89, 9.

Listen to Ed Catmull's interview with Paul Michelman on HBR IdeaCast / Episode 109 

How Does Pixar Foster Collective Creativity?
One industry compares well with that of software development; film. Both produce information goods, digital or digitisable products (Shapiro and Varian, 1998). Both rely on the highly creative work of their designers. Both are produced by teams and teams of teams. The industries themselves have become intimately interdependent as film studios’ demand for visual effects, modelling, simulation, special effects, post processing etc has driven rapid innovation in graphics and animation software.
John Lasseter at the 2009 Venice Film Festival (src: wikipedia).
Software studios create the tools and techniques to produce effects that are used increasingly in films. Films using more realistic and convincing effects constantly push the boundaries of what is possible, and this in turn drives further technology development. The cross-over between software and entertainment is even ingrained into the culture of film, computing and programming. Computing and computer games have also been used as subject matter and characters, not just as tools, from the earliest days of film. We can even argue that visions of 'computing in film' precedes its realisation in reality e.g. Fritz Lang's Metropolis (1927).


Pixar's Cultural Roots
Pixar grew out of Lucasfilm's CGI division which was formed by George Lucas to create the special effects for the first Star Wars trilogy. Lucasfilm's Graphics Group eventually became ILM (Industrial Light and Magic) and ILM in turn nurtured the early Pixar. In the days of Lucasfilm and ILM George Lucas encouraged wider intellectual engagement with academics and industry; the same culture was present in Pixar.
“...a film company that was pushing the boundaries. George didn’t try to lock up the technology for himself and allowed us to continue to publish… This made it possible to attract some of the best people in the industry…” (Catmull, 2008)
From its beginning Pixar considered engagement with others as an expression of their core belief in community and ‘relationships that matter.’

The Creative Crisis: With the Toy Story 2 project Pixar entered a crisis situation when they tried to release two high value projects in tandem; developing and producing A Bug’s Life in parallel with Toy Story 2, which was initially contracted to Disney as a 'release to video' offering. Pixar's ‘proven creative leaders’ had already moved on to the next project, "A Bug’s Life", while a second talented and capable team was working on Toy Story 2. However Pixar found that the second production team was not achieving the high production values, general quality and excellence that was the hallmark of Pixar movies. Pixar's "brain trust" eventually realised the Toy Story 2 team were failing on several levels.
“we had a good initial idea for a story, but the reels were not where they ought to have been by the time we started animation, and they were not improving. Making matters worse, the directors and producers were not pulling together to rise to the challenge.”
(Catmull, 2008)
Different reasons were posited to explain how the situation arose. Perhaps the lower quality production values of a direct to video project were a corrosive influence on Pixar’s values? Was the Toy Story 2 team demoralized by knowing that something less than acceptable was now acceptable? Was Pixar’s culture of excellence and in particular its image of ‘talent’ being corroded by Disney's definition of ‘acceptable quality’?

Toy Story 2 was now looking like it needed to be treated like crunch project with the all of the crazy demands of recovering a contracted production schedule that needed 18 months but only had 8. The problem was not in the high concept, but in the details, the coherence and logic of the narrative. Resolving the situation could have wide ranging impacts; much of the work they had thought was finished would have to be revised. Fixing it could impact character development, the storyline, CGI models, artwork, scenery, narrative, dialogue, soundtrack, EVERYTHING! Wouldn't it be easier to just ship a mediocre product? After all, excellence isn't everything?

References and additional sources (thanks to class members for links).
Catmull, E. 2008. How Pixar Fosters Collective Creativity. Harvard Business Review, 89, 9.
Lang, F. 1927. Metropolis (link)
Panzarino, M. 2012. How Pixar's TS2 was lost and then found (link)
Stopera, M. 2011. 33 things you probably didn't know about the Toy Story trilogy (link)
Nusair, D. 2011. More things you didn't know about the Toy Story Trilogy (link)
See the introductory section on Wikipedia (http://en.wikipedia.org/wiki/Toy_Story_2) n.b. Most of the content on Wikipedia is from the 2008 book The Pixar Touch by David Price.

Sunday, 18 October 2020

Previous research topic-titles

Previous research topic-titles listed below:
  • Mobile banking: the study of AIB mobile bank application.
  • Brain-computer interface for medical: evaluating the usability of brain chip for disabled person.
  • Gillette's marketing campaign: a sentiment analysis on Twitter.
  • Assessing the usability of taxi application Free Now.
  • How does ClubMed resorts design daily events.
  • A study into the growing influence of the internet of things in the modern household.
  • Assessing the usability of 12306 ticket purchase system.
  • Google Lens: evaluating the usability of AI & AR powered mobile application in today's world.
  • Digital-only banking: evaluation of Alat Nigeria's first fully digital bank.
  • Digital learning/e-learning: evaluating the usability of an e-learning model (Byju's)
  • Google Fit: encouraging you to exercise more.
  • Replacing B2B sales contacts with a website: an exploration of human-centered design methods for a loyalty solutions startup in HORECA industry.
  • Social Listening for Innocent Ireland.
  • A Study and Initial Report on a Requirements Elicitation Process for an Encrypted National Telehealth Conferencing Platform
  • Ripple for cross-border payments: evaluating Ripplenet as a payment solution for banks and financial institutions.
  • Too good to go - a technology-based approach to food waste management.
  • Research on the usability of mobile short video TikTock.
  • Utility of interviews, surveys and prototyping within the context of improving user experience of smart travel card mobile applications.
  • HDFC EVA: can a chatbot replace customer service agents?
  • Gamification of eco-apps: assessing the implementation of gamified elements to improve user engagement of the application Litterati.
  • Evaluation of Historical Analysis in context of Atlassian’s product strategy and Survey to analyse users’ attitude on Jira.
  • Paytm an e-wallet: assessing the usability of mobile based e-wallet application.
  • Usability in context: a case for the Joulebug app in motivating local environmental stewardship
  • Usability analysis: Paytm digital wallet - one step closer to a cashless economy.
  • Adaptability of Google Pay in India and Ireland.
  • Innocent Smoothies Ireland case study: Twitter campaign impact * strategies comparison
  • Revolut for banking: assessing the usability of the app as a new electronic money institution.
  • Brightspace: an investigation into improving participation and engagement with the learning management system discussion board.
  • Analysis of Uber's disruption to the traditional taxi-service industry
  • Evaluation of Textual and Sentimental analysis methods in the context of social medial campaign Gillette 2019 ‘Men Can Be Better’ on YouTube.
  • Re-designing a more social spotify UX in mobile.
  • Usability Assessment of Oneview Patient Engagement Application Based on Empirical Evidences
  • Growth of the online food industry: comparative analysis of the two online food industries Swiggy and Zomata in India.
  • How do Results of Unmoderated and Moderated Think-Aloud Protocols Differ in Usability Evaluations?
  • Swipe Left on Ghosting: A Usability Analysis of Tinder’s Chat Function
  • Conversational AI and Smart Speakers: Usability & Requirements Study
  • A Diary Study in the Context of Smart Furniture for Remote Workers
  • Innovation Reading in the Digital Age: Usability, Requirement Analysis, and Feasibility Study of Blinkist
  • Redesigning Notification Badges on iOS 12 and its impact on user’s task engagement
  • Evaluating the Usability of the Collaborative features on LMS Blackboard Learn
  • Improving User Experience of IRCTC Rail Connect App by Incorporating Human Computer Interaction Guidelines
  • Contactless Payment in Germany
  • User Privacy on Apple iCloud Photo Library
  • Usability Analysis of the GoCar iOS Application
  • Empathy Tools Critique
  • Empirical Study on the Build-In Anti-Theft Measures of High-end Android Smartphones
  • What are Technological Tools That Facilitate Mentorship and Employment of Persons with Disabilities? A Case Study on Nextbillion
  • Understanding, applying and evaluating the use of eye gaze tracking software: lessons learned evaluating company career websites
  • Improving Ctrip Mobile App as a user-friendly one-stop-shop
  • The Prevention of Falsified Medicines in Ireland – An Analysis of The Irish Medicine Verification System (IMVS)
  • VR for Learning: Assessing the Usability of Mobile Based VR Headsets in Classrooms
  • An Enquiry Into Motortrans.ie
  • How effective are the gamification features in the Apple Watch in promoting physical exercise? A diary study.
  • What Type of Data is more Suitable for Assessing and Improving the Usability of a Chat-Bot?
  • SDL Trados and OmegaT – A Comparative Analysis of Usability of the Main Features
  • Comparing the Technology Behind Nest Learning Thermostat to That of a Conventional Thermostat Along With Their Energy and Cost Efficiency
  • How Can Netflix’s Search Feature be Improved for Users?
  • Managing Organizational and Process Innovation – Lessons Learned From a German Non-tech SME
  • Usability Analysis of Flightradar24 Mobile Flight Tracking App
  • Shop Code: Usability Testing and Redesign Proposal
  • How Drones Can Leave The Hazardous Zone
  • Usability Study and Redesign Proposal for the Google Play Store app
  • Using the Trinity ID as a starting point, how can iDly update that system in order to enhance the features of their digital ID cards?
  • How to improve the Dash students’ experience?
  • Housemydog.com: how to enhance the design and development features of a dog minding platform through a usability and feasibility study
  • BRS Golf Booking System
  • Plynk - the money messenger
  • Can sleep apps improve your sleep troubles?
  • Improving Hailo
  • Aer Lingus iOS app usability study
  • Usability analysis on IPF app for Patient M Power
  • How can the “dublinbikes” mobile application better reflect and channel the innovative nature of bike sharing 
  • The Dublin Bus Mobile Application: usability analysis
  • GiapSchool usability study and improvement
  • UCD Mobile: Usability & Requirements Study and Development proposal
  • Roomys Evaluation and Improvement Project
  • Effy solutions usability study and design proposal
  • Metrifit usability, requirements analysis and feasibility study to update extant system.
  • External Brain: Experiencing Evernote
  • Design and development proposal for ChildDiary v2.0
  • Buymie v1.2.0 – Usability Study
  • “Pay and Display” Is displaying necessary?
  • Cocoon: Lessons Learned From Evaluating a Software Startup.
  • A proposal for an Enterprise Resource Planning (ERP) system upgrade
  • (Kammavari Sangha Institute of Technology) KSIT website debunked
  • Redesign and Recreate a System for an Agency of Home Appliances Maintenance and Repair Services
  • Improving Trancehub
  • Selling, Point of Sale and Shop Systems for JD Sports
  • Smart Baggage Claim for RFID Enabled Airports
  • Coapp - collaboration tool for web designers
  • A Website Redesign of Ard Scoil Ris
  • Upgrading of Irish Light Rail ‘Luas Tram’ Ticketing and Fare Collection Machine
  • ‘Echo - The Premier Communication Application’
  • In-Car Voice Interaction System Redesign Proposal
  • Product for Bass Guitar to Midi Converter
  • Website Redesign Proposal for U.C.D Applied Language Centre
  • Redesigning Dublin’s Traffic Control System
  • Redesign of an Existing System Cineworld Ticket ATMs
  • Daft.ie Using Technology to Restructure Services
  • Tesco Mobile App: Connecting Recipes and Shopping function
  • UX/ID for Irish Multiplex Cinemas
  • To Improve the User Interface of the Blackboard Learn System
  • A Redesign Proposal for the Coillteoutdoors.ie Website
  • UPC Horizon UX Issues
  • CRM for an Online Insurance Broker - A Case Study
  • Stamp App - The Future of Postage Stamps
  • Redesign Proposal of PAYE Anytime
  • Android application for shopping and payment purposes with the use of NFC technology
  • HR System Functionality and Leave Management
  • Online Banking: A study of two Irish Bank’s and Possible Improvements
  • Leap Card New payment system proposal
  • Improving RTE Player
  • An Analysis and re-design of the current E-xamit website
  • Tool Repair System
  • UCARD System Development
  • Self-Service Library Machine: 3M ‘R-Series Model ‘8600’
  • Improving Tesco Self-Service Checkout
  • Bank of Beijing Personal Internet Banking System
  • SiSWeb – Redesign Proposal
  • Enhancing the Reporting Capabilities of a Banking Organisation
  • I-Concentrate - Control access to Apps, Networks, and Websites
  • A Redesign of the Current ATM System in Ireland
  • Improving user Experience on CopiPrint Machines
  • Introducing Mobile Payment to Irish Transportation
  • Bus Éireann Website and Tech Services
  • An Analysis and Redesign of Ticketmaster Event Ticketing Service Provider
  • Proposed Redesign of the Mantis Issue Tracking System
  • A Redesign of the Twitter Newsfeed
  • Analysis of current Intranet Facilities and Proposed Redesign
  • Re-design of the Ulysses self-service Help Desk module used by St. John of God Hospitaller Ministries
  • Redesign of Ryanair Website
  • Ad Server
  • LEAP Integrated Ticketing System
  • Ryanair.com- How can we do better?
  • Report on Sony Entertainment Network’s Online Store And Proposed Recommendations
  • Application Virtualization: An Aid for OS Migration (Windows)
  • Gamification of McDonalds App
  • Dublin.ie Redesign Proposal
  • Trolly Folly: An Analysis of the Ryanair Online Shopping Experience
  • The Introduction of a paid car parking solution to the UCD Campus locations of Belfield and Blackrock
  • Improving the M50 Eflow toll system
  • Payzone Parking Tag
  • Protecting ATM Users from Fraud


Wednesday, 7 October 2020

The talking about design - book club

- Talking about design, development, creativity -

Welcome to the Design Development Creativity Book Club. 

In this series we will be reading and reviewing Tracy Kidder’s award winning non-fiction account of a high-tech project. The Soul of a New Machine won the Pulitzer Prize for General Non-Fiction, in 1982.

We will be looking at the book from a number of viewpoints: General aspects of high-tech production; Innovation, management and leadership; Engineering culture and work practices; Teams and interaction.

The book offers a rare inside account of high-tech projects and provides a mirror in which we can contrast our own projects. What does TSOANM tell us about working in high-tech today? What has changed over the intervening years? What seems to have stayed the same?

Thursday, 24 September 2020

Jobs to be done - theory and perspectives from industry

The link below provides notes and a recap of a live streamed conversation between Jim Kalbach, author of the recently published The Jobs to Be Done Playbook, and a pioneer of a theory of "jobs to be done", Tony Ulwick.

The Jobs to be done approach requires designers to direct their full attention to the job a customer is trying to get done, and employs this knowledge for redesign, tweaking, injecting innovative products and services into the customer's chain of activity, the chain of "in order to", that they perform to satisfy a goal.

 https://www.mural.co/blog/jobs-to-be-done-livestream-recap

Tuesday, 22 September 2020

Research search and discovery - UCD Library

 A little detective work is sometimes involved in gaining access to research articles but it is well worth establishing the skills and ability to track down research publications and the like.

The first port of call should always be the UCD Library. We should highlight that the results returned by our library systems may differ depending on whether you have logged in to your UCD Connect account or not. This is because the library disseminates licensed content protected by copyright and thus cannot act as a back-door source to free access to 'for fee' publications. A web search via a search engine often links directly to the publisher however access may still be provided by the UCD Library negotiated access licenses with publishers. Publications may also be accessible via the University or state research organisations with accounts on third party aggregator publishers (like ScienceDirect) and other licensors of content. The UCD Library curates and manages access to all of these services on behalf of UCD's students, researchers and staff.

Exercise: 
 
1. Select the "One Search" widget and enter the title you are looking for.
An approach to effective use of One Search is to first search for the title of an article, then perhaps narrow the search criteria by gradually adding the author's surname, forname, year, etc.

2. Use a web search engine. The Google Scholar service can sometimes be particularly effective.

Examples for this week's readings...
A search for "Expressing Experiences in Design" on One Search yields

A search for "Expressing Experiences in Design" on Google Scholar yields

Similar results provided using the same approach for "Usability Evaluation Considered Harmful Some of the Time"

The UCD Library supports a wide range of tools for research discovery.

Thursday, 23 April 2020

Designing surveys and questionnaires is hard but we have good tools...

Designing surveys and questionnaires is hard but we have good tools... The UCD College of Business has a site licence for the online research survey package, Qualtrics. The licence is for both staff and students (use your @ucdconnect.ie email address as username to register).  Qualtrics is a leading online resource which enables users to engage in many kinds of online data collection and analysis.
Why do we recommend Qualtrics over other tools? Because it offers fantastic in-app advice and tips on good questionnaire construction.
  • We have unlimited users access for ALL staff and students across the College of Business for own projects and assignments.
More information at

https://iltg.ucd.ie/kb/qualtrics-surveys/

Tuesday, 18 February 2020

What is design thinking?

This post by Kristen Seversky is a short but thoughtful read.
Design thinking and my journey from software developer to product owner
Kirsten describes herself as a "product-owning, design-thinking, code-writing, people person striving to make tech more meaningful and inclusive."

``Design thinking isn’t a set of laws; it’s a shift in focus that re-centers humans at the core of our work. We’re a bunch of humans building solutions that humans will use. Maintaining exposure to their realities is our only means of actually solving problems instead of indirectly creating new ones. It’s an ethical agenda.''

Monday, 20 January 2020

(51) IDEO Method Cards

A product design research methods compendium

These methods are organised into four families representing the emphasis in how each method may be applied. However, there is no reason why you shouldn't consider a method applicable to one of the other categories. These methods simply represent ways to inspire us to consider different ``ways to empathize with people'' to seek insights, understand behaviour, perceptions, needs, goals [IDEO, 2003]. All these methods and categories emphasise the empirical world as the source of ideas and inspirations. The empirical world encompassing social and material structure, attending empirical moments and events as nexuses of action, historical and scientific context, the happening of things of both great and small significance (global and local).

The idea underlying `Learn' is that hard data, measurements, statements of the facts as they may be known. Observations and data gathered from empirical settings, treating the world as a kind of living lab. This sort of data tends to be treated as more objective, scientific, and provides the material for more statistical and quantitative analyses. It offers the potential for revealing unexpected patterns and insights that demand the use of other methods to understand further. `Learn' methods help us build the data and evidence addressing focused research questions, to follow up hunches and ideas that may be tested or evidenced by measurement data (rather than data mining as such).

The `Look' category implies that people going about their lives and happenings in the world are our best teachers. These are methods for gathering insights from interpretive observations, shadowing and participating in `the wild' [Buxton, 2007]. These methods emphasise the value of the empirical world in the language and terms of its use by its participants. The data gathered depict social realities, actual happenings and incidents; evidence of real people with biographies coping in actual settings, surrounded and constituted in the (seemingly) ephemeral and trivial real-world of people. `Look methods' enable generalised undirected problem identification, the broad assessment of an area before narrowing down on a specific concern.

`Ask' methods seek people's direct participation in constructing research data. People aren't `social dopes', they understand their own conditions. People have points of view and knowledge that they will readily share if you enable them. While this kind of knowledge may be idiosyncratic and bounded the more of it you can gather the more universal may be our understanding overall. `Ask' methods are useful when you have identified a research goal, an application, and a context. They are ways of revealing insider knowledge and practical contingencies that your project will encounter and leverage.

`Try' methods are all kinds of action research, some in-vitro (experimental setting) and some in-vivo (in the wild). These are methods that test how your project may work, how it may change behaviour and understanding, how useful and applicable it is. `Try' methods are active designed interventions and thus quite experimental in character. They encompass controlled simulations, experimental scenarios, to living labs in `the wild'. The focus of these methods is testing. They test feasibility, practicality, understandability. They seek people's active involvement and feedback on the design and application of the project.




(source: the IDEO Method Cards booklet [IDEO, pp. 2-3, 2003])

References

Buxton, B. (2007). Sketching User Experiences: Getting the Design Right and the Right Design. Morgan Kaufmann, San Francisco.
IDEO (2003). IDEO Method Cards: 51 Ways to Inspire Design. William Stout, Palo Alto, CA.