Showing posts with label IxDA. Show all posts
Showing posts with label IxDA. Show all posts

Thursday, July 7, 2011

Personas In the 3rd Person and IxDA

DD+D posted the following question on the Interaction Design Association (IxDA) site.
It has had over 60 replies and 1,918 views.

Here is the question, followed by a link to all the interesting responses.

First-person personas are more engaging, and by mimicking tone patterns, grammar usage and other linguistic characteristics that may be possessed by the persona would result in the ability to communicate more with less writing.

Rarely have I come across a persona written from the first-person perspective. I’m wondering if there are reasons for this discrepancy, or is it strictly due to design history/protocol?

Replies here -
http://www.ixda.org/node/30277#comment-82498



Saturday, January 29, 2011

Improv and Embodied Personas at IxDA Event

Byron had the opportunity to collaborate with Ed Chen on a design challenge for the January IxDA event. Byron added improv exercises to aid in brainstorming and played a Embodied Persona/Spark.

Here is a description on the event and design results!
(Originally posted on Ed Chen's Design Intentions blog)



January
IxDA Chicago Meeting Recap
Event Description

Natural disasters are disruptive: physically, socially and psychologically. Governments and NGOs devote significant resources to provide basic needs such as food and shelter but little to facilitate social development and psychological recovery. In underdeveloped nations, the results can be devastating. The poor are further marginalized and psychological scars can have deep, long-lasting implications.

At this meeting, we explored in multidisciplinary teams the survivor experience and search for ways to improve the delivery of social and psychological aid services in the 6 month to 3 year time frame after a disaster. We were not there to redesign government preparedness or the NGO model, but to supplement their work with considerations for a more humane response that helps the affected move from victim to survivor status. We presented an overview of the situation in Chile and divide IxDA members into small teams. Each team tackled a different issue such as displaced elder care, psychological aid for children, information systems for social learning, and the reestablishment of community identity.

This was a great opportunity to contribute to a social response project while collaborating with your counterparts in other disciplines.

Meeting Agenda
6:00 Arrive, mix and mingle
6:30 IxDA welcome and introduction
6:35 Presentation: design context
6:45 Improv (warmup) exercises
7:00 Brainstorming sessions
7:30 Presentation of results
7:50 Debrief
8:00 Meeting adjourned

Design Context
About every 25 years, an earthquake of magnitude 8.0 or greater hits Chile. Since the 1960 Valdivia quake, building codes have improved, but has preparedness?

While improvements to buildings and infrastructure minimized the loss of life, the 2010 quake still severely damaged 500,000 buildings and displaced over 2 million people. Hospitals in the immediate vicinity were crippled. Civic activities were cancelled. The school year was put on hold.

Heroic Stage: In the immediate aftermath, victims experienced intense emotions and behaved altruistically. While the media sensationalized riots and lawlessness, it was far more common to see people helping each other. Non-Governmental Organizations (NGOs) set up tents to provide temporary shelter.

Honeymoon Stage: Over the next few months, these are replaced by slightly more permanent quick build shelters. Things seemed to improve as promises of aid provided hope that lives and neighborhoods would be rebuilt.

Disillusionment Stage: When aid proves insufficient, cramped, temporary shelters become more permanent. Hopes for recovery diminish.

Reconstruction Stage: Real reconstruction begins when people rely on existing community resources rather than foreign aid.

These post-disaster stages map to Maslow’s Heirarchy of Needs. Maslow believed that a person needed to fulfill lower level needs before moving onto higher level needs. Ultimately, people seek self-actualization but few attain that level of fulfillment. In the first week after a disaster, people seek physiological fulfillment: first aid, food and shelter; then safety to secure their immediate environment. These map back to the Heroic Stage. While governments and NGOs often address physiological and safety needs, they rarely address the socioeconomic and psychological needs that allow a person to move up the pyramid.

How can the Chilean community economically address love/belonging, esteem and self-actualization needs in the 6 month to 3 year timeframe?

Improv Exercises
Byron
led the group through 3 improv exercises that helped reinforce the rules of brainstorming: renaming things in the room, passing a metaphor ball, and collectively saying the alphabet without simultaneity.




























Brainstorming Rules

1. Defer judgment -There are no bad ideas at this point. There will be plenty of time to judge ideas later.

2. Encourage wild ideas - It’s the wild ideas that often provide the breakthroughs. It is always easy to bring ideas down to earth later!

3. Build on the ideas of others -Think in terms of ‘and’ rather than ‘but.’ If you dislike someone’s idea, challenge yourself to build on it and make it better.

4. Stay focused on topic - You get better output if everyone is disciplined.

5. Be visual - Try to engage the left and the right side of the brain.

6. One conversation at a time - Allow ideas to be heard and built upon.

7. Go for quantity - Set an outrageous goal for number of ideas and surpass it! Remember there is no need to make a lengthy case for your idea since no one is judging. Ideas should flow quickly.

Design Briefs

Four teams were given one of two possible design briefs:
1. Children
Challenge: Considering the social and psychological touch points for children, how can we design a an experience that: a) establishes a psychological sense of safety and support, b) encourages acceptance/dialogue of what has happened, and c) facilitates positive meaning making?
Situation: Over half of those affected in the 2010 quake are children. Parents and guardians are injured or killed, disrupting family routines. School is cancelled until temporary schools are built or children can be assigned to other schools. Social networks are fractured as children no longer see the familiar faces that they rely on to talk through their problems. Relocations and temporary classrooms create new stressors. Friends move to other schools. Children act out. Teachers must reconcile inconsistent curriculum between school districts. Some teachers whose homes were destroyed choose to relocate. Adults are too stressed from logistical, social, and financial burdens to attend to children’s emotional needs.

Children often lose verbal skills after a traumatic event. Once a sense of safety is established through environment and routines, primary activities such as drawing, clay modeling, and acting are access points to empathy.

Positive meaning making refers to the process of accepting what has happened and looking forward rather than dwelling on the past. Moving from victim to survivor status requires processing. Part of that is memorialization. Most of it is working towards a future that’s brighter. Creating opportunities for children to participate in the community and the rebuilding process is a positive step.

This quote from an elementary school teacher (after a different disaster) provides a good summary of the post-traumatic recovery process in children across cultures:

Post-Katrina, I worked with kindergarten and fifth grade students. Art turned out to be one of the most beneficial aids in addressing and even diagnosing PTSD in children. Crayons, markers, paints, finger paints, and even creating clay sculptures of jewelry all helped. In some cases, the jewelry was sold and proceeds went to developing a playground. Since so many schools lost their play equipment, just having outdoor play equipment (or not having it) impacted the children and their behaviors tremendously.

Acting/drama/singing was another tool that proved useful. At first, it was serious stuff dealing with the storm. Later, acting became their outlet to relieve stress and help others understand their personal views and emotions.

Free writing and topical writing helped children address issues they were facing (such as living in FEMA trailers) or dig deeper into issues that were important to them.

Children like to feel like they are a part of the recovery process and are making a difference. We did things like toy and clothes drives for students who lost everything. In some cases the kids who lost a lot of “stuff” still wanted to share what they had with friends who lost more.
Any sense of normalcy is also helpful. They liked special treatment and privileges, visits from dignitaries and media, but one thing that almost all of the children said they really liked about school was that it was predictable, familiar, and had a sense of normalcy. Some students said that their favorite times were those spent at school because they could forget about living in a FEMA trailer (with eight other people) and about what had happened.

2. Community Rebuilding / Social Learning
Challenge: Considering the technology limitations of developing nations, create an information platform and system of incentives to: a) communicate and demonstrate a commitment to rebuilding the neighborhood, b) pool resources and exchange local goods and services, and c) support a sense of community.

Situation: After the earthquake, the Chilean government and NGOs stepped in to provide tents, then more intermediate-term shelters while reconstruction was to take place. Case history tells us that funds are limited and reconstruction of civic spaces and infrastructure will take place, but those directly affected will likely be stuck in these shacks until they themselves raise the funds to rebuild, leaving the middle class with a new, lower standard of living.

Community resources exist in the form of experienced labor, contractors, salvaged materials, and pooled donations from NGOs but there is no effective way of communicating individual, family or small group needs and resources and matching them with other needs and resources in the broader community. In addition, the disaster has created opportunities for fraud: not all builders will honor their contracts or use appropriate materials.

In Santiago, the internet is widely available. However, many of the affected regions are more rural and rely on radio and television for information. Regular cell phones are ubiquitous and smart phone adoption is rapidly growing but currently limited.

This quote from an interview of a Katrina survivor summarizes the feelings that people have (across cultures) in the aftermath of a disaster:

When we returned, there was NOTHING normal. Mornings were spent waiting in line (usually two hours) for our daily rations of MREs and ice. Many spent the days standing in lines, trying to figure out how to get money, compensation, weed through the red tape, and to have SOMEONE, SOMEWHERE tell them it would be ok. Afternoons were spent trying to clean, repair, and get back to normal. There was no tv when we got home. The lines were knocked down. There was no internet or land lines. The air was still very still, thick with mosquitoes and nothing else. We had electricity and plumbing, though many still did not.

Schools started to reopen, but teachers were not back yet. I decided to take a job teaching (though uncertified).Money was tight. Everyone had to pay out of pocket for evacuation, no one knew when we would be compensated, how we were all going to get everything fixed, and if life would ever be normal.

There was, however, a good in all of this. EVERYONE was friendly to each other. It was amazing. Strangers were helpful, friendly, people CARED. It was like this disaster brought us all together as a community in an US AGAINST THE WORLD mentality. The donations started pouring in, and things started looking more promising.

Sparks - Embodied Persaonas
Two sparks (embodied personas) walked around to each of the teams to mix up the conversation. One was a local community leader that asked teams to consider the cultural context for which they were designing. The other was a CFO of an NGO that wants cost-effective solutions.
Feedback on the sparks: While useful, this could have been information included within the case itself. Given the 30 minute brainstorming-to-suggestions format, the teams were probably not quite at a stage where new insight was going to help.


























Results
The four teams came back with some great suggestions and avenues for further investigation.
Team A (Children)

Objective: create a safe place for children to come to every day to help them cope with feelings of transience
1. Community garden that is run and managed by children2. Bakery to teach children vocational skills / make them feel useful3. Bike delivery service for things from the garden and bakery / bike repair service
Other ideas to help children regain verbal skills: storytelling wall/journal, improv troupe (as a distraction), pet therapy, older children mentoring younger ones

Team B (Community Rebuilding / Social Learning)
Objective: Create a central hub for a low-tech information exchange
Find a central location (perhaps an existing church) to serve as a community hub. This hub could connect to other hubs to aggregate information. Set up a bulletin/white board that collects information on name, skills, and needs, with a slot if you want to fill that need. The bulletin board could have a column where people could leave feedback on whether that person fulfilled their obligation. It’s sort of a low-tech Angie’s list. For example, if one person goes to help rebuild a house, they might then need someone to watch the kids. Maybe someone is good at cooking for large groups. There could be that exchange. Maybe the central hubs could be equipped with computers that have internet access to facilitate a service clearinghouse with other hubs and to organize more complex multiple-party exchanges.

Team C (Children)
Objective: Allow children to express themselves through activities, routine, and empowerment.
Organize kids and schedule events for them to help in the reconstruction. Maybe they can paint murals. Maybe they can recycle material from disaster for use in reconstruction. That would serve as a metaphor that memorializes what happened and serves as a building block for the future. By contributing to the rebuilding, they can see the progress in their own communities in parallel with government efforts. In order to get things on a schedule, a community center or church could serve as an organizational hub.

Team D (Community Rebuilding / Social Learning)
Objective: Create a mobile community hub of trailers with seating and a stage where people can exchange information.
The mobile model can be duplicated and moved throughout the week to serve a broader community base. One trailer would have internet access, one would have first aid services, one would have administrative services to help complete paperwork and organize community efforts. In addition, there would be vocational training to help those with limited skills to develop skills to help others. Maybe there’s a concert here each week or some event so that people want to show up.

In terms of incentives, set up a microfinance system where you get small amounts for certain achievements and future loans (for next steps) are conditioned on performance. Given that people may not have computer access, the internet station would provide access to other towns to match needs with resources. Before the internet stations get set up, perhaps someone could make the rounds through various towns to aggregate the information and coordinate a collective relief effort. A major obstacle to this is building trust. How do you know that others will perform their end of the exchange? That’s where the microloans come in: to provide monetary incentives to perform.









Sunday, November 7, 2010

Design Empathy at IxDA

Byron is organizing the November 17th IxDA meeting to showcase design projects developed for Chicago’s non-profit community. Find out who’s involved and sign up to attend at http://www.ixdachicago.org/events/design-empathy-using-design


Local non-profit design organizations including iamEPIC, Design for America, Project H Design will share recent projects and discuss the opportunity for collaborations with IxDA Chicago members.


Come and find out how you can help them help the community.




Project H uses the power of the design process to catalyze communities and public education from within. We are a team of designers and builders engaging in our own backyards to improve the quality of life for all. Our six-tenet design process (There is no design without (critical) action; We design WITH, not FOR; We document, share and measure; We start locally and scale globally, We design systems, not stuff and, We build) results in simple and effective design solutions that empower communities and build collective creative capital. We believe design can change the world.Every project H team partners with an organization in the community to grow a project. The Chicago team has partnered with Broadway Youth Center, a homeless and at risk youth services group located in Lakeview. We are in the process of researching BYC's processes in order to grow a mutually beneficial project for the staff, youth and the community at large. http://projecthdesign.org/



EPIC helps creative professionals and nonprofits join forces, making a bigger impact on the world than either could alone. In regular intervals, we are pairing select teams of “creatives” from the ad/design industries with select nonprofit clients dedicated to education, children and families. During what we call an “8-week creative rally,” each team creates plans, programs, and materials—on a pro-bono basis—that their nonprofit client needs to positively affect the lives of those they serve. http://iamepic.org/




Design for America (DfA), an award-winning national design initiative using design to create local and social impact. Design for America’s vision is to develop a national network of interdisciplinary university students and community collaborators confident in their ability to bring about social impact through design.
Design Empathy is a new venture of DD+D, that will provide an opportunity for members of the IxDA community to get involved with communityinitiatives in the Chicago area. The venture will be a clearing house, the middle man,theconnection between those that want to get involved and those that are in want ofdesign services.Event is free and open to the public with RSVP. Attendees will need to have a photo ID to show at security on the 3rd floor when they enter.









Sunday, October 10, 2010

Service Designers - What's their job?


Here is Dianna Miller's reply to a question regarding finding employment in the Service Design field that I found helpful. What do you think?
(This is from the
IxDA discussion board.)

I can answer from the perspective of how I teach service design here at SCAD. First, a couple things to recognize if you're looking for a job in service design in the US:

1. Service Design as a discipline under that name is currently more widely practiced and understood in Europe (especially in the UK) than it is in the US. There are a few contributing factors to this, but suffice to say, this is where many jobs under that title are currently located (other countries are Australia, India, Brazil, and Korea). This is not an exhaustive list.

2. Some of what I will describe as service design may, in fact, be practiced by people on this forum who have job titles other than Service Designer. This depends largely on the nature of the design problem/space they are working in. You may find a job where it would make sense to use service design methods as an interaction or user experience designer.

3. Service design work in traditional service sectors such as hospitality and transportation likely include human-human, as well as computer-human,
touchpoints. These sectors already have positions for designers working on brand-as- service experience and they are probably not called service designers. Software-as-a-Service jobs are much more likely to be filled by interaction designers who may adopt and adapt some service design tools (see #2). Healthcare and public services are important sectors where I believe we're more likely to see jobs emerging for service designers who work with a methodology that is distinct from UCD although certainly related to it (see below).

I'll answer the questions in reverse:
What types of projects could a Service Designer participate in?
I'm not sure we *design* services; rather, we design *for* services. Service happens when one person (or group) exchanges value with another person (or group). This exchange (called a
touchpoint in SD parlance) can happen online, on the phone, in person...doesn't matter. It can be a provider-consumer, employee-employee, provider-partner exchange, etc. What is important here is that it is between people, even when intermediated by a device. Because it's between people, we can't always predict what the exchange will be and certainly can't control the exchange as designers.
What we *can* do is design the elements, resources,
affordances, interventions (call them what you will) that both providers and consumers use to create this value exchange. Service Designers design the facilitating aspects of a service: the service medium, platform, stage (again, call it what you will).

Service designers refer to these elements that we design (or design for) as the five
Ps of service design: people, props (a.k.a. product), place, process, partnerships.
Therefore, a group working on the design for a service might produce:
PEOPLE: service scripts, protocols for employees; feedback channels for customers

PROPS: product design or graphic design of the artifacts used by the service

PLACE: architecture or interior design of the service's location(s); interaction design within the virtual environment

PROCESS:
workflows (rituals) and workflow affordances between customer and employee, employee and employee, etc.

PARTNERSHIPS: contracts, proposed relationships between partners to improve the value proposition of the service

Many of these elements are outside the range of any one designer's
skillset. Which brings us to...
How do you define a service designer in terms of skills and qualifications?

1. service designers are not the subject matter experts of what they are designing. Therefore their value as designers lies in their ability to bring the benefits of their design process to the people who are the experts: these people are the service providers, partners, and service consumers. Service designers therefore must be good design facilitators: they listen, observe well and can mirror,
reframe others' ideas and perceptions.

2. The tools of design facilitation are the same as design: it's all about modeling. Service designers have skills in innovative modeling (visual,
sensorial representations: 2D, 3D, 4D + enactment) that we use to help Subject Matter Experts (SMEs) and consumers envision and concretize their own ideas, as well as give feedback on the ideas of others. We use concept modeling to experience prototyping to engage service users directly in the design process. It's this ability to facilitate group ideation and viscerally SHOW (not tell about) the impact of the service that aids in holistically managing the complexity of it.

Side note: Since service design is about the relationships between actors in a service system and the cross functional flow of activity between these actors, you'll note that service designers talk a lot about two specific models: the service ecology (a.k.a actor map) and the blueprint (a.k.a in business as a cross-functional flowchart with "
swimlanes").

3. Another important aspect is that service designers facilitate this design process among the
SMEs by engaging them in co-design activities. In other words, we do user research, but we don't stop there: we actively engage users of the service system in the design process. It's paramount to engage service users in the design process because we are designing for a system, a platform, and NOT, as an end, for targeted users interacting with the designed thing. We solicit and engage the ideas of various stakeholders to understand how they want to interact with each other. We test the elements of the service with them through experience prototyping so we can see how they, as individuals, complete the experience. In this way, we have the chance to see what kinds behaviors/interactions will emerge.
In other words, service designers are prototyping a future to see how people will create value *with each other* once these designed contexts and resources are implemented and available to them.

I'd like to make one point on the subtle, but important distinction between User-Centered Design methodology and a systems-focused methodology like Service Design. Research and design in the UCD process focuses on representative users for whom we design tools, experiences. Service Design is also user-centric and a service project may certainly require UCD tools and methods such as user modeling, but when we're researching for the service system itself, we're looking at the unique perspectives and activities of the various stakeholders in the system to understand the synergies, breakdowns,
workflows, influences between them. The resulting design heuristics are then likely to be for the platform, even though the design is ultimately for the benefit of the users.








Friday, September 24, 2010

IxDA announces launch LocalD- Service + Design


Here is a video from our September Interaction Design Association (IxDA) meeting where we announced our launch of IxDA's LocalD (Service & Design Placement) and our collaboration with Northwestern's Design for America program.

Jeff Leitner and Jason Ulaszek also presented "UX for Good".
An interactive workshop where we worked on solutions for
Streetwise Magazine.
A magazine sold by Chicago's homeless community.
For more info on UX for Good please see http://www.ux4good.com/

Jeff is dean of The Insight Labs, a pro-bono program that enlists top business and brand strategists to help non-profits and government agencies. The labs themselves are raucous, 3-hour meetings and, beginning in October, digital events to broaden and deepen the best thinking from the live sessions. Jeff is also a partner in Cause Strategy, a senior strategist with Manifest Digital and founder of 10,000 Blankets. He is a former lobbyist, political operative, newspaper reporter, kibbutznik and social worker. Likes: systems thinkers. Dislikes: timidity, olives.

Publicly,
Jason is a leader in the user experience practice at Manifest Digital, adjunct faculty at DePaul University and consultant to start-ups and small businesses. Privately, he's a crazed evangelist for interaction design - accosting strangers with sermons on the value of user-centered design in solving business and social problems. He is a former shoe salesman, animal clinic handyman and telemarketer. Likes: great beer, impossible challenges. Dislikes: negativity, olives.

Byron is a local leader for IxDA ,was a participant in one of Jeff"s Insight Labs for the Chicago Sinfonietta and was a Boot Camp presenter for DfA'10.

Byron also performed as a Streetwise vendor "Spark" during the "UX for Good" workshop.Sparks are those people that make you shake your head and say “what was that?!”. They inspire others by the work they’re doing through the way they question the norm and illustrate a different, better future. They are the innovators in their field. And, they like to mix it up.













Sunday, July 25, 2010

DD+D's Dennis will hold Bodystorming sessions in NYC

If you're in New York please don't miss it!
---------------------------


Innovation Made Physical: Bodystorming with Dennis Schleicher

IxDA NYC is pleased to present two bodystorming workshops with Dennis Schleicher. Bodystorming is a participatory method for demonstrating or developing ideas in a physical setting. Team members will explore ideas and interactions physically, using props such as maps or photos to give a sense of place. Come explore this unique method for bringing innovate ideas to life!

Bodystorming goes beyond brainstorming by giving an idea a physical form and acting it out in different contexts. The process is designed to uncover how the relationships between people, locations and things affect ideas in ways that written scenarios cannot. It enables rapid iteration of ideas and relationships through a dynamic process of acting and evaluating. The process reveals how people interact with services, products and each other on a physical, emotional and intuitive level.

Register Now: http://ixda-nyc-bodystorming.eventbrite.com

WHEN
Saturday, August 7th 2010

WHERE
Workshop 1: 9am - 11am Central Park
Workshop 2: 1pm - 3pm Prospect Park or McCarren Park

PRICE
$15 per workshop
$25 for both workshops
Each workshop is limited to 30 people. Be sure to wear loose clothing for the event.

IMPORTANT!! Particpant slots are limited. So you must have a ticket to attend. Please only RSVP if you know you can attend.

Cancellations: Please email us (nyc.ixda@gmail.com) as soon as you know you cannot use your ticket. We'll release your seat for one of your fellow practitioners and generate good IxD karma for all involved!

ABOUT OUR SPEAKER
Dennis Schleicher is Director, User Experience Architecture at Sears Holdings in Chicago where he builds the teams that build the online brands for Sears Holdings Corporation, mainly Sears.com and Kmart.com. He has worked with American Public University Systems, Ford, Chrysler, General Motors, United States Air Force, Microsoft, Comcast, Dominos, White Castle, Bosch, and Numara.

Dennis uses his background in business and industrial anthropology to design interactive products to support the way people communicate and interact in their everyday and working lives. He is actively involved with the Information Architecture Institute, the ASIST Special Interest Group of Information Architecture, Overlap, and the Interaction Design Association (IxDA).

ABOUT IxDA
IxDA’s mission is to improve the human condition by advancing the discipline of Interaction Design. To do this, we foster a community of people that choose to come together to support this intention. IxDA relies on individual initiative, contribution, sharing and self-organization as the primary means for us to achieve our goals. IxDA comprises over 10,000 members, and many meet at events like this one in over 80 locations worldwide. If you or your friends are based in the suburbs or further from New York, you can find contact information for other local groups on the ixda.org site.

Register Now @
http://ixda-nyc-bodystorming.eventbrite.com , See you there!

Dennis on our Bodystorming session at Sears

For more info. on how you can use Bodystorming please contact byron@dramaticdiversity.com


Sunday, February 7, 2010

About DD+D/ What is Bodystorming?

About DD+D


DD+D is the name given to Dramatic Diversity’s (http://www.dramaticdiversity.com/) offerings in the various fields of design. DD+D has an innovative approach to helping designers use acting methodology and improvisation to engage in the design process as well as communicate and collaborate around design possibilities. DD+D uses bodystorming, embodied dramatic personas, realistic scenarios, participatory design, and forum theatre techniques to help designers empathize with users.


For more info please reach us at byron@dramaticdiversity.com



Bodystorming


Explore this unique mentod for bringing innovate ideas to life!


Bodystorming is a participatory method for demonstrating or developing ideas in a physical setting. Team members explore ideas and interactions physically, using props such as maps or photos to give a sense of place. Bodystorming goes beyond brainstorming by giving an idea a physical form and acting it out in different contexts. The process is designed to uncover how the relationships between people, locations and things affect ideas in ways that written scenarios cannot. It enables rapid iteration of ideas and relationships through a dynamic process of acting and evaluating. The process reveals how people interact with services, products and each other on a physical, emotional and intuitive level.





We believe that Bodystorming is a powerful design/research tool to understand how people obtain desired experience under various contexts in an embodied way.


WHY BODYSTORM?


UX designers are becoming overwhelmed by the mass of design research data they now have access to. Experience designers need to return to core design principles by having better empathy with the users in the context of their everyday lives. We do this by rapidly re-framing the problem in succession over the course of just a few seconds. By creating and “performing” a vision of the future that requires no sophisticated technologies other than people’s bodies to explain, clients or patrons need only “watch” and be entertained to understand. Bodystorming is an innovation tool that helps to create stories or themes out of the things we observe around us- the things we perceive- and translate this knowledge into rapid communication and generation of ideas around an envisioned scenario. It is also a way to allow people to be people, by working together in tight Generate- Do- Learn cycles to engage one another in simulating experiences and processes by designing them through joint acting and improve



Dennis Schleicher, Sears ux, researcher, DD+D partner, and practitioner of the technique considers "Bodystorming" to be used in three ways:




Bodystorming Type I


Working in the Space/Place your product will be used in – Let’s say you have been hired to build a new cash register interface for a cafe down the street. Bodystorming I says that you should go the the cafe and do your work there. I didn’t say analysis, but work. So go there and do all your design and coding there. The idea is that just be being in the environment for which your product is supposed to be for you will build it better. Things such as loud environments, feelings of safety or crime prone areas will be hard to ignore.


Bodystorming Type II


Strong Prototyping the Space/Place your product will be used in. Lets say you have been hired to build a new handheld device that will work in the hallways a submarine . Bodystorming II says that you should construct out of cardboard what the hallways of a submarine would be. Perhaps make the lighting the same (maybe red lights?) So you have test out your handheld in the “simulated” environment. Perhaps it doesn’t have all the properties of the actual field environment, but it should have some of the more important aspects of the setting. Then change constraints such as lighting, or how easy it is to walk through such spaces while holding on to PDA.


Bodystorming Type III


Use Case Theater (Prototyping the Space/Place your product will be used in using “actors” and “props”.) Let’s say you have been hired to build a new hot-dog vendor stand. Bodystorming Type III says you should get a perhaps 3 or 4 of your co-workers and have them act-out the the different roles. So you have one person be the vendor. Another person ordering their hot dog. The other people waiting in line to order. Perhaps you have them run through it for a couple of takes and you can watch and see what happens and perhaps change things up to explore different options. Such things as how long it take to service 10 people with one vendor versus two vendors, or if you add a form for people to fill out instead of telling the vendor their order.




Dennis also suggests several tips for Bodystorming , which can be found here.

Please contact us to bring Bodystorming to you byron@dramaticdiversity.com