The Use of Improvisational Role-Play in User Centered Design Processes
This paper describes the development and piloting of a user-centered design method which enables participants to actively engage in a creative process to produce intuitive representations and inspire early design concepts for innovative mobile and ubiquitous applications. The research has been produced as part of the EC funded project PASION, aiming to enhance mediated communication in games and collaborative environments through the introduction of socio-emotional information cues, represented in meaningful yet abstract enough ways to accommodate variable thresholds of privacy. We describe our design research methodology, which combines analytical approaches, aiming to uncover participant’s needs, desires and perceptions with creative, generative methods, with which participants inform and inspire the design process.
KeywordsRole Play Collaborative Work User Centered Design Mediate Communication Social Gaming
Unable to display preview. Download preview PDF.
- 1.Charades, Wikipedia definition and rules of play at http://en.wikipedia.org/wiki/Charades (last accessed on 3/11/06)
- 2.Brandt, E., Grunnet, C.: Evoking the future: drama and props in user centered design. In: Cherkasky, T., Greenbaum, J., Mambrey, P. (eds) Proceedings of Participatory Design Conference, New York, CPSR (2000)Google Scholar
- 3.Buchenau, M., Fulton Suri, J.: Experience Prototyping. In: Proceedings of the DIS2000 conference, pp. 424–433. ACM Press, New York (2000)Google Scholar
- 5.Kuutti, K., Iacucci, G., Iacucci, C.: Acting to Know: Improving Creativity in the Design of Mobile Services by Using Performances. In: Proceedings of the 4th Conference on Creativity & Cognition, Loughborough, UK (2002)Google Scholar
- 6.Laurel, B.: Design Research: Methods and perspectives, pp. 49–55. The MIT Press, Cambridge, MA London (2003)Google Scholar
- 7.Lindström, M., Ståhl, S., Höök, K., Sundström, P., Laaksolathi, J., Combetto, M., Taylor, A., Bresin, R.: Affective diary: designing for bodily expressiveness and self-reflection. In: CHI ’06 Extended Abstracts on Human Factors in Computing Systems, Montréal, Québec. Canada, ACM Press, San Francisco (2006)Google Scholar
- 8.Nold, C.: BioMapping Project. (last accessed on 25/01/06, 2006), Available online at http://biomapping.net/press.htm
- 9.Novak, J.D.: Learning, Creating, and Using Knowledge: Concept maps as facilitative tools for schools and corporations. Lawrence Erlbaum & Assoc, Mahwah, N.J (1998)Google Scholar
- 11.Reimann, P., Kay, J.: Adaptive visualization of user models to support group coordination processes. In: 2nd Joint Workshop of Cognition and Learning through Media-Communication for Advanced e-learning, Tokyo, Japan (2005)Google Scholar
- 13.Svanaes, D., Seland, G.: Putting the users center stage: role playing and low-fi prototyping enable end users to design mobile systems. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI 2004, Vienna, Austria, ACM Press, New York (2004)Google Scholar
- 14.Vogiazou, Y.: Design for emergence: collaborative social play with online and location-based media. IOS Press, Amsterdam (2006)Google Scholar