Design

Context Mapping Method

“Context mapping” is a process where we try to understand the environment in which the behavior under study takes place. We collect relevant artifacts and map out the spaces where "what's going on" happens. This could involve drawing maps of a space, picking up and identifying objects, or logging sms messages related to the topic at hand. In contrast with traditional ethnography, context mapping actively involves the people being investigated by giving them tools to express themselves.

Indeed, contextmapping is a procedure which includes several research techniques. To access the deeper levels of knowledge, it uses methods such as generative techniques and cultural probes. With these techniques people are invited, encouraged and stimulated to document parts of their own lives, and thus parts of their experiences. Thus, the main assumption is that people are not aware of all these aspects which influence their experience, and need to reflect on their own experiences to become aware of their experiences. Thus, they generate information about their own experiences.

This method is often used in several design schools and research labs in Europe.

http://www.maketools.com/pdfs/GenerativeTools_Stappers_Sanders_03.pdf
http://studiolab.io.tudelft.nl/contextmapping/background/



Why It’s Worth the Hassle: The Value of In-Situ Studies When Designing Ubicomp

This paper shows how an ethnography study can be used more productively in the design process. It challenges the arguments that some scientist have about in-situ studies provide little added value, are difficult and more expensive to conduct that lab studies and question whether "it is worth the hassle". In this paper, authors present the step-by-step analysis of 2 case studies and show how the study informed their design.

Authors discuss the utility of the data representation and combination of methods to aid the analysis and design process. In particular, their combination of methods included: logged device (PDA) data, observations, interviews and video vignettes. They argue that these methods provided a "contextual backdrop" against which to reflect upon the design of the user experience and the mobile device (relevant to the Ubicomp community), sensitizing them to how their device will work in practice. It provided a deeper understanding of the situated activities assisting them in explaining why some features where using and why others were not.

They finally state that it is impossible to capture everything with a qualitative method. However, the key is to use various methods that reveal both hopped for and unexpected effects of the context of use. It identifies the experience which provides a good framing reference from which to analyze the details of certain events.



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