Showing posts with label embodied dramatic personas. Show all posts
Showing posts with label embodied dramatic personas. Show all posts

Friday, April 13, 2012

Personas and Prototyping with IxDA Chicago
















DD+D will be one of the speakers for this month's IxDA event -"Personas and Prototyping" at SymphonyIRI Group.

Here is the event description :

What makes a persona useful? What are your expectations for them, and how do you prepare your team so they function? How much research is enough? How many personas do you remember? Are some of them like stock photographs, and others like a Weegee news photo?

They are a waste of time & money if they are not memorable; your clients should be able to refer to them by name sooner and later.
Charles will share some strategies & examples of paper personas that worked, Byron will talk about work with McDonald's and embodied personas and may demonstrate. Shailesh will talk about techniques he used to quickly understand the users of Air NewZealand's Economy SkyCouch.

Event Speakers:
Charles Field - Vice President of User Experience at Symphony IRI
Byron Stewart - Owner Design Lead DD+D
Shailesh Manga - Director User Centric

For more info Personas and Prototyping IxDA

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.









Monday, October 4, 2010

Retail and DD+D at RTC

Byron lead DD+D's “Embodied Dramatic Personas and Realistic Scenarios” workshop for the retail planning, product design, communication design, and marketing teams at RTC Friday.

RTC is a global company that helps marketers connect with consumers in the retail medium.
For more info on RTC http://www.rtc.com/rtcind.ns


Here are some comments from the
RTC participant Teams:

"I feel it helps to stretch our
boundaries when examining shoppers and how they shop and behave."

" Seems really helpful in idea generation, sharing insights, and presenting to clients."

"The presentation was engaging and provided me with some new ideas for incorporating theatre methods into the design process."

" The technique can be used for internal problem solving and process improvement and workshops with clients."

"The technique would help to round out and ask the "what
if''s" once shopper data was initially received."

"As a designer/writer I need to become other people to tease out the best way to
communicate information to "me". What would effect "me" and cause "me" to act?"

"Very Effective. I didn't see the connection (theatre+design) before coming today, but when
Byron broke it down in terms of trust, improvisation, creativity etc.. , I immediately saw the connection."

"I saw this being a great way to run a participatory design workshop during the idea/concept stage. I
especially like the "forum"theatre approach."

"This approach might be interesting in presenting research to designers for hand offs or to clients during research
storming identifying their needs and showing them their own clients."

Thanks Ann Zimmerman and
RTC!








Monday, August 23, 2010

UXmatters features DD+D



Many Thanks to Traci Lepore, who recently joined our team; she featured DD+D in her regular column Dramatic Impact for the UXmatters Newsletter.

Our work with Embodied Dramatic Personas is explored. Our future plans are also highlighted.The article titled, "Personas: Explorations in Developing a Deep and Dimensioned Character"can be found here on this page.







Friday, August 6, 2010

Critical Mass - Making Personas more Personable

DD+D's workshop, Embodied Dramatic Personas and Realistic Scenarios was featured in an article titled “Making Personas More Personable” in Critical Mass’s Experience Matters.
Please have a look and leave your feedback.


-----------------------------------
Making Personas more Personable


Mo Goltz - Critical Mass Chicago
I recently had the opportunity to attend a seminar with the Insight & Planning team to learn about creating authentic personas. The seminar’s focus was around creating personas that are more like real people rather than the flat, somewhat contrived versions that’s aren’t entirely uncommon. Byron Stewart, an actor and co-owner of Dramatic Diversity/DD+D showed us how we can use techniques from the world of theater to create personas.
This may sound strange, but he had some excellent points that hit a nerve with professionals who have been seeing a troubling trend amidst persona design. Many of us are aware of the theoretical value behind personas, but let me take a minute to illustrate how a robust, well-defined persona can make scenarios come alive.


Let’s take a well-known character from the annals of American Pop culture… Homer Simpson. Imagine him walking from the Quickie Mart to Moe’s Tavern in the town of Springfield. Now imagine him using whatever design you’re working on now. No, seriously, stop reading for a second and imagine it.
The point of this little exercise is that since Homer’s character has been so well developed we can actually see him in our mind’s eye with a strong sense of his perspective on the world. Complete with imperfections and personality quirks that you’ve likely observed in various situations throughout the years, it isn’t so difficult to imagine what he might do using your design. Dare I say it could even be fun and helpful?
Love them or hate them, personas are an established way to put more of the user in the user-centered design process. When utilized properly personas get you out of your own head, designing for the target to make their lives easier and make the experience extraordinary. As humans we are inherently biased, and it can be easy to fall into the trap of making design decisions based on our own preferences, opinions, and proclivities. However, depending on the products or service, the actual users may be nothing like you. Choices that would work for you using your own design could just as likely frustrate and confuse your target audience. This may sound obvious but we all see far too many examples of poor user-experience planning in the products, customer service, marketing and packaging we encounter every day. According to the consulting firm Accenture, “almost 95 percent of electronic goods that are returned are not faulty and 68 percent of customers just that they can’t figure out how to use them!” Just think about any TV remote you’ve ever used.
The question then becomes how to make decisions that will satisfy your USER’s needs while providing an enjoyable experience for them. Sounds easy as pie, right? If a high quality persona is developed as a strong character with a specific point of view, using them in your work is like having a representative of your future user base at your beck and call. The persona helps guide you on your design journey.
As a designer committed to user-centered methods, I have noticed a disturbing trend that was voiced by many Planners and Information Architects in the seminar. More and more personas aren’t evolving beyond an abstract, bulleted list of personality traits, preferences, and other assorted details with an associated mug shot of some random person. These personas-esque creations are veering toward the stereotypical, the hollow and the fabricated. They can’t help us see the world from their point of view because they don’t have a point of view. They aren’t real to us–no more real than the androgynous mannequins at American Apparel, at least. To be a useful tool, a persona should be a character that is real enough for you to conjure up in your imagination, one you can ask yourself what he or she would do in a given situation. The personas that often get created aren’t robust enough to help us out in that department. Here is where theater comes in.
As it turns out, theater has a lot in common with design. (No, not just an affinity for skinny jeans.) The overlap is so obvious that it belies the depth of its utility. In theater there are characters in scenes, and in design there are personas in scenarios. In acting, much time and attention is spent on understanding a character’s motivations, their emotions, their wants and needs. If all falls into place, the audience doesn’t see someone pretending, they see a real person come to life. Even those of us (like me) with no acting background can leverage this thinking by augmenting persona development to bring them alive and make them more meaningful.
What if each member of your team ‘owned’ one persona? S/he would be the explicit advocate before any features are added or removed to the persona. This team member would my spend time determining how the target might FEEL about this, and how s/he would react. If the persona is a fleshed out character that you’ve spent days thinking about–comparing to people you know that are similar to her, discovering commonalities that you share, figuring out what s/he wants or feels—s/he would be much more natural and far from arbitrary. Get everyone on your team to know their personas intimately and then showcase them to others. Your personas can even be used in body storming (The act of combining brainstorming with the physical exploration and ideation) to enact likely behaviors.
Using Theater as part of the design process can take persona development from the prescriptive to the realm of descriptive. Your users are more likely to have amazing experiences interacting with your designs if they are more thoroughly and comprehensively considered at every stage of the design process. One of the best ways to accomplish this lofty goal is to create personas that are real to you, to the full team, and to stakeholders. If you chose to add theater-based methods to your design toolkit, Stewart ensures the user will be at the core of what you create.
To view Critical Mass's Experience Matters on-line zine, please go here.

( Mo is an Information Architect Intern in Critical Mass Chicago office this summer. )
For more info on this workshop and others , please contact Byron at byron@dramaticdiversity.com









Sunday, August 1, 2010

Design for America Boot Camp & DD+D


Byron (DD+D) is preparing to lead two Boot Camp sessions for Design for America’s (DfA) Summer Studio fellows at Northwestern University’s Segal Design Institute.

DfA is an award-winning national design initiative using design to make local and social impact.
For more info on DfA : please click here .

Starting tomorrow the fellows of DfA'10 will work for 6 weeks on designing solutions for two clients, the Academy for Global Citizenship and Misericordia, both of Chicago.

The Clients

The Academy for Global Citizenship is a unique Chicago Public Contract School, located on the Southwest side of Chicago. Their mission is to empower all students to positively impact the community and world beyond. For more info of the Academy http://www.agcchicago.org/

Misericordia offers a community of care that maximizes potential for persons with mild to profound developmental disabilities, many of whom are also physically challenged. By serving society’s most vulnerable citizens, Misericordia also serves the families who want the best for them, yet cannot provide it at home. For more info on Misericordia http://www.misericordia.com/

DD+D

Byron will be presenting DD+D's, Embodied Dramatic Personas and Realistic Scenarios, workshop on August 9th followed by a Bodystorming session on August 16th, both during the research phase of the project. The sessions will be conducted at Segal Design Institutes's Ford Design Center, on Northwestern's Evanston campus.

The Fellows

15 Northwestern students both grad and undergraduates from a variety of majors including Anthropology, Industrial, Environmental, and Mechanical Engineering, Psychology, Biology.

The Faculty

14 distinguished Northwestern Segal faculty, design professionals, entrepreneurs, and DD+D members.

The Design Questions,Process,and Solutions

will be coming soon. Please check back to find out how the project is progessing!


For more info on DD+D's workshops please contact Byron at byron@dramatidiversity.com









Tuesday, July 6, 2010

Traci Lepore joins the DD+D/Project Bodystorming Team!




Traci Lepore is a User Experience Designer that is committed to understanding and spreading insight about the metaphors between UXD and theater that can help derive a more human-centered design process. Traci has almost a decade of UXD experience working across a broad range of enterprise and consumer level applications for high tech, manufacturing and corporate business services industries. She is a skilled researcher and designer who is excited by the challenges of meeting the user needs, business and technical constraints to achieve the best design. Currently she is also a regular columnist for http://www.uxmatters.com/ where her Dramatic Impact: Theater and the Creative Process of Design articles help to articulate her point of view.
Traci is also a long time actress and has performed in such shows as Twelfth Night, Much Ado About Nothing, and Love Letters. It is the experiences she has had as an actress that have led to the insights and passion about the convergence of her two creative disciplines.
Traci holds an M.A. in Theater Education from Emerson College, and a B.S. in Communications Media from Fitchburg State College. Prior to being a UXD she was a graphic designer who worked mostly with marketing collateral development.

New DD+D Workshop!
Byron Stewart and Traci Lepore will present their workshop, Embodied Dramatic Personas and Realistic Scenarios for IxDA Chicago in October. This participatory workshop, most recently presented for Critical Mass's (http://www.criticalmass.com/) Insight and Planning team by Byron, helps persona writers to use theatre techniques to develop their character building and storytelling skills.
For more info. on the workshop please contact byron@dramaticdiversity.com