Showing posts with label realistic scenarios. Show all posts
Showing posts with label realistic scenarios. Show all posts

Tuesday, April 26, 2011

The Columbia College Project- Scenarios+Theatre

The Columbia College Project – using theatre/improve to visualize, and empathize with users prior to scenario development
Byron Stewart, Raphael D’Amico, Kevin Henry


Theatre and improvisation techniques have been used at various stages of the design process with much success (Sato and Salvador 1999) (Howard and Carroll 2002). Research has shown that theatre and improv help to create better, more evocative models of the world, which leads to a better foundation for idea generation. Instead of just coldly describing, designers can step into the shoes of – to embody – the user. Many idea generation techniques suffer from two problems: they aren’t connected to research; the ideas are vague and not concrete enough to build off/evaluate. Using theatre/improv techniques can address these two issues. Ideas become more connected to research because designers spend time embodying the user before they begin idea generation, which grounds them in the user’s reality. This is more fun and perhaps more natural than more structured techniques. For example, imagine making a grid where each row is a persona and each column is an ‘insight’ from research, and grinding out ideas for each interaction. You end up with pretty huge matrices when you do that, which can suck the energy out of the room. Instead of being the drudgery of filling out matrices, the process becomes the joy of discovery. Ideas become more concrete because you are forced to act them out. Prototyping doesn’t get quicker and cheaper than that. In design, there is a core cycle of generate ideas> evaluate ideas> generate more ideas etc...

Acting out makes that cycle richer because ideas go from abstract to more concrete.

DD+D’s goal for the Columbia College Project was to bring theatre/improv techniques to a Digital Presentation class of 11 second and third year product design students. We wanted to show that using theatre/improv techniques in the development of scenarios would help students empathize with and visualize potential users. That it would help to bring their research to life and allow the students to step into the shoes of key stakeholders they were designing for. Building on the past experiences of Howard and Carroll and others, we developed a theatre-based curriculum for a four hour pilot class.

The students were given a fictional design brief. Their assignment was to produce a final video presentation based on the needs of their fictional client.

The students were to use the theatre-based class as a problem finding session rather than a problem solving session. Students were to work collaboratively to define parameters, brainstorm, act out, develop specific user profiles, situations or scenarios, and work through potential problems as a discovery process. The first round of the assigned scenarios would be developed out of this process and then progressively refined over the remainder of the semester. Our focus would be on the students creating a very detailed and compelling (but short – 3-5 minute) video/scenario by the end of the semester that might encompass the problem and solution or focus only on the solution(s). DD+D was commissioned to facilitate one four-hour class for this project However, DD+D and its partner would attend and participate in the majority of classes during the project.

DD+D partnered with a Master of Design student from the Institute of Design IIT (ID/IIT) to create the curriculum for the class and to co-facilitate the class with DD+D and the class instructor. DD+D has a history of applying theatre in various disciples including design. DD+D wanted to bring in a partner with a background primarily in design and with a passion for theatre to combine both sets of knowledge to create the curriculum for this class. We wanted to show students that these techniques work and that designers have used them successfully.

This paper reviews the curriculum and outcomes of the class project.


The student’s design brief stated:
The age at which younger users acquire their first mobile devices continues to drop for a variety of reasons- many of which are connected. Tweens are asking for devices sooner because they see their older siblings and parents using them all the time. Parents also increasingly see advantages to having their children be ‘connected’ especially in urban environments. Parents see the technology as a kind of introduction- a rite of passage. They personally want to introduce it to their children as a learning and trust building opportunity while seeing the direct benefits for helping them navigate complex urban lives. The reality is that some tweens will be ready and many will not be, resulting in lost phones, high bills, and irresponsibility.

The Schaumburg-based company Motorola is interested in exploring this emerging market niche to develop use-scenarios that would help steer them in the right direction should they decide to develop a possible ‘tween’ phone. The company is interested in the perspective of all the potential stakeholders (child, parent, teacher, care provider) and finds it challenging to envision the rich opportunities of such a device. For this reason the design managers at Motorola are seeking creative ideas (scenarios) to help visualize (envision) existing problems (problem finding) related to all stakeholders as well as the potential opportunities (problem solving) for this potentially rich market. What they need for their team of designers, engineers, and programmers is compelling visualizations that help define the various personas, problems, and opportunities specifically in diverse urban markets.

The Curriculum
The Project Introduction Class

The students were given an overview of their final assignment for the semester, not including the design brief, by their instructor. They were shown a video example of a similar project produced by Allen Cooper of Cooper’s Product Design and Strategy Inc., their Stratus Air project. There was then an introduction to DD+D and how we’ve used theatre to help designers visualize, ideate around, and empathize with users, and that we would be working with them on this project. They were also shown a portion of a Bodystorming video that DD+D facilitated for a corporate client.

This introduction to the project was 20mins. in length and happened a week prior to the four hour class. What follows is a description of the four hour class.


PART ONE: Re-introductions and Context

At the top of the class. the design student from ID/IIT shared his background as a designer who discovered the benefits of improv in his work. DD+D’s focus in the Intro class was from a theatre to design perceptive. The ID student’s intro was from a design to theatre perspective, representing the point of view of students in the class. After the ID student’s intro we reviewed the agenda for the class. We then showed the final video from the Chicago Service Jam, in which both the facilitators and the class instructor had participated. The service design Jam brought together various types of designers to work on a service design solution based on a global theme. The designers, at the Jam, had 48hrs. to complete this task. Theatre/improv exercises were used to prepare teams for brainstorming (Gerber 2009) and as a prototyping method during the Jam. We wanted to show the students that theatre/improv can be an effective tool when time is a constraint. And to reinforce that professional designers use the techniques. The students had the two months remaining in the semester to complete this class assignment.
Next, we introduced a theatre+design timeline with examples of how these techniques have been used over the years by designers, clients and users to achieve deeper understanding of design problems and solutions. We wanted to show the history of this work, to place it in the historical context of the design field, and to encourage students to do follow-up reading on the research of the past. Different key examples were pointed out from the timeline. (One of the examples given was Patricia Moore’s work in immersion.) We also covered the changes in the design field of late, looking at the trend from product to interaction to service and how this trend requires new prototyping methods including theatre.

PART TWO: Getting In Touch with People (and Problems)

In preparation for the class students were given the above design brief, broken into teams and asked to do primary and secondary research on the stakeholders described in the brief. They were to bring in their research in the form of personas. In class, each team had five minutes to report back their findings and present their personas. The goal was to develop an initial sense of key stakeholders, identify high level insights and problem areas. The students were coached by the facilitators and their instructor to flesh-out their persona’s motivations, biographical details and context as they reported. As the teams reported back, the main insights from their data were captured on whiteboards. Their insights were depicted through drawings, sketches, and words allowing students to visualize all their findings as a group. Patterns in the findings were discussed and highlighted through the drawings.

PART THREE: Stepping Into Their Shoes

We then rearranged the classroom to allow space for movement and acting. The goal of this section of the class was to help the students start to embody and empathize with key stakeholders, and to lower their inhibitions. Students were taken through a series of warm-up exercises that actors use to prepare their minds and bodies for acting. We then moved to theatre–based embodiment exercises to help the students to put the emotion of their personas in their bodies in prep for the scene work to come. The first scenes that were performed revolved around problem situations similar to the ones identified in their research. They were also coached during the scenes; asked about their character’s behavior, motivations, and feelings in the moment, all in an attempt to establish a deeper empathy and understanding of the characters and the context.

PART FOUR: The Scene

Students were then broken into two groups to brainstorm and write a day in the life scenario that they would then play back in a five minute scene. The goal was to use the perspectives of their personas to write a scene that captured the communication breakdowns and opportunities that Motorola could address. Once an idea was chosen, each student was to pick a key stakeholder to embody during the scene development process. Facilitators were to help students pick and stick with these choices. One student would be the narrator, to help glue the scene together and tell the story.

PART FIVE: Curtain Up!

Students performed their scenarios, and critique/class discussion followed including next steps. Students were asked to reflect on the experience as they worked on their assigned scenarios for the next class.

Results

Will be coming sooon!









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.


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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