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Ethnographic Video as Design Specs

Jacob Buur, Euan Fraser, Soila Oinonen, Max Rolfstam


SPIRE Research Centre, University of Southern Denmark
Alsion 2, DK6400 Sønderborg, Denmark
buur@mci.sdu.dk; eufra09@student.sdu.dk; sooin09@student.sdu.dk; maxr@sam.sdu.dk

ABSTRACT matter: It recommends a 4-step iterative process of (1)


Ethnographic video is used extensively in some industrial studying use context, (2) specifying requirements, (3)
corporations to document field studies and to convey an producing designs, and (4) evaluating designs against
understanding of what is ‘out there’ to HCI designers and requirements (ISO 1999). But with a move from task
developers of new technologies. The basic assumption is oriented, model based user studies towards ethnographic
that ethnography through questioning the prevailing research of people’s practices, some of what ethnography
conceptions of ‘users’ and their practices can encourage does the best – ‘to enable designers to question the taken-
development engineers to solve the right problems with for-granted assumptions embedded in the conventional
socially sustainable solutions. However, engineering is problem–solution design framework.’ (Anderson 1994) –
solution-driven, with the currency of negotiation being is difficult to align with requirements engineering.
requirement specifications and solution principles. While
A CASE OF PARTICIPATORY INNOVATION
providing ethnographic insight and recommendations is
In the case discussed in this paper, we collaborate with
surely ideal and appropriate in many cases, there are
DanChurchAid, a non-governmental organisation (NGO)
situations, in which a bolder engagement is called for to
that provides relief aid to developing countries, and four
ensure an impact on the development process. In this
Danish manufacturers of alternative energy sources, like
paper we explore how video can function to initiate
solar panels and fuel cells. The goal is to develop a
‘requirement specs’ discussions rather than just as
sustainable energy generator that can replace noisy and
inspiration or field data. We investigate how video specs
fault-prone diesel units in camps in developing countries,
can support an engineering development process, and
the concrete example being camps for de-mining
help set clear limitations for which solutions might work,
operations in Angola. The distance between de-miners
and which might not, while retaining some of the richness
(‘users’) in Angola and development engineers in Den-
of the field studies.
mark is as huge in kilometres as in perspective. The pro-
Author Keywords position here is that video can help bridge that distance.
Ethnographic video, user studies, requirement specs,
collaborative design, design material The project ‘Sustainable Energy for De-Mining Operati-
ons’ runs over a period of 1.5 years, in part with public
ACM Classification Keywords funding. The project is organised as a participatory
H.5.2 User Interfaces: User Centered Design. D.2.1 innovation effort in the sense that care is given to
Requirements/ Specifications involving the voices of potential users and other people
INTRODUCTION with a stake in the new product, and focus is on the
For many engineers and computer scientists the term building of new business relationships. SPIRE is involved
product specifications (or product requirements) has a as partner with responsibility for the study and involve-
magic ring to it. It represents a clear decision on which ment of users throughout the innovation process and for
direction a development project needs to take. It is the design of the user interface of the generator.
understood that before the point of the specification, all In this paper we look at two of the team workshops in
the ‘fluffy negotiations’ take place: The discussions with which we engaged video to create design concepts and
the customer etc. Once the ‘specs’ are in place the real requirements of the energy generator. The first workshop
engineering can begin: The solving of problems to in the very beginning of the project was focused on
produce a design that stays within the specs. As we shall design concepts based on video specs edited from
see, newer literature has a more nuanced perception of ‘borrowed’ footage from Congo. The second workshop
how specs relate to engineering practice, but the focus of came 6 months later, after the team had made a fieldtrip
this paper is: If this is the prevailing understanding in to Angola. It aimed at pinpointing requirements, based on
industry of how decisions about product designs are made a video wall of short clips from Angola.
– how does user research fit in?
The research focus of this paper is to investigate how
The ISO standard 13407 on Human-Centred Design ethnographic video can support the process of determin-
Processes for Interactive Systems is quite clear on this ing design requirements?
Our research method is action research in the sense that
OZCHI 2010, November 22-26, 2010, Brisbane, Australia. we both participate in the project by organizing activities
Copyright the author(s) and CHISIG
Additional copies are available at the ACM Digital Library
to support the team in overcoming immediate challenges,
(http://portal.acm.org/dl.cfm) or ordered from the CHISIG secretary and document and analyse the actions to contribute to
(secretary@chisig.org) general knowledge within the scientific field.
OZCHI 2010 Proceedings ISBN: 978-1-4503-0502-0

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THE ROLES OF DESIGN SPECS et.al. 2006) in requirements formulation. To counter
The project brings together team members from different ‘spaghetti programming’ software engineering in the
disciplines, each with their own tradition of relating to 1980s developed elaborate procedures for documenting
specifications. We will briefly outline these traditions in requirements in several steps along the ‘waterfall’ model.
the following. This, on the other hand, led to a critique of the specific-
Mechanical engineering specs ation approach for not being able to react to customers’
The companies in the project are for the most part needs, as ‘people don’t know what they need until they
embedded in a mechanical engineering approach to prod- see it’. Advocates (in particular in the Participatory
uct development. In mechanical engineering specificat- Design community) of this line argued strongly for
ions are typically seen as precise, measurable, and prototyping and creative design as a way of getting user
detailed targets that establish what constitutes success or feedback early (Löwgren 1995). According to Schrage
failure in the development of a product. They resolve there are simply two different cultures in software
complex trade-offs among product characteristics and engineering: ‘Specification-driven cultures draw heavily
minimise subjective interpretation of customer needs. from market-research data before they move concepts
The completed specifications shall represent an unambig- into the prototyping cycle. In prototyping cultures,
uous agreement on what the team will attempt to achieve prototypes are often used to elicit market feedback before
through product development (Ulrich & Eppinger 2008) final production.’ (Schragge 1996). He quotes David
(Pugh 1991). General goals and implicit requirements Kelley, IDEO, for arguing that ‘organisations intending
need to be ‘translated’ into product relevant parameters, to be innovative need to move from specification-driven
at best quantified or defined in the clearest possible terms prototypes to prototype-driven specifications.’ The
(Pahl & Beitz et. al. 2007). There are attempts to system- ‘prototyping culture’ has developed into agile approaches,
atize this ‘translation’, most prominently the ‘House of like Extreme Programming, that break with the
Quality’, a matrix that maps the ‘Voice of the Customer’ requirements focus and bank on faster iteration cycles
(quotes from customer or user interviews) onto product with repeated prototyping to obtain user feedback. In HCI
design parameters (Hauser & Clausing 1988). There is it is common to work with use scenarios of how people
also a general understanding that specifications must be will operate the prospective product or system (Carroll
‘locked down’ and changed only through appropriately 1995), and along with use-cases (Alexander & Maiden
sanctioned procedures (Pahl & Beitz et. al. 2007). Bucci- 2004) this method is spreading as a way of capturing
arelli concurs that boundaries are necessary for design to requirements: ’The context provided by real-world
proceed, but questions Pugh’s notion that specs are scenarios is useful in bringing into consideration issues
sacrosanct, ‘given’ and ‘clear’. On the contrary he claims that lie outside the idealistic boundary we might
that specs are never clear as not all participants in the otherwise have been tempted to draw around a system
design process will read them in the same way (Bucci- description.’ (Benner et.al. 1993).
arelli 1994). In contrast to other authors who adopt a Video as design material
predominantly theoretical stance, Bucciarelli has based Video is applied intensely in HCI and interaction design
his work on studies of the actual practice in engineering projects to bridge user research and design, in particular
projects: ‘Nothing is sacred, not even performance video from short-term ethnographic studies (Hughes et.al.
specifications, for these, too, are negotiated, changed, or 1997). Two of the SPIRE researchers bring this tradition
even thrown out altogether, while those that matter are to the project team. When it comes to the role of
embellished and made rigid with time as design ethnographic studies within HCI, Dourish (2006)
proceeds.” (Bucciarelli 1994). There seems to be a dilem- criticizes that their usefulness seems to be evaluated only
ma between the textbook procedures of requirements- on their ‘Implications for design’, i.e. if they produce
before-design and the actual development practices. recommendations directly applicable to design. He argues
Software requirements engineering that ethnographic studies should also contribute with
The case team also counts members with a software models for thinking about the context and practices. Our
engineering approach to development. The fuel cell and research is based in the perception of ‘video as design
solar panel companies both develop control software, and material’, i.e. that for the purpose of user-centred design,
the second university partner brings expertise in the video may be regarded as part of the design process itself,
development of power grid management software. In already from the point of co-authoring video in the field
software engineering, requirements are often seen as a with users, rather than as ‘hard data’ to be analysed for
binding ‘contract’ with the customer about what the ‘ethnographic interpretation’ (Buur et.al. 2000). Our
system should satisfy, even to the extent that formal focus is less on the video medium itself and what it
specification languages have been developed to prove that communicates, as on the activity we can organize around
a given piece of software does the job it was specified to it. By pretending that video is the requirement, how will
do. Approaches have also been developed to include the negotiation in the design team unfold? What can the
‘social aspects of work’ (Viller & Sommerville 2000) and rich, visual context descriptions on video offer when ‘The
‘soft goals’ (‘Requirements that are not only implict, but design must fit here!’ is focus of the negotiation?
also subjective, context specific, imprecise…’) (Jureta

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Public procurement of Innovation
The sustainable de-mining project can also be understood
as a case of procurement of innovation. This is the
background of the third SPIRE researcher. When a public
or private organization requires an innovative solution to
a problem, procurement is a challenge. If the required
good is well known, the requirement may be specified
precisely in a tender call and a supplier selected based on
lowest price. But in the case of innovation, where the
solution is yet unknown interactive learning between
procurers, suppliers and other stakeholders is crucial in
order to reach the final solution. This means that the
process cannot be regarded as the result of anonymous
market search as would be the case in procurement of
well-known off-the-shelf products, but as the result of
user-producer co-operation and information sharing
(Lundvall 1988). In a sense requirements are set for who
is to be invited to participate, as the focus shifts from the
product to the competencies of potential partners. Lantz
& Holmlid (2010), for instance, argue strongly for
interaction designers to be involved in the process of
procurement to ensure a focus on users. The assertion we
maintain here is that video may facilitate such interactive
learning between procurer and supplier(s), even in the
pre-procurement phase.
DESIGN SPEC VIDEOS
From the outset the plan was to bring the team to Angola
on a field visit some months into the project, but even Figure 1. DVD cover showing four of the eight ‘video specs’.
before that we, the authors, wanted to open a concrete
discussion about design opportunities and constraints. At min. the participants would watch a new video spec to
the project kick-off meeting we noted that the team of fuel discussions. First, the project team saw the video Life
mostly of engineers was more than happy to plunge into among Mines, a rather dramatic movie created by cross-
solutions thinking. Rather than postpone this discussion editing scenes of how mine clearing happens with the
with a cry of ‘User studies first!’, we undertook a search story of a young mine victim. This was aimed to provide
for suitable video footage from NGO camps that might general motivation for the design task.
work as a framing for such a discussion, so that ideas Sketching based on Video Specs
wouldn’t be grounded solely in Western preconceptions Each of the two 6-man teams had an experienced SPIRE
of life in the developing world. We made contact with a designer at their table to help them visualise ideas. These
TV photographer, who had visited de-mining operations sketches were then pinned on large boards to serve as
in Congo two years previously. Although his footage was inspiration for the second part (building a scale model).
shot for a different purpose (a TV programme on NGO During the sketching session the teams watched three
activities), we were able to find suitable material on the video specs: First Humble Heroes, a portrait of de-miners
14 hours of his raw footage to edit a set of eight video presented as ‘user requirements’. Then Daily Struggle, a
specs, each providing concrete background for crucial video about the tough conditions in the camps
requirements decisions: User operation, maintenance, (‘maintenance requirements’), and finally Voices of the
transport, instructions etc. Eight graduate students in a Compound’ about how daily life after work is
course on video in design completed the actual sorting accompanied by the constant hum of the generator
through the material, the finding of themes with the (‘environmental influences’). Each of the video specs
Video Card Game (Buur & Søndergaard 2000), and the were accompanied by a short question meant to challenge
editing of the 2-min videos under expert guidance of the design thinking, see Figure 1. We documented the two
TV photographer. teams in action on video for later analysis of their
The video specs were used in a full-day workshop, in conversations lead to design ideas.
which the participating companies also demonstrated How do video specs influence designs?
their technologies to each other. The goal was to generate In many instances there is a clear link between the videos
an overview of possible solutions directions and if the participants see and what they discuss. Sometimes the
possible pick a concept to complete a mock-up in time for images lead to very literal translations into ideas. After
the Angola trip. On the day we organised two design having seen locals carrying packages on top of their heads
sessions in which the 12 participants worked in two in Daily Struggle this conversation unfolds in one team:
mixed teams: In the first hour they were encouraged to
JP: Then a string of people could carry it.
sketch ideas for the energy generator, in the second hour
they built a scale model of their best concept. Every 10

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LR: So maybe we should include an indent in the bottom
side of the box – to carry it on your head!
PV: But then suddenly we are not talking about one big
box with everything inside, but a number of smaller ones.
JP and LR are both university researchers, whereas PV
comes from one of the companies. Here, the video image
leads the team to reconsider the concept of ‘one big box’
they initially preferred, to think of a modular system
instead. In fact the team slowly gravitates towards this
concept and in the end presents it as their solution.
Another literal translation is seen in Figure 2. Having
seen motorbike transport and bicycle packing on video, Figure 2. Literal translation of ideas: An image from a video
one team sketches a portable motorcycle generator. The spec – and a sketch from the design team session.
other team sketches the energy generator as a boat with
PH: On the video this guy just found a mine, and then
wheels, after having seen transport along flooded roads.
another guy came to examine it.
Both ideas are soon abandoned, however, as unrealistic. If
MC: It’s almost like seeing a physician.
we see the video imagery as inspiration for new ideas, it
DS: He certainly has knowledge about mines.
supplements what experience a project team would
PH: I don’t know how educated they are… but they
usually draw on closer to home. When discussing
definitely know how dangerous this job is. (…)
simplicity of user maintenance, for instance:
JLB: If there was suddenly no power, I would feel a bit
LR: I come to think about photocopiers, when paper distressed.
get’s stuck inside (…) many of the newer models have a RA: It would help with a more reliable energy supply.
very clear coding with numbers and icons. You would even make the job more attractive.
In this case the video spec initiates the discussion of a By comparing the expertise of the de-miners to something
local maintenance challenge, but the team draws on many they know (a physician), and by identifying (I would feel
other experiences for ideas of how to overcome it. distressed), the team starts building respect for them, and
they realize that what they are about to develop, may have
Ideas and requirements are intertwined
a very concrete impact on the work of the de-miners.
It is rather clear to see that what happens in the session is
Education level is also the topic in the other team, where
not a 'clean' process of generating design concepts based
the conversation equally moves from a nondescript ‘they’
on requirements. There is a constant discussion back and
to an increasing respect for what the de-miners do:
forth between ideas and requirements: What is really
needed? As the participants explore various ideas they PV: Is there a Dane or a European present that’s in
come up with new questions about the environment, the charge? Someone with a technical background?
people, and the practices in the camps. The weight limit, MO: I don’t think we can expect that.
for instance, is strongly dependent on which means of LR: They did use this mine detector. That was quite
transport are available: If trucks can come through to the technical. So they aren’t entirely without knowledge.(…)
camp area, the weight is much less crucial than if the MO: And we heard that they need to complete a course.
generator needs to be transported by motorbike or by LR: Of course they need training. Everybody needs that.
local carriers. This is in contrast to requirements engin- MO: Yes, everybody needs that.
eering thinking that stresses requirements before solut-
ions, whereas newer literature accepts that analysis It seems that the participants build empathy through
cannot be separated from design (Löwgren 1995); requi- learning more about what de-miners do and seeing
rements and imagined solutions are closely intertwined. moving images of the people and how they react.
Empathy relates to user knowledge, but may not come
Empathy at play automatically with increased knowledge. The way the
We observe that the team members gradually develop short video is photographed (face close-ups) and edited
respect for the de-miners on video. What role does (suspense) adds drastically to the process. Empathy is not
empathy building have on design? In HCI and interaction usually treated in requirements literature. Engineering
design literature it is frequently suggested that identifying development is seen as objective, rational, independent of
with users through for instance personas and user personal preferences. We can speculate along with HCI
portraits is an important encouragement to design for user literature that empathy with users is crucial for the
needs (Grudin & Pruitt 2006, Ylirisku & Buur 2007). In success of a project like this (or any user-focused
the beginning of the session – before the teams have seen development task for that matter), but all we can see here
the first video spec – there is lots of talk of what 'they' is that empathy is in fact at play.
must do out there, and how technically unqualified 'they'
might be. But some of the videos manage to foster Building scale models based on Video Specs
empathy with the de-miners and respect for their skills. During the sketching session it became clear that a major
After Humble Heroes – the video in which you can trade-off between power, size and weight was required:
actually see the sweat on the de-miner’s brow, when To design a combination of energy devices (like solar
finding a mine – one team is very quiet at first. panels) of sufficient size to provide the required energy
level, yet still easily transportable in difficult terrain. In

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LN (who arrived late and hasn’t seen video yet): No, you
can’t do that. It’s tempered glass. They are completely
impossible to fold.
LR: Yes, but can’t you break it down into smaller
elements? For instance 0,5 x 1 meter? (…)
LN: What is wrong with a 1 x 2 meter solar panel? How
big is the container you've planned?
PV: Well, maybe there isn't going to be a container...
MO: We’ve seen examples where there are no roads!
In this case, LN’s position, although well argued in her
Figure 3. Two generator design concepts: The modular own technical expertise, is not taken as fact by the team.
system (left) and the all-in-one container solution (right) It is challenged by the other team members because they
can make reference to the videos they have seen.
planning the workshop we anticipated that the teams
Similarly, in the other team that favours the container
would want to discuss quantitative requirements: Dimens-
concept, the video Pack me Up draws attention to the
ions, weight etc. To encourage that we asked the teams to
weight issue:
build a model to scale of their favourite generator concept
in the second 1-hour session. We prepared cardboard PH: This (container concept) would be big and heavy!
pieces in 20:1 of solar panels, batteries, fuel cells etc. (…) If you’ve got the panels that’s like 20 kilos each…
During the building session we showed four videos, again you’ve got batteries and you’ve got a fuel cell and…
interspersed with 10 min. design intervals: Pack me Up RA: 400 kilos… 400 kilos! (…)
showed a range of scenes bordering on the grotesque, of PH: you don’t need to put it ON the car; you can pull it
how much you can pack in a boat, on a truck, on a after the car, like a trailer. (…) Or motorbike.
motorbike, or on a bicycle in a developing country RA: The diesel generator is supposed to be around 40
(‘dimensional requirements’). “Roads” showed various kilos… So we’re talking something like twenty times the
means of transport on very rough roads and tracks weight of that!
(‘transport requirements’). After this video we added toy DS: We split it up in modules that are less heavy…
trucks, motorcycles and figurines to the tables, in the
By struggling with their design concepts up against the
same approximate scale as the solar panels. The third
‘requirements’ visible in the videos, the participants
video Pushing the Boundaries showed examples of the
gradually expand their knowledge of camp particulars,
tough conditions equipment might need to operate in
but also struggle with the differences between their own
(‘handling requirements’), culminating in a scene of a 4-
preconceptions of what a camp is like, their technical
wheel drive vehicle being loaded onto three canoes and
ferried down a river. The last video Writing in the Sand positions, and what the video brings. Overall, the project
showed various ways of communicating between NGO members were pleased with the outcome of this
workshop. It formed the baseline for the field trip to
and locals, primarily through images. Through the
Angola some months later, in which 6 of the team
sessions the video specs made it increasingly difficult to
members visited de-mining operations and various NGO
reach a viable concept – the generator would need to be
camp setups. Also the decision was made to prepare
transported in canoes and on motorbike, stand very coarse
mock-ups the size of two ‘modules’ to bring along for
treatment, be assembled and operated based on picture
testing local handling and transport.
guides etc. The teams developed two different concepts:
VIDEO WALL OF REQUIREMENTS
• An all-in-one container that would unfold to provide The second workshop we report on followed two months
the complete generator function (but require a small after the Angola trip. In between there were several
truck for transport), and meetings, but the discussion of how to design a
• A modular system with smaller, mobile units; easily sustainable generator had not come to a conclusion yet.
transportable (but would require some intensive We, the authors, decided to organize a second session
training to set it up and make connections). based on video (now our own footage from Angola), but
Again we video documented the two teams in action and this time with a focus on requirements setting. The
analysed how they engaged with the material to build challenge was to create a workshop programme with
design concepts. enough structure to make the collaboration progress, but
open enough to allow people from other backgrounds
Quantities play a role, but ! (NGO-employees in particular) to put forward their points
In engineering literature it is suggested that requirements of view. For this session we picked 18 short clips that
should be quantitative, to allow for easy assessment of each showed a dominant user activity relating to energy
concepts against the requirements. At this stage of the generation, and created a video wall activity. A video wall
team discussions, it seems rather premature to fix is a small software application that runs a number of
quantitative limits of, for instance, the dimensions of the looped videos at the same time on a computer screen. The
solar panels. The team that is now swaying towards the images can be moved around and labelled like post-it
modular concept discusses this: notes (Buur et.al. 2004). The activity we devised was
JP (while cutting a ‘solar panel’ in two pieces): Do you simple: We asked each of two teams to discuss what
work with folded solar panels? requirement each video clip might represent, to label the

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requirement, and to place it on the screen as a must-have, Must/should/could-have negotiation
should-have, or could-have requirement. After 30 min. In the video wall session participants are asked to, in the
each team had created a map of requirements, see Figure language of Ulrich and Eppinger (2008), prepare a metric
4. Also this session was documented on video and by assigning each requirement a relative value, in this
subsequently analysed to understand how video case by deeming the feature a ‘must-have’, ‘should-have’,
influences the negotiation of design specs. or ‘could-have’. This challenges the participants to
consider through discussion what level of priority should
Naming requirements as a team challenge
be placed on the requirement. The relative value setting
Based on the team’s discussion the facilitator needs to do
causes a fair degree of debate within the teams, perhaps
two things on the screen: Place each clip in the must-
not surprisingly when we consider Bucciarelli’s notion
have, should-have, or could-have column, and add a label
that:
with a short description of the ‘requirement’. Much of the
‘Design and design decisions depend, then, upon the
time is spent trying to come up with a precise
values and interests of the participants.’
‘requirement wording’ for aspects that have been
discussed in previous meetings. For instance this In one of the teams, the debate mainly occurs between
discussion of Clip 10: Locals walk along road. PH, manager of an engineering company, and AC,
operations manager for the NGO, DanChurchAid. In
CH: This is about contact to the local population.
Clip 6: Battery charging, we see an operator preparing to
LN: If the local population sees something is possible,
charge the detector batteries at night. This leads the team
then they’d also want to have it?
to discuss ‘Simplicity of connections’ and PH takes a
JR: Capacity building – that’s interesting for the business
pragmatic approach, maintaining that this is a ‘should-
case too.
have’ not a ‘must-have’. He likely anticipates that ‘simp-
LN: If the generator stays there after the de-mining
licity’ may require expensive non-standard components in
operation they can start planning what to use it for
the production process. AC on the other hand has a more
afterwards.
idealistic standpoint, thinking of what would be best in
PV: Rural development?
the field rather than the factory:
CH: Local development?
LN: Second life of the installation? AC: No, I’d tend to say it’s a must-have because again,
you want to keep it as simple as possible and eliminate
This collective search for words ends with the elegant
the risk of fault or improper use.
formulation ‘Local capacity development’, which the
facilitator notes on the label on the screen with nods of On this occasion AC manages to convince PH that he is
consent from all members. One shouldn’t underestimate right. The video footage allows AC to argue, with the
the importance of wording. While struggling to find the help of a common, visual reference point, for what is best
right way of expressing a new requirement, the team for the users. The negotiation over the value, supported
members bounce suggestions off each other and expand by evidence from the video, also means that the metric is
their shared understanding of what is important in this debated and examined in such a way that the customers
project. The video wall activity provides the framing for voice is kept at the forefront of the discussion. Ulrich and
this discussion: Each video clip in itself may not need to Eppinger (2008) employ a working assumption that: ‘a
precisely ‘represents’ a requirement; the team will make translation from customer needs to a set of precise,
sure that only the most important requirements are measurable specifications is possible and that meeting
accepted. And the fact that there is a label to be filled in specifications will therefore lead to satisfaction of the
encourages the team to form consensus on ‘what are we associated customer needs.’ Whilst this is logical, it
talking about’ and find a short formulation that says it. means that the translation process is crucial to the
outcome meeting customer needs. The discussion and
references prompted by the richness of the video material
provides a strong base for the translation of needs to
metrics that still contain a strong sense of the voice of the
customer. Ulrich and Eppinger (2008) concede that the
translation process is imprecise, and for that reason the
loosely structured negotiation and debate prompted by the
video wall seems to be a more appropriate format for this
translation than regimented methods such as the Needs-
Metrics Matrix (Ulrich & Eppinger 2008) or the House of
Quality (Hauser & Clausing 1988).
We see more evidence of the video allowing the
customers’ needs to be retained and placed at the centre
of the negotiation in AC’s arguments following Clip 7:
Loose sockets, where an operator tries to connect loose
electricity sockets to power the camp’s appliances:
AC: The way we have it here is we are trying to design
Figure 4. Video Wall activity: Video clips are labeled and something, or come up with criteria that is going to give
arranged as requirements according to their importance.

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us the most efficient use of the machine. So therefore we promoting ‘ethnography tourism’ in the words of
want to have it as… to meet our requirements as best as Crabtree et.al. (2009) with thin descriptions of the field
possible. If you don’t have it… if you allow them options and gross generalisations? Rather than edited ‘insights’
then the chances are they are going to plug something in that communicate a particular analytic interpretation, or
the wrong way. small ethnographies that explain broader rationales, our
video specs mirror practices that we encourage the
However, after Clip 9: Checking lights, in which the
developers themselves to render significant through their
operator walks around the camp to verify all connections,
design moves. We engage the ethnographic eye in
PH interestingly manages to convince AC that a more
compiling images of practices and environments that the
practical approach would be best:
fieldworker find cardinal to the success of the innovation
PH: Find a simple way of telling. That could be a light… on the drawing table. We choose to work with a set of
AC: Yes. short videos, themed by requirements categories. There is
PH: Green or red… should-have. a good deal of work left in determining how such themes
AC: I’d say must-have. are best selected, but Viller and Sommerville’s (2000)
PH: No… no, no, that’s a should-have because you will concept of ‘concerns’ seem like a promising starting point
be able to operate it without. for further experiments.
AC: Ok, that’s true, I agree.
The video recordings for the first design workshop were
Here PH’s logic and pragmatism is more powerful than actually not recorded for the particular purpose, and even
AC’s desire to have the perfect product. Especially in the came from a different country. Does the ends justify the
negotiations between PH and AC the institutional tension means? Could we have picked random YouTube video
is evident, as any new proposition will affect these two material? A comparison with the footage shot in Angola
stakeholders in opposite ways. For AC, any new idea or shows that indeed the practices and environments in the
claim leading to improvement is relatively cheap, while camps in the two sites were comparable. If anything, then
for PH, being the engineer, in most cases the ideas mean the Congo photographer in some ways was able to get
additional cost. The open-natured discussion, common closer to the actual practices of demining. The contribut-
reference points, and equal footing created by the video ion of the Angola material was most of all to widen the
means that the participants can effectively and rationally scope of the project. Where our initial pick of footage
negotiate across discipline boundaries. This debate and focused on the concrete activities in the camp, the Angola
relative grading means that there are few compromises or ethnography confirmed this, but also added an under-
halfway houses. In this case, agreement is always standing of the broader motivations of management and
reached in the end, after the metric has been evaluated in the surrounding community to accept sustainable solut-
the negotiation. This might satisfy Ulrich and Eppinger’s ions. The existing ‘generator culture’ has severe implicat-
(2008) call for ‘unambiguous agreement’ on what the ions not just for the generator design but for the entire
team will attempt to achieve through the products processes of introducing and running it. So yes, we
development, yet this agreement does not place such strict believe it possible and advantageous to employ video
‘boundaries on the subsequent designs’ as Pugh (1991) material shot for other purposes for engaging a design
advocates, meaning the metric can still be debated, team in familiarising with a new use context, provided a
explored, reformulated, and re-understood. check against the actual field is foreseen.
DISCUSSION In Figure 5 we compare the video specs and video wall
It would be clear that our collaborative ‘process activities to other specification methods. We characterize
mechanics’ did support the team in determining design them according to their grounding in (objective) market
requirements with a strong focus on user practices – to an data or (subjective) user empathy, and whether they
extent that would not have been possible without the support a specification-driven or prototype-driven
ethnographic video. The video spec activity showed how process. The House of Quality, for instance, is based on
edited videos presented as ‘hard requirement market data and supports a specifying approach, whereas
specifications’ support designing. The video wall session Use Cases tend to support the generation of ideas for
showed how short video clips support requirements prototyping. Neither does much in terms of building
elicitation. The use of video means that the participants empathy with users. Personas and Video Portraits of users
are able to experience in a very vivid way some of the on the other hand are dedicated to fostering empathy, but
conditions, issues, and contexts the product innovation may not have a clear role in supporting either specifying
will come up against. This elicits a high degree of or prototyping. The video spec and video wall activities
empathy from the participants, and struggling with early each fill in a space in the empathy half that is presently
prototype decisions endows them with a significant sparsely populated. With the experience from this case we
amount of user knowledge. suggest that specifying vs. prototyping is not a question
of either-or, but both-and. Or, in David Kelley’s words,
So let us re-examine the core proposition: What exactly
‘prototype-driven specification’ (in Schragge 1996).
constitutes a ‘video spec’? Do we run the risk of

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ACKNOWLEDGMENTS Bringing Design to Software (Chapter 10). ACM Press
We are indebted to our project collaborators, to TV Ulrich K. and Eppinger S. (2008) Product Design and
photographer Esben Grage for his recordings from Development. McGraw-Hill.
Congo, to the IT Product Design graduate students 2009 Viller S, Sommerville I (2000) Ethnographically Informed
for the editing of the video specs, to Roeland Vugts for Analysis for Software Engineers. Int. J. of Human-Computer
preparing the video wall, to Tamim Shakeel for recording Studies vol. 53, pp.169-196
parts of the Angola material, and not least to the NGO Ylirisku, S. and Buur, J, (2007) Designing with Video. Focusing
employees and de-miners in Congo and Angola. the user-centred design process. Springer

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