Professional Documents
Culture Documents
http://vcj.sagepub.com
Designing for the unexpected: the role of creative group work for emerging interaction design
paradigms
Antti Pirhonen and Emma Murphy
Visual Communication 2008; 7; 331
DOI: 10.1177/1470357208092323
Published by:
http://www.sagepublications.com
Additional services and information for Visual Communication can be found at:
Subscriptions: http://vcj.sagepub.com/subscriptions
Reprints: http://www.sagepub.com/journalsReprints.nav
Permissions: http://www.sagepub.co.uk/journalsPermissions.nav
Citations http://vcj.sagepub.com/cgi/content/refs/7/3/331
ARTICLE
ANTTI PIRHONEN
University of Jyäskylä, Jyväskylä, Finland
EMMA MURPHY
McGill University, Montreal, Canada
ABSTRACT
Interaction design for new technological environments relies on the
tradition of human–computer interaction (HCI). With roots in the 1980s, HCI
design paradigms often reflect the setting in which the user is an office
worker in front of a desktop computer. As computational power can now be
embedded in almost any type of product, the desktop setting has lost
much of its relevance as a starting point for interface design. In particular,
interfaces for wearable computing challenge designers to look for com-
pletely new approaches to interaction design. In this article, we propose a
method in which the ideas for new creative forms of interaction design are
triggered through panel work. This method draws on an underpinning
theoretical framework from structural semiotics that emphasizes the
holistic nature of design.
KEY WORDS
design • interface • multimodal • narrative • participant • user-centred
INTRODUCTION
Wearable computing or wearable technology is an example of a technology
that is integrated as part of our everyday life, as opposed to a desktop
workstation in an office or home environment. ‘Wearable’ as a concept is a
more concrete idea when compared to, for example, pervasive computing,
which can relate to technologies broadly assigned ubiquitous qualities (see
e.g. http://www.pervasive2008.org/). However, an exploration of literature
related to wearable computing shows that it can, in fact, be conceptualized in
an amazingly large number of ways. It covers the range from highly visible
Copyright © 2008 SAGE Publications (Los Angeles, London, New Delhi and Singapore:
http://vcj.sagepub.com) /10.1177/1470357208092323
Vol 7(3): 331–344 [1470-3572(200808)7:3; 331–344]
C A S E S T U D Y: D E S I G N I N G S O U N D S F O R A
M U LT I M O D A L W E B B R O W S E R
In order to evaluate the design theory and method described earlier, a
practical evaluation of the proposed method was carried out. Three design
panel sessions were arranged, with different participants each time, and the
nature of the session varied according to the phase of design. Each session
involved four or five panellists and the duration of each session was
approximately one hour.
The initial aim of the sequence of sessions was to create an iterative
design pattern.
Thus, each user panel had a different role in the development of sounds. The
first panel began with event descriptions, giving initial sonic ideas and
principles, while the second session involved working with the first versions
of the sounds. The final session involved making assessments and choices of
modified sounds. (A detailed presentation of the practical study and results
can be found in Pirhonen et al., 2006 and Murphy et al., 2006.) For the
purposes of this discussion, the main features relating to the design method
are now described.
The scenario describes the user’s movements in the process of finding and
buying a music file using the multimodal plug-in. Task descriptions are
punctuated with spaces for possible sounds.
Kenny typed in the address of the site and soon heard the sound
[sound 1] that indicates that the page had successfully opened. At the
start page of the online shop, called Cheaphits, Kenny moved the
mouse across the page, from left to right, then down. He was already
familiar with the tactile and audio feedback and soon got an overall
impression of the page. He was especially happy with the sound that
guided him towards the links [sound 2] – it attracted the mind like a
magnet and made the hand move the mouse towards the link area.
A similar kind of magnetic effect led the mouse towards images
[sound 3] . . .
Stage 4 First panel: a design panel session was organized with four panel-
lists. The session began by reading the use scenario, keeping brief
pauses in the place of each sound. Having read the story, the story
was discussed at a general level. Panellists were asked to try to
describe what kind of sound would be appropriate at various points
in the story/use scenario. Participants described their ideas for
sounds by referring to specific examples of distinctive timbres or
sounds from television or software programmes. For example,
participants described the sound of an object such as a glass filling
to depict a web page loading.
METHODOLOGICAL ISSUES
User Panel 1, the brainstorming session: Although, at this stage of the process,
panellists were only required to brainstorm ideas, it would be useful
during this session to include a tool for testing sound ideas to help
users to create specific sound ideas. It can be difficult for panellists
to describe sound ideas in words, especially if they are not familiar
with the relevant vocabulary for describing audio parameters. The
introduction of real sounds could focus the panellists’ ideas and
sound descriptions at this initial brainstorming stage. Even the
provision of simple instruments could allow users to communicate
sounds to each other more effectively. A recent study by Droumeva
et al. (2007) has illustrated how ‘low-tech’ instruments such as
kazoos, claves and shakers can be effective tools for generating
creative sound ideas using basic parameters such as pitch, rhythm
and amplitude.
User Panel 2, draft sounds designed: When draft-quality sounds were
presented to the panel, they were immediately criticized by
participants. In the discussions, it became clear that the main
I M P L I C AT I O N S O F A P P LY I N G T H E R A D I O - P L AY
METHOD TO A WEARABLE DESIGN STUDY
The design case presented in this article describes the design of non-speech
audio signs. However, a modified version of the method has already been
used to design haptic feedback (Kuber et al., 2007). In addition, the approach
is appropriate to the design of large wholes like product concepts, which are
relevant when discussing the design of wearable technology. Sounds as well
as haptics are relevant modalities in the interaction between the user and a
wearable, intelligent device. A rich use scenario in the form of a radio play is
capable of giving creative insights to the role of personal technology in
everyday life.
The radio play has a major role in orientating the attention of the
panellists. It became evident early in the design sessions that if discussion
centres around the technical detail of the application, the panellists start to
design the application rather than the sound effects for the radio play as
intended. The same would certainly apply to the design of wearable
technology. The story should be about a person and his or her life, not about
the application. The challenge of the author of the manuscript or the
designer is to relate the story close enough to the application in order to
obtain appropriate feedback for the actual design. Furthermore, the focus on
the rich use scenario provides a holistic approach to design. This is
particularly relevant for the design of elements, whether through the visual,
auditory or haptic modalities, in order to provide a sense of coherence. In the
design of feedback from wearable interfaces, the fact that the environment
and context of use is changing provides even more need to create a coherent
design solution and a rich use scenario can help to achieve this.
While chairing the panel sessions, it is tempting to systematically go
through details to be designed by asking direct questions to individual
panellists. It is much more difficult to encourage free discussion among
CONCLUSION
The design methodology presented in this article can provide designers with
the appropriate tools for communicating abstract and intangible design
concepts, including the design of feedback for wearable devices. The
intention of this user panel design method is to trigger creativity within a
design panel so that just one designer does not choose sounds for an
interface based on personal preference or ad hoc choices. Involving a panel of
designers that are removed from the system design process generates a level
of objectivity that is more likely to create effective design solutions. However,
it is the focus on the rich use scenario that marks this approach as different
from other participatory design methods.
The purpose of the rich use scenario is rather to generate creative
input that focuses discussion on the details of the system. The level of detail
included in the description of character and environment in the use scenario
in this method can help to contextualize interface elements as well as
inspiring creative design. The concept of rich use scenario provides a means
for designers to encode their own ideas into the design while still achieving a
level of group confirmation early in the design process. Rather than basing all
design decisions on the preferences of a single designer, it is proposed that
designs should be developed by triggering creativity from within a group to
inspire imaginative design.
BIOGRAPHICAL NOTES
ANTTI PIRHONEN is a senior researcher. His doctorate was in educational
sciences, although currently he is preparing a second thesis in computer
science at the University of Jyväskylä. He has been a scientific leader of
several user–interface sound-related projects since 1999.
Address: Department of Computer Science and Information Systems, PO Box
35, FI–40014, University of Jyväskylä, Finland. [email: pianta@jyu.fi]