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Design Proposal: The future of cinema.

Research Proposal · September 2016


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DESIGN PROPOSAL
"THE FUTURE OF CINEMA"
DESIGN PROPOSAL
Designer: John Aivaliotis

‘THE FUTURE OF CINEMA’


DESIGN BRIEF
Village Roadshow LTD

©2016 John Aivaliotis


studioaivali@gmail.com
PART 1 - DEVELOPING PD TOOLS 3
INTRODUCTION 3
USER-CENTRED DESIGN (UCD) 4
CO-DESIGN (CD) 5
PARTICIPATORY DESIGN (PD) 5
INCLUSIVE DESIGN (ID) 7
CASE STUDIES 8
STUDIO THICK 8
BEYOND THE CASTLE 8
THE URBANO PROJECT 9
DESIGN PROPOSAL 10
INTRODUCTION 10
CREATE PD TOOLS 10
CONCEPT DESIGN TOOL 11


PART 2 - OUTCOMES & CONCLUSIONS 13
PRE–WORKSHOP THOUGHTS 13
TOOL DEVELOPMENT 13
STRATEGY AND DEPLOYMENT 13
PD WORKSHOP CONDUCT 14
FINAL PD TOOLS PROTOTYPE 16
IMAGES FROM THE WORKSHOP 22
MOST PROMINENT RESULTS 24
ANALYSIS OF DATA 30
ACTIVITY CARD 1 30
ACTIVITY CARD 2 30
ACTIVITY CARD 3 30
CONCLUSIONS TO PD WORKSHOP 30
TRIANGULATING RESEARCH 30
CONCLUSION TO FINDINGS 32
EVIDENCE SUPPORTING THE CLIENT PROTOTYPE 32
PROTOTYPE EXAMPLES 34
FEEDBACK ON PROTOTYPES 37
ADVANTAGES OF PARTICIPATORY DESIGN 37
APPENDIX 1 38
REFERENCES 43
PART 1 - DEVELOPING PD TOOLS
INTRODUCTION being to collect qualitative and quantitative
data—identifying problems and the participants’
Village Limited require a solution in answer
satisfaction level with the product. Focus groups
to their creative brief under the banner “The
are another tool used in the UCD process,
Future of Cinema”, which will address current and may be one of the most informative. By
issues and directions for future investment and/ carefully choosing participants to engage in
or expansion. This proposition will focus on a discussion you can learn about user attitudes,
thoroughly researched retail/service design that beliefs, desires, reactions to new concepts, and
will provide a solution to issues in retail sales analyse behavioural trends. Focus groups also
and queue design within current and future gather suggestions as to aesthetics, design,
retail section/foyer operations. This document usability, and product direction. The flowchart in
details the groundwork set by the designer, Diagram 1 shows a possible process of deciding
before completing research and examining which tools to use in the design process.
prototypes for a solution. Participatory Design
(PD) is investigated initially as a method of CO-DESIGN (CD)
extracting new ideas in the design process, This discipline encourages users and end-user’s
examining avenues that are not normally to become involved interactively in design pro-
cedure, revealing a fuller understanding of user
afforded by traditional design techniques.
perspectives, choices, and behaviours—whilst
By using PD tools to enrich the research &
treading new territory in the creative process.
design process, we come to a conclusion that
Co-design involves multiple stakeholders en-
presents a refined proposition that ultimately gaged in collaboration with designers through-
satisfies the requirements of the proposal. out the entirety of the design process (Sanders
& Stappers 2003), and was first developed in
Scandinavian countries in the 70’s with users
USER-CENTRED DESIGN (UCD)
engaging in partnership (Gregory, 2003). Another
As development of Human Computer take on co-design is co–creation, concretized
Interaction (HCI) progressed during the 80’s in marketing fields by Prahalad & Ramaswamy,
after the exponential growth of the Graphical who define a transformative relationship be-
User Interface (GUI) on computers and emerging tween company and consumer, by establishing
technological devices, new ideologies began a bridge that encourages two-way communi-
to focus on the development of solutions cation, consumer involvement in co–creating
DIAGRAM 1.

ABOVE: Design tool flow-chart. IMAGE SOURCE: http://www.usability.gov/how-to-and-tools/resources/ucd-map.html

based on human needs instead of engineers unique marketing directions and co–creating
speculating on a desired outcome for a ‘virtual the brand through the evolution of experiences
user’. A slew of disciplines moulded this area (Prahalad & Ramaswamy, 2004). This democ-
of research, such as Interaction Design, Visual ratisation of design process is a key definition
Design, Industrial Design, Information Design, underpinning the principles of Co–Design and
Human Computer Interaction, Information Participatory–Design.
PAGE 4
Co–Design sessions can be workshops that ago in the form of a collective resource
encourage participation of the end–user in activ- approach, where workers in the industrial
ities designed to collect the maximum amount scene were involved in the development of
of information and usually involves designers, new systems (Sanders & Stappers 2003).
researchers, and users in a guided session. Some PD brings the end–user into the scene
tools include Storyboarding, Rough Prototyp- suggesting that participants are taking an
ing, Mind Mapping, Role Playing and Affinity ‘active role’ in the design process (Taffe, 2015).
diagrams. Innovation is gleaned through data PD also represents a “socially engaged form
collection and analysis at the end of the work– of design practice” which can be applied to
shopping program. Diagrams 2 shows some tools very specific and diverse requirements of the
and methods. task at hand (Barnes, Taffe, & Miceli, 2009).
There are many tools shared in the CD and
PARTICIPATORY DESIGN (PD) PD worlds, however more creative tools in
Similar to Co–Design, Participatory Design PD leave more room for creative expression.
extends the design process inviting users to The LEGO ‘Serious Play’ method introduces
become pseudo–designers, as facilitators a unique problem solving experience in a
observe opinions, behaviours and outcomes facilitated workshop where users answer
in focus groups or ‘workshops’. These questions by creating responses with LEGO
workshops are designed to creatively develop building blocks. The LEGO toys are specially
ideas through interactive work with end- selected for this purpose which in turn enhances
users, and can reveal directions in design not group problem solving skills—including visual,
previously predicted or researched. Collective auditory and kinetic skills in the process—
creativity is not new, as participatory design creatively sharing stories and scenarios with
was active in Northern Europe over 40 years the researchers. Another ideal tool is Design
DIAGRAM 2.
The storytelling supports the
exploration of the service idea.
Through the use of simple
words, the teller will illustrate
the solution as it is a story.

SOURCE: http://www.servicedesigntools.

The rough prototyping is a quick


method to build prototypes
using all the objects and
materials available in that
specific moment and location.

SOURCE: http://www.servicedesigntools.

The mind map is a tool for the


visual elicitation of our thoughts
and their connexions. The mind
map is a tool for the visual
elicitation of our thoughts and
their connexions.

SOURCE: http://www.servicedesigntools.

Some actors, the sample users


or the designers themselves
perform a hypothetical
service experience. The
implied condition is thinking
that the service really exists
and then building a potential
journey through some of its
functionalities.
SOURCE: http://www.servicedesigntools.

The affinity diagram is a creative


process used for gathering
and organizing large amounts
of data, ideas and insights
by evidencing their natural
correlations.

SOURCE: http://www.servicedesigntools.org/tools/15 ABOVE IMAGES: Co-Design tools.


PAGE 5
Games, in particular a game called ThinkCube INCLUSIVE DESIGN (ID)
(from www.thinkcubating.com) which is a A great number of design initiatives focus on
brainstorming game similar to MetaMemes a larger perspective, and this requires thought
extending to a large group of end–users
(McMullin, 2007). Games are excellent for
when thinking of accessibility. The inclusive
behavioural research that encompass and
Design Research Centre (IDRC) has an excellent
encourage participatory involvement which definition—Three dimensions of Inclusive
then spurs innovation and change—especially Design which include the recognition of
effective when the foundational principles diversity and uniqueness, inclusive process and
are adopted to each design initiative. Games tools, and the understanding of broader impact
are a rewarding experience which encourages (IDRC, n.d.). The definition by default infers a
curiosity and motivation, especially if prizes design process which includes the behaviour
and experiences of all participants in a study
are involved (McMullin, 2007). Diagram 3
group—examples could be the design of
Illustrates the use of games as tools.
environments in town planning, architectural
designs to cater for many tastes and types,
disability enablers such as wheelchairs and
DIAGRAM 3.

IMAGE SOURCE: http://www.lego.com/en-us/seriousplay ABOVE IMAGES: Photos & Images from the LEGO Website.

ThinkCube is a complete
solution that provides you
with all of the tools you need
to innovate. It represents
the culmination of 10 years
of research in creative
thinking and synthesizes
today’s leading creativity
tools, techniques, and
processes. Whether you
use it alone or in a group,
ThinkCube trains your brain
and lets you exercise your
creative muscles.

SOURCE: http://www.thinkcubating.com/ IMAGE ABOVE: ThinkCUBE Co-Design tool.

PAGE 6
hoists, universally understood Graphical User
Interfaces (GUI’s), or medical devices and
CASE STUDIES
procedures that may heal many. The primary
goal is to create for everyone, irrespective of STUDIO THICK
gender, age, disability or psychology, and is
Studio THICK is a Design Strategy company
a constantly evolving philosophy that may
with expertise in service design, research,
also be associated with Universal Design and
business design and customer experience
Accessible Design (Persson et al. 2015).
(THICK, n.d.). Accessing the case study page
Microsoft has pioneered a design tool–kit
reveals a host of completed projects—in this
enabling users to create inclusively, and
case the focus is on the Arts Access Victoria
does away with the traditional definitions of
Website which launched in February 17th,
disability—instead conceding that disability is
2016. In this project a Participatory Design
not a personal attribute, and may extend to
approach was used to produce an accessible
situational impairments, limits to activities,
and participation restrictions. The design
tool-kit involves a set of cards which contain
activities set in a particular context and to
be followed in succession—Get oriented,
Frame, Ideate, Iterate, and Optimize. Each
card sets out instructions in an easy-to-follow
format, and includes materials required,
time needed, and participant numbers.
Diagram 4 showcases Microsoft’s tools.
DIAGRAM 4.

Most design processes are iterative and heuristic. This tool-kit aims
to complement, not replace, the many existing types of design
process. There are great human-centered design methods available
from multiple sources.
Like a chef’s recipe, your own design process should be the primary
direction for your design. The elements of this tool-kit can
be added, like ingredients, to improve the inclusivity of your process.
How and when you integrate them is up to you.

AT A GLANCE
SAMPLE DESIGN PROCESS.
As we learn different perspectives, we need to apply them to the
bigger picture that informs our designs. It can be helpful to re-frame
our thinking to see human limitations as possibilities.
Here is a sample of how we put Inclusive Design into practice at
Microsoft. We design for a broad range of customers and these
methods will evolve as we apply this tool-kit across our products.

INFORMATION & IMAGES SOURCE: https://www.microsoft.com/en-us/design/inclusive ABOVE IMAGES: Photos and Illustrations of Microsoft’s Inclusive Design tools.

PAGE 7
IMAGES ABOVE and RIGHT: Studio THICK Website Design Portfolio.

website that advertises accessibility–specif-


ic events as well as provide a platform for
artists to communicate and sell works. It
was essential that the site design upheld the
organisations prime directive and branding,
communicating core values and further praise
the organisation’s excellent contribution to
the cause. THICK achieved delivery by holding
collaborative workshops that asked those with
a disability to join in the creative process and
aid in decision–making via hands–on testing,
prototype feedback, and interviews. Foremost
on the minds of the designers was the idea of
“Making Accessibility Beautiful”, encouraging
engagement on the site whilst exemplifying
the ideology and achievements of Arts Access,
‘elevating’ the art and the artists (THICK n.d.).

BEYOND THE CASTLE


Beyond the Castle (BTC) is a project that is a part
of a larger European initiative named PROUD ALL IMAGES SOURCE: http://www.studiothick.com/case-studies/arts-access-victoria/

(People, Researches Organisations Using co- the community on previous events, curating
Design) which endeavours to use Co–Design in future workshops from knowledge gathered.
helping to improve public spaces (Cruickshank, The final event centred around an interactive
2013). In this case the public space in question Co–Design exhibition which was designed
resides in Lancaster (UK) on the opposite side of after analysis of previous data and based upon
a monolithic castle estate (The Queen’s private Sanders’ & Stappers’ theory ‘scaffoldings for
estate), and is rather overgrown and underused. experiencing’ (Sanders & Stappers, 2008). In
The resounding buzzword was community conclusion the project was a great success,
engagement, so five co-design events were proving that Co–Design methods allowed
planned, allowing for the creative contributions participants to produce very high-quality
of the community to shape the outcome of suggestions and also produce areas for further
the project. The first event was an awareness study. The project’s continued follow-up and
campaign, where community could comment research can be found at http://imagination.
on the project and initial feedback was received. lancaster.ac.uk/activities/Beyond_Castle.
The second event called “Imagine all the stories”
included 8 interconnected activities in the green
space which used story–telling as a Co–Design THE URBANO PROJECT
tool—Enlisting a living Roman centurion and a The Urbano Project was designed to raise
swamp fairy to induce creativity. The third event awareness of a Boston free from constraint and
invited participants to imagine the shape of the problems currently plaguing the city, via a partic-
park by making clay models and using mapping ipatory tool allowing the community to imagine
techniques. The fourth event was not open to and interactively create an emancipated ver-
the public and enlisted active contributors to sort sion of the city (Urbano, n.d.). The Participatory
through over a thousand ideas contributed from Artistic Travelling Installation (PARTI) is a suitcase

PAGE 8
which contains two kindle tablets pasted on
the walls of a suitcase—one displays a video of
Urbanos’ community work as well as the theme
“Emancipated City”, and the other allows the user
to create their version of ‘the vision’. Using story–
telling through art, PARTI is still a work–in–pro-

ALL IMAGES SOURCE: http://imagination.lancaster.ac.uk/activities/Beyond_Castle. ABOVE IMAGES: Photos from the 'Beyond the Castle' Participatory Design project.

gress, created (after several iterations) to bring a lot of potential, emphasising the iterative effect
attention to the stories and emotions of the com- in the process of innovation-improvement over
munity through videos & images. Users created what came before. More about this project can
on a digital interface (Amazon Kindle), and then be found at www.urbanoproject.org.
broadcast artworks on the Vine Network and
through social media channels. Specific instruc-
tions guided the user to watch other’s creations
on one kindle device, then they were encouraged
to create their own video, improving upon the
previous user’s input. A high-school project with
PAGE 9
DESIGN PROPOSAL

INTRODUCTION
Eliminating stressful queues and quickening
trade have been the golden nugget for
many businesses in the retail sector, and it is
no different in the entertainment industry.
According to research conducted by Village,
cinema goer’s greatest grudges stem from
overpriced tickets, and stressful queues,
and it’s in this area that a solution will be
proposed in a response to the brief. Drawing
on the research in design tools, an interactive
workshop central to the design process could
yield greater knowledge about customer
behaviour, perception and opinion when
attending Village Cinema Exhibitions. ABOVE: Photos from the 'PARTI' Project. SOURCE IMAGES: www.urbanoproject.org

CREATE PD TOOLS CONCEPT DESIGN TOOL


Ideally I would have used multiple techniques Role-playing game (Ice breaker):
such as in the BTW (Beyond The Castle) project, Participants form a queue–line in front of
where a few different exercises would tax the a virtual cashier, shaped in a square and
patience of the participants, followed by a game allowing one random space for someone to
or role–play initiative, and then concluding with walk through once the player is blindfolded.
brainstorming sessions, storyboarding and One participant has to walk around the square
feedback surveys to be completed at the end. (posing as the cashier) yelling “Tickets here
By simulating real–world experiences in the please” with a sequential pause in between
queue in a role–playing context, we can view chants, whilst the crowd in a square either
the participants when stressed, and then confidently chat in a loud conversation or
ask them to complete a questionnaire in a chant “We want movies, we want movies!”.
more relaxed state. This would reveal a more Each side of the square should chant in
accurate picture as to how the participants feel opposing sequences, i.e. one side starts
as a client in the cinema queue, and give us chanting, then the other, and so on. A single
insights into reducing anxiety. This is primarily participant (the player) is placed in the middle
an investigation into the emotional impact of of the square blind–folded, and spun around
the queue system and how it affects clientele, three times, just enough to disorient them,
and in this context we will attempt to uncover with arms by the side. They now have the
any underlying issues, perceptions, ideas, challenge of finding the gap in the square and
suggestions, and directions we can take in order get to the cashier amongst all the commotion
to find a suitable solution. Two existing tools will in record time! The player who gets to the
be used here—A role–playing game to break cashier in the quickest time wins (perhaps a
the ice and introduce the participants to the movie ticket). However if the player touches
topic, and a group sketching exercise with the any participant in the square barrier, the
purpose of researching the ideal situation when player must be spun 3 times again! When
purchasing tickets and food at the cinema. If the game ends, a questionnaire is to be filled
time is a factor, then skip directly to the group- out to gain the most from the activity, before
sketching exercise. Preparing a sketching pack moving on to the group sketch session.
before the session—which includes instruction Diagram 5 illustrates the role–play game.
cards, pencils, drawing sheets and other Group–sketch initiative:
stationary—is essential and must contain all A sketch–pack including instructional cards,
the elements required for the workshop. pencils, pre–printed drawing sheets and lined
PAGE 10
writing pads will be used by the participants
QUESTIONNAIRE
in sketching opinions and ideas as scenarios
are presented to them. The main scenarios
1. How did it feel being in the square?
presented on cards and instructions are as
follows:
2. Could you make out the ticket cashier
easily?
1. Use the Kiosk sketch card (Diagram 6) 3. How did you manage to get to the gap?
and sketch a kiosk–style web page where 4. Did you try to cheat by putting your arms
you can purchase tickets, answering out to feel the crowd?
the following questions as you go:
5. What was going though your mind at the
DIAGRAM 5.
time?
6. Did you rely on instinct or sensory infor-
TICKETS mation in order to win?
HERE
7. Can you relate to experiences in any
retail queues?
8. What could you have done better in
creating a game?
9. How could the game be better expressed
to prove the point of queue anxiety?

START
10. Is there anything else you could suggest?

• What is the first thing you are 2. View the three queue options on the
looking for on the screen? queue diagram card (Diagram 7)
• What would you prefer—lots of and answer the following questions:
graphics, or simple icons. Explain. • Which queue would you choose, (a), (b) or
• How much information do you want (c)? Please explain your answer and detail
to input? Name, address etc. what decisions you made in the process.
• How important is choosing a seat? Do you • Sketch as best you can on a blank
follow seat numbers, or sit anywhere there sheet your idea of the perfect queue
is a space, and move when you’re told to? and spend time drawing details. Add
obstacles, chairs, food stands etc.
• Would you specifically choose your
seat position in the cinema, and • Assume the cinema seemed empty,
where would you sit normally? Draw what would be the order of your
your seat in relation to screen. actions i.e. ticket first, buy food,
toilet, play video games etc.? Please
• What kind of payment
elaborate as much as possible.
options do you prefer?
• Do you prefer paper tickets or electronic DIAGRAM BELOW: Customer Journey Map.

confirmations such as email?


• How long do you want to stay at
the kiosk to obtain your ticket?
• Do you prefer receipts of
financial transactions?
• Once you have your ticket would
you proceed directly to your cinema
seat if the cinema doors are open?
• Would you purchase tickets online
at home, or wait until you arrive?
• Would you pay a premium if you could get
through the queue faster? IMAGE SOURCE: http://www.funnelenvy.com/blog/2016/01/07/s-bolts-customer-journey-mapping/

PAGE 11
CONCEPT DESIGN TOOL (CONT) DIAGRAM 6.

These sketches are principally initial ideas,


which will be refined closer to the workshop.
The input from is valued based on how the
participant has experienced queue anxiety
or some other form of distress whilst waiting
to purchase tickets or food. Here there are
emotional aspects that can be considered in
evaluating how effective or defective the queue
performs in developing brand association and
customer contentedness during cinema visits.

DIAGRAM 7.

PAGE 12
PART 2 - OUTCOMES & CONCLUSIONS
PRE-WORKSHOP THOUGHTS required tapering question sizes, and refining the
number of activities per card. My final prototype
Initially I feel the Co–Design attitude is instilled
design tool involves a set of instructional cards
within my own business practices, however
that ask the participant to express answers
raw and informal the ideologies are. Treating
to questions via sketches, written answers,
clients with the utmost respect and allowing full
and use stickers that represent emotions &
interaction (or as much as possible) throughout
ratings. The idea is to bring both sides of the
the design process has always been my main
brain to equilibrium, involving intuitional and
intention.
practical “tactile” responses to what is asked of
Co-Design and Participatory Design formalize
the participant on the cards. By setting a level
this interaction between client and designer,
playing field within the group, the participant
allowing full access to the designer’s
can choose how to respond without being
developmental time-line, and increasing the
directed or commanded externally. In general,
opportunities to better understand the client’s
these questions require answers that insinuated
needs. Too often I have seen clients shut-out of
how queue design could be re-developed or
the project—the designer allocating little or no
eliminated all-together. Comfort levels, food
developmental input—building trust through
quality, and other levels of satisfaction were
assumptions stemming mainly from the cost of
recorded in the process, allowing for collection
the service, and the reputation of the designer
of both qualitative and quantitative data.
gathered primarily from portfolios. Treating
Maximising time for the participant to answer in
clients as people with a voice has always been
a relaxed manner is the goal of my design tool,
a number one priority for me, whether in a
even though in this pilot program we only had
business or personal context. PD extends my
the pleasure of approximately twenty minutes
feelings on design and expresses them with a
to conduct each workshop in succession.
structured solution that ends the divide between
After trialling the initial set of questions on the
designer and client. It’s always rewarding when
prototype design tool, it was considered that
you have a fantastic element of connection with
fifteen questions were superfluous—eight clear
your client especially when forming the bond of
and decisive questions would suffice. The other
trust—more than just a gentleman’s agreement.
peer–reviewed comments concluded that large
type must be used on the instructional cards,
and that full instructions on how to use the tool
should be clear and understandable. Following
this, I had deduced that most questions should
retrieve emotional experiences during cinema
visits, including thoughts on those emotions
experienced. This would provide a clearer picture
without educational bias, clarifying feelings on
the basis of experience only. And finally, some of
the questions were structured around seeding
a possible idea—and requesting responses
as to it’s viability. Questions of this type
would provide sufficient evidence suggesting
change, rather than asking for approval on
a particular system, structure or ideal. The
instructional cards were combined in a PD
pack including photos, stickers, pencils, answer
sheets and spare paper for the participant
to use as required during the workshop.

IMAGE SOURCE: Image Designed by Freepik.com.


STRATEGY AND DEPLOYMENT
After considerable research, and reflection on
TOOL DEVELOPMENT numerous experiences encountered during
the conduct of this project, I have carefully
The original design concepts for the tools
devised a simple step–by–step PD strategy
(developed in part 1) were refined and extended
for efficient data collection and analysis.
to maximise as much potential data collection
as can be sequestered from a workshop held 1. Plan ahead by researching company
with a short period of time available. This structure/financials/branding/marketing
PAGE 13
strategies, previous inroads into company complete the final prototype. Due to the lack of
issues, and any contemporary company time and work-around schedules, this process
history relating to the context of the brief. of data collection proved to be a master–stroke
2. Assemble a structure for deployment in the project’s proceedings, as the amount
of workshops, including time–lines, of completed surveys I would collect was an
content, and methods of data collection. unknown factor. This was determined during
3. Devise a plan in communication with client the pre-workshop organisational period that
management as to the sample quality and was planned on good timing due to many
size that will undertake the workshops. unfortunate events and time constraints.
Accounting for unknown factors was an excellent
4. Create a contingency plan that details
point in documenting contingency plans in case
what should be done if workshops were
of any failure. To counter any lack of completed
not successful and how the project can
continue during any damage-control surveys, or any loss of data, several sources of
situation. Create backup plans. data from research are highly recommended.
5. Prepare a plan for management which
outlines the process and communicates PD WORKSHOP CONDUCT
all methods of interaction required After a successful PD workshop (held at
between client and designer(s). Swinburne University on April 11th, 2016)
6. Set realistic goals and detail much information was gathered that included
participant involvement. shared observations made by participants and
7. Develop and review design tools co-ordinators. The activities were completed
and test prototypes on colleagues in under 20 minutes, as participants vigilantly
before deployment. completed the tasks to the best of their
abilities. It was an excellent opportunity
8. Conduct sessions as outlined in the plan
that brought together a carefully designed
to client management. Record sessions
sample group that would be conductive to
on multiple media (video, audio).
a high–quality outcome. It was exciting to
9. Analyse data and continue feedback from see the Village management representatives,
participants and client management. students, and lecturers participating together
10. Document the findings for both in such a large group session. I believe it was a
simulated and actual data. Draw great success, as everyone kept an open mind
conclusions and possible directions for and seemed genuinely open to try different
further study. Refine prototype design activities with vigour. Most participants
tools for possible re-deployment. only completed the first two–thirds of the
11. Triangulate and compare findings tasks on my instructional cards. However,
with several sources of primary these responses were quite detailed, and
and secondary research. allowed much more data to be gathered in
12. Create a draft design solution (prototype) the initial stages of research. Not only were
based on findings and report to client. my activities (mostly) completed during the
The visual diagram on page 15 illustrates workshop, some activity packs were handed
this process. This twelve–step process out randomly amongst family and friends,
can be modified according to context and who completed the work also. The total
situation, however fundamentally these rules sample size remains at eighteen, with over
remain sound in any Co-Design practice. half of the activities completed fully. Most of
the crucial questions were answered on the
On this occasion I had initially suggested
first two activity cards, so much could be
that several PD sessions and surveys be
said about customer opinion. Photographs
conducted, which would gather a maximum
of the workshop follow on pages 15 and 16.
amount of data for the brief. However due
Another keen observation was the willingness
to time constraints, three main methods
of participants to complete the questions.
of data collection were devised:
All participants concentrated exclusively on
• Initial ethnographic survey (pre–study). the tasks at hand, proving to be the quietest
• PD session with 20 minutes allocated. group in the workshop. I would have loved
to see the participants interact more freely
• On-line survey including minimal number
in a group PD session, however my design
of questions and advertised daily on
tool was created to maximise data collection
social media for maximum sample size. within a given amount of time, so that even
This decisive action created avenues of if partially completed, this tool could reveal a
comparison and would offer enough data to lot of information in time–poor situations.
PAGE 14
PARTICIPATORY DESIGN STRATEGY DIAGRAM

Plan research methods


Simulations

Ethnographic/preliminary surveys
Deploy pre-studies
Further primary research

Multi-method research Secondary research sources

Initial findings-develop questions

Develop further research strategy

Contextual research
Develop PD activities/questions
History
On-line survey
Marketing strategy
Deploy concurrent research
Research client Other primary research
Branding

Financial position
Collect data from all primary research

Request current research conducted by client Collect feedback from workshop

Collect data Collate synchronous data

Assemble participants and sample size


Client Compare primary and
secondary research
Discuss limitations/constraints communication
Analyse data Triangulate findings
Communicate workshop details Formulate conclusion

Structured feedback Discuss further research


PD STRATEGY
Finalise research
AND STRUCTURE
Assemble design team Failsafe options

Set realistic goals


Contingency plans Prototype Re-test

Communicate proposal Damage control

Venue allocation Structure workshop


Peer review
and tool deployment
Correspondence
Test prototype
Timeline Devise tools prototype
Refine

Conduct workshop
Broaden test group

Record proceedings (Multimedia) Re-draft

Assemble framework
Design tool set
and design tools
Prepare deployment of tools

Assess effectiveness

Prepare tools for possible re-test

Present findings and draft prototype

Develop proposition Refine prototype

Finalise deliverables

Prepare
proposition

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FINAL PD TOOLS PROTOTYPE

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PAGE 17
FINAL PD TOOLS PROTOTYPE (CONT)

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PAGE 19
FINAL PD TOOLS PROTOTYPE (CONT)

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PAGE 21
IMAGES FROM THE WORKSHOP

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MOST PROMINENT RESULTS were taking the design process, and what
Not all responses were detailed and articulate, conclusions could be drawn from articulated
and some did not follow instructions precisely. responses. It’s important to note the diversity
However, these responses provided a clear of feedback, as most of these sketches were
picture as to which direction participants completely individual and devoid of possible

PAGE 24
similarity. Answers to questions began forming ratings were given with ‘star stickers’. Some
synchronous patterns, especially when it came detailed sketches in foyer design clearly show
to ticket purchasing preferences and queue no form of queue or barrier to the customer
designs in the foyer section. Personal preferences journey from ticket purchase to counter sales.
were indicated with emoticon stickers, and

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MOST PROMINENT RESULTS (CONT)

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MOST PROMINENT RESULTS (CONT)

MOST PROMINENT RESULTS (CONT)

IMAGE ABOVE: The only participant who sketched a queue line!

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ANALYSIS OF DATA
ACTIVITY CARD 1 ACTIVITY CARD 3
The intention was to observe how an electronic Questions that examine 3 interior designs of
ticket kiosk (touch–screen) would affect the existing cinemas based on photos 3b, 3c, and 3d
queue and subsequent customer journey from (page 21). Does interior design or architecture
ticket purchase to being seated in the cinema. matter? All respondents commented that the
Most participants detailed a 3 to 5 step process environment in the retail area is extremely
in the Graphical User Interface (GUI) design of important, and should be comfortable &
the electronic kiosk device. A html–style web immersive with an open atmosphere and plenty
interface would display minimal menus which of spaces to relax. It was not so important to
should include ‘Movie, Seat, Pay & Collect’. expect to be entertained, and there was no
Interface designs (and descriptions) were emphasis in needing to be distracted. Ninety
colourful, suggesting the inclusion of clear and percent of respondents approved the design
attention getting graphics—also assumed was in 3c which is a modern Parisian cinema built
the identifiable styling for Village branding as a in 2013. First impressions when viewed by
consumer expectation. Clear conventions were participants were the self–serve kiosks, followed
described, such as drop–down menus, which by the open spaces, bright detailing and
would be memorable and easily accessed by modern styling. The architect responsible—
any user—from any age group. Most opted for Ora ïto— modelled this cinema around an
minimal personal information entry into the
airport departure lounge “a comfortable
system as time cited as a common reason in
and relaxed environment that prepares
expedited use of the software. Most participants
guests for the main event “ (artica 2015).
agreed that the queue is to be avoided or
eliminated. Sixty percent want a paper ticket
issued, ten percent want only electronic tickets CONCLUSIONS TO PD WORKSHOP
sent to e–mail or to the phone (as a push
Identifiable conventions and branding remind
message), and thirty percent want both. Fifty
the clientele of a trustworthy company that
percent wish to purchase at the cinema, the
provides an extra-ordinary level of comfort
rest wish to pre-purchase online. Fifty percent
and choice. Clearly ticket purchasing could be
would purchase something else (food) as a part
of the process. Seventy percent would agree completed more efficiently, with preference
to purchase at the in–house kiosk, thirty five for electronic means to maximise freedom.
percent online, and five percent at the counter. Clearly the customer experience must be
as barrier-free as possible, providing the
customer with every freedom available to enjoy
ACTIVITY CARD 2 themselves from ticket purchase to movie
Respondents were asked to contemplate the delivery. Some strong feelings exist here—
current queue design, then sketch a new design patrons feel they must have absolute freedom.
and answer appropriate questions. Some Some respondents were astonished at the
sketches clearly show more seating areas cinema foyer designs in the photos (page 21).
or meeting spaces, and only one participant The comments ranged from “Do these cinemas
sketched a design for a queue! Customer really exist?”, to “Wow, just spacious & bright.
journey data placed retail purchases sequentially Love the air and freedom”. The overwhelming
after buying tickets, underpinning the need response pointing to design 3C poses the
to refine food choices as customers are ready question “Are our cinemas outdated?”. In
to buy. Some sketches at the very least show conclusion it is clear that personal freedom,
the need for space and maximum freedom. maximum choice and comfort is considered
Most answers to questions revealed a general highly in expectations from patrons. It is evident
distaste of under-staffed retail areas, exorbitant that current designs in Australia are no-longer
ticket prices, general queue anxiety and lack appealing to the customer, and could be
of seating/meeting areas. Responses indicated repelling clientele instead of attracting them.
a willingness to experience a ‘barrier–less’
customer journey, and that increasing staff
would make the cinema more human-centred. TRIANGULATING RESEARCH
Twenty percent ‘loathed’ the ‘snake’ queue Preceding the main method of data collection
design, forty percent were ‘happy’ with the in this research (PD workshop), I had conducted
parallel queuing system, and the final forty a quick ethnographic survey in two cinemas
percent were ‘happy’ to see a change —Doncaster Shopping-town Cinemas and
(something other than what’s available now). Century City at Glen Waverley. Some of the most
PAGE 30
common questions customers were asking were: there was little evidence supporting a need to
• Why should I go to the cinema? stay longer than the course of the movie, and if
• What does it cost overall (time & money) at all it would be in waiting for other parties to
arrive. Only half of the patrons were observed
• Why should I stay longer (before
or after screening) purchasing any sweets or popcorn. General
expenditure on food could be described as
The majority of responses were clear:—it is
‘average’, although a larger sample size and more
time consuming (in queues), and prices were
surveys would reveal more specific evidence on
too exorbitant. However the nostalgia remains
what exactly is purchased and in what quantity.
and if they turned away initially, most patrons
remarked that they would consider returning During the course of this project, I had
if the conditions were right. Sometimes costs conducted another survey on-line to
were overlooked when full enjoyment was compliment the data from the PD workshop,
reached, and in many cases patrons did not which consisted of fifteen True/False and
realize they had spent so much in one evening multiple choice questions (see Appendix 1).
at the movies. It was observed that when Summarised results are tabulated below:
individuals are increasingly happy and at a high • Response to no queue at all—81.7%.
level of emotional enjoyment, there may be • Pre-purchase ticket without
moments where time and money disappeared– verification at cinema door—85%.
even expectations are forgotten and critical • Pre-purchase ticket on Internet—75%.
thinking melts away. These fleeting moments • Installation of a 15–minute until
were distinct and observable in almost every start express lane—66.4%.
age group and demographic. Friendship and • Quality of food rating in average
overall camaraderie was an important factor cinema visit—4.96/10.
in building happiness, and when a connection • Overall comfort level in cinemas
is made with others there seems to be nothing attended—6.12/10.
more important than ‘having a good time’. This • Would patrons buy food more
particular human behaviour was observed in often if healthier—44% said ‘yes’.
a large number of younger groups, however • The diagram below shows results
across the entirety of the experiment it can be from the multiple–choice question:
said that older groups also experienced this “What more could be done to
high level of satisfaction. In terms of occupancy make your experience better?”.

PAGE 31
CONCLUSIONS TO FINDINGS results obtained from the PD workshop. When
Embarking on this project, I held that the solution asked if respondents would buy food more often
would pertain to some new technological if there were healthier options, forty four percent
design that would bring a revolution in cinema said ‘yes’. Although a side issue in regards to the
exhibition—and consequentially, sales. major points developed in this project, food sales
However as the research progressed, a more are a major source of income for the company,
fundamental level of truth began to emerge and according to these findings it may require
which synchronises with customer service and closer attention. In terms of brand recognition
the foundational principles of customer care. the company should make amends in eliminating
Triangulating data may have revealed more the association of ‘stress’ or ‘expensive’ or ‘bad
synchronous results in support of no queues or food’ with the Village brand. These terms were
re-designing queues for efficiency and customer repeatedly expressed during the PD workshop
comfort, but fundamentally there is evidence and initial ethnographic survey. The last of
here that suggests patrons are demanding the collected data in the project points to the
change across all areas of cinema retail. Our PD lack of feedback and communication from
workshop was particularly revealing in identifying management—the current feedback system is
the need for honest treatment for customers, either non–existent or is not advertised enough.
and in the customer service initiative possibly
insinuating that customers do have some level EVIDENCE SUPPORTING THE PROTOTYPE
of control and educated perceptions. Faster
Working on the strength of research uncovered
purchasing alternatives are a general theme
in this project, a fresh perspective can be
amongst the findings, and is prominent because
formulated in building the final deliverables.
of the need to avoid queues. Customer anxiety
Owing much to current research in service
clearly prevents rational thinking and decision
design, humanist perspectives must not be
making at the service counter, but this cannot
overlooked in deducing a possible solution
be used as a means for marketing strategy (i.e.
satisfying Village Cinemas criteria in the brief,
inducing more purchases–interrupt advertising)
and proving this has been a key aspect of
as repeat over–spending or anxious experiences
this project. As discussed by Petermans et. al.
could have a negative affect on patrons. As
(2013) the importance of brand relationships
an alternative, why not allow the customer to
and the aspect of customer experience can be
be more assertive and alert by being relaxed
misunderstood by many stakeholders, as there
and mindful, as this could increase brand
is no clear understanding of this as a value in
dependence and a form insurance in the long
run—by creating return patronage and boosting conducting business—and designers often have
brand capital for Village. differing views to retailers. Conducting business
Over forty three percent want to see healthier with the customer has always been the goal
food choices, and comfortable seating—clients in any venture dealing with the general public,
may also stay longer and possibly spend more however how this is executed has changed
money (more research required to confirm this, frequently over time, with varying degrees
however initial results are in the affirmative). A of success. Offering comfort and freedom to
humanist oriented retail service is synonymous patrons as one would expect to be offered
with results—more staff, more comfort, more themselves is a good start in refining customer
smiles and communication. service in this context. As shown in the research,
Environment is also extremely important, there is a high demand for clientele to experience
as respondents showed a general affinity the utmost in choice, comfort and freedom—and
for fresh new environments with maximum this is re–iterated in peer–reviewed research.
comfort levels. Clear, bright open spaces were The queue is a well understood part of any
another attractive aspect synonymous with bricks–and–mortar retail establishment,
most participants. People come to the cinema especially in supermarket planograms. However,
as a release from day–to–day activities, and it hoarding items for sale around the cinema queue
is this form of surrender that patrons wish to is impractical and defeats the purpose of offering
experience. Food choices are another issue that a premium experience, possibly defeating the
needs to be addressed. In the research there is purpose. The cinema has always been a place
confirmation that sweets and popcorn are items of relaxation, somewhere to wind down and
that have become staple fare at all cinema retail release the worries of the day. Foremost on the
counters—yet over fifty percent of respondents manager’s mind would be to value how clients
in the on—line survey felt the food selection feel about waiting in queues for any length of
was below average, which was in sync with the time. As discovered by Bennet (1998), the queue
PAGE 32
is possibly the greatest source of anxiety to any is the first emotion experienced upon entering
shopper, and in areas of increasing affluence the premises? Clearly a re–shuffle of thinking is
and social class, it can reach intolerable levels. desired here.
Bennet suggests confining critical research to The Cinema is also a place where the ultimate
local clientele, clarifying exactly who uses the story-telling takes place. But with power over
service and what demographic is prominent. story-telling comes responsibility, as it’s value
Perhaps taking a page out of Sheu’s research stems beyond escapism and enjoyment (Batt
and refining the queue by developing a team- 2006). Movies teach, expand concious learning,
oriented solution to quicken service throughput inspire minds, and so much more. My response
could be an intermediate answer (Sheu insinuates the need for cinema patrons to
2003). However I feel that all anxiety must be experience the ultimate surrender, allowing
eliminated if ultimate surrender is to be achieved, them permission to let go and absorb everything
as it is well known that stress can have many that the service has to offer. In doing so, Village
undesirable effects such as memory loss, lack of Cinemas would have achieved a pinnacle in
comprehension, and attention deficit (Devilbiss marketing advantage—creating a religious
et. al. 2012). How is it beneficial to Village Cinemas following with a surge in brand awareness
in building a memorable brand when anxiety and capital. Offering the utmost for our clients

PAGE 33
asks nothing more than what we would expect in sync with the initiative. The second step is
for ourselves and our families. It’s only natural about offering ‘Gold Class’ comfort to everyday
that customers would respond positively to patrons, that sends a clear message— the Village
this brand initiative. I believe that a return to brand cares about community, hospitality,
grass–roots is required before moving forward in and equality. These values instilled will offer
this circumstance. The foundation upon which individuals the opportunity to conceive better
cinema entertainment has been built is the visualisations of the Village brand and provide
most important component requiring change in memorable experiences that exonerates
developing an answer to this client brief. There past feelings and re–charges Village’s legacy
will always be new uses for technologies in visual of great story–telling. Movies already do the
and audio entertainment, but if the user is not ground–work, all that’s required is great service
attended to, how will any cinema technology be and nurturing the spirit of the movie theatre.
adopted by patrons if basic needs are not met?
Building a prototype based on this research
PROTOTYPE EXAMPLES
removes barriers to personal experiences of
In answer to the brief, the following pages
surrender and ultimate enjoyment. The first
step in constructing this solution is to remove contain 3D rendered interior designs that
the queue, and assert that the individual, upon illustrate a solution based on the supporting
being offered the chance to experience total evidence. These images on page 33 and
freedom, will appreciate the fact, and behave 34 are photos of the current foyer design

PAGE 34
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at Century City Cinemas in Glen Waverley addition of a VIP lounge area for affluent or older
(Village owned). In response to the brief, I have demographics and for those seeking a private
modelled a re-design of this cinema, based area to entertain friends etc. I would describe this
on what has been learned in this project, design as reminiscent of a casino –styled layout.
as an ideological basis for future cinema
development. The prototype foyer design is FEEDBACK ON PROTOTYPES
imagined in the images on pages 35–37.
A brief presentation of the final prototype was
Please note these points when
conducted at Swinburne University under the
examining the illustrations:
supervision of Simone Taffe. Initial feedback
• These designs were created from from Village management was positive, and
estimations only and without the work was described as a great example
architectural drawings. of the community aspect. The audience was
• Designs are not to scale. also inspired by the effort, and I am receiving
• Some items may be missing from continued support by responses from other
original i.e. supporting columns. students. Outside of the University, my work has
received a stunning response from family and
• Some 3D objects were not available
friends, and I have begun to receive excellent
at the time of rendering. For all intents
feedback and some criticism on the work.
and purposes, airport check–in stands
represent familiar ticketing counters.
• Mini–food court shown here is larger than ADVANTAGES OF PARTICIPATORY DESIGN
intended and is for illustrative purposes only. Without conducting appropriate research, a
This foundational prototype is designed around design solution may fail without question, and
the experience of full patron enjoyment and this is a risk Village Cinemas cannot afford in
freedom as emphasized in the research. the current economic climate. Opting to use
As customers enter the cinema, they are greeted Participatory Design in researching a design
with an ample number of electronic kiosks solution is the best procedure adopted to
for ticket purchases. Once tickets have been solve this brief, as the targeted audience (the
purchased, a public lounge is provided as a end–user) is the main source of income .
waiting area, or for food consumption. A mini- Emotion is a value that is consistently changing
food court is an optional addition (depending on and occasionally erratic in behaviour, and it’s
commercial space), and there are large spaces measurement or indexation is as difficult as
for crowds if there is need for re-arrangement— indexing customer experience. In this project, the
such as in the exhibition of feature films. use of Co-Design ideologies proved immensely
Traditional ticket counters are shown here helpful in retrieving some of the most detailed
only for the purpose of busy periods, as the responses to qualitative and quantitative
aim is to eliminate the queue and streamline research that I have ever encountered on a
the customer journey. Also illustrated is the design project. Conducting PD workshops goes
PAGE 37
beyond the tried–and–true method of the focus least 3 PD workshops and follow–up surveys
group. By mixing methods of proven research to determine the effectiveness of the delivery
with the progressive data accrued during and to accumulate enough supporting data to
this design process, it has allowed for a fuller formulate conclusions.
understanding of the user’s needs–specifically I believe there are no foreseeable
in terms of emotional values attached to disadvantages working against the use of PD in
experiences. Allowing participants to express any problem–solving exercise, as this technique
themselves naturally is not only a rewarding is designed for use with the end–user in mind.
experience to observe, but also to the designers If the designer has a good contingency plan,
benefit, which can confirm and enhance the and there is enough open–mindedness and
responses given in confidence in the
the activities. The design team, then
designer can record there is little that
behaviours and
attitude patterns
PARTICIPATORY cannot be gained.
In this project
which can underpin DESIGN there were initial
and amplify the assumptions that
research effort, the uptake of the
lending a third strategy would
dimension to the not be received
strategic process. well by upper
PD can be much management, or by
more than a single any other corporate
brainstorming stakeholders. By
session. Confirmation gaining confidence
on direction and in the peer–
supporting research reviewed research
is strengthened, encountered, I
allowing the designer could proceed
to form a well– with the project
rounded solution in without doubt or
a carefully crafted apprehension. It
strategy. was also observed
On the occasion that the workshop
if any hurdles are was perhaps not
encountered it has taken seriously, or
been observed not as seriously as
that a good fail- it should be. This
safe strategy be is also another
employed. I did not advantage of PD,
want to assume a where observation
huge response from can determine
any of my research the viability or
efforts, so it was acceptance of
wise to adopt a the strategy with
contingency plan the stakeholders
in case a deadline involved. If in
is reached without doubt, a survey or
sufficient evidence to argue the proposition. In interview with all the corporate participants
this project I needed to plan for any shortage could reveal why the strategy was not well
of results, so after determining a strategy for received, especially when there is so much
the delivery of the PD workshop, I devised evidence to support it. The essence here is
an online survey which would be distributed that knowledge can be garnered from all
throughout social networks following the aspects of PD strategy, earning the designer
completion of the workshop analysis. This vital information and maturity in the practice.
would create enough data to triangulate with After this successful experiment and excellent
primary and secondary research, and bring the project results, I would highly recommend
project to its conclusion. That is why I would PD procedures and techniques in any design
recommend that any design project include at strategy or problem–solving exercise.
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APPENDIX 1

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