Design Research Conference Videos Online

LuisArnal   ColleenMurray   RobTannen

An initial set of speaker videos from this past September's Design Research Conference are now available.  This includes:

  • Luis Arnal - Field Stories from Latin America: Considerations for Design Researchers
  • Colleen Murray - Setting Research Targets: Using a Scenario Planning Process to Envision How the World Might Change
  • Liz Sanders - Co-Creation and the New Landscapes of Design
  • Rob Tannen - High-Definition User Research
  • Miguel Gomez Winebrenner - Maximizing Design and Innovation by Keeping a Pulse on Multicultural Audiences

Here's a write-up of my experience as a conference attendee.

DEFHUM - Research Tech Bullets

Tag

A brief round-up of several recent technology-related items:

  • Jess McMullin's posting, 10 Cameras for Design Research is a thoughtful set of recommendations for selecting specific cameras for field research.  McMullin focuses on still camera with attention to practical issues such as light sensitivity and multi-functionality: "a camera that can do double duty and shoot video significantly expands your options for data collection by just adding a few extra memory cards. Keep in mind that video takes a lot of time to analyze. A lot. Hours of video can mean days of analysis."
  • And speaking of cameras, I came across the Spy Pass Card Micro Camera.  Don't know what to expect in terms of image quality, but it would definitely come in handy for walking trade shows.
  • Earlier this year I mentioned the forthcoming Fitbit as a potential tool for tracking human motion for research purposes.  Now there's SNIF Tag, a canine equivalent (pictured).  Then again, there's no reason why you couldn't wear the SNIF while your canine sports the Fitbit.

Managing Field Research Photos

Screenshot-Phatch3d

One of the most time-consuming tasks in field research is organizing and editing photos to get from the raw set of images into a presentable, consistent format.  This is typically done via a tedious, repetitive process of selecting the desired photo files, cropping down to desired proportion and dimensions, compressing to reduce file size, etc.

Fortunately there are a number of batch image processing programs available for the PC and Mac that can automate these types of processes and do more.  A couple of weeks ago Smashing Magazine ran an article, 15 Useful Batch Image Processors, that covers a range of these tools (many of them free):

"With batch image processing, you can specify a size or file type, and then a script runs to convert the images. You can process hundreds or thousands of images with just a few clicks. And nearly every image processor comes with a unique feature set."

Definitely a useful tool set to look into for those who follow the mantra, work smarter, not harder.

Size China Headforms & Data Now Available

Size China headform_side

I've been talking about SizeChina ever since I heard Roger Ball present at the 2007 IDSA conference.  Subsequently, his effort to create reference anthropometric data of Chinese heads and faces for product designers has won an  IDEA Gold award for research. The project made valuable discoveries regarding key differences between Asian and Caucasian head sizes and ratios, that have not been consistently accommodated in the design of eyewear, protective headgear, medical/dental products, etc.

Finally, the products from the SizeChina project are commercially available from Certiform.  These include a set of 10 representative solid headforms (pictured).  You can purchase the set for $20k or a single on for $2500.

The detailed data sets (3D scan files and measurements) are also available at various prices/package levels, ranging from a 12-person "light version" for $399 up to almost $15k for the complete data set of over 1500 scans.

Certiform has provided a sample file set in Excel format to give you a sense of the level of detail included: Download Landmarks_data_sample.  See the diagram below to interpret the data set, especially if you can't tell your tragion from your zygofrontale.

Size China_landmarks

Fitbit - Tracking Physical Behavior

FitBit

So here's my take on the "next big thing" in the little world of user research for product design.  Measurement of physical activity is typically tedious (e.g. time and motion studies), highly expensive, or inaccurate (participant self-reporting).  Despite these limitations, it has the potential to be very valuable in quantifying user behavior, such as level of exertion, or rest/motion periodicity in shifts.  For example, the ROI for a new system or product may depend on measuring before and after differences in user physical effort or movement.

I recently learned of the soon-to-be launched Fitbit, what one of my colleagues described as a "pedometer on steriods".  And it is marketed towards the health/fitness marktet.  But what makes its particularly useful to user research are its accuracy, battery life (claimed at 10+ days) and reporting features.  According to the Fitbit web site:

"The Fitbit Tracker contains a motion sensor like the ones found in the Nintendo Wii. The Tracker senses your motion in three dimensions and converts this into useful information about your daily activities. The Tracker measures the intensity and duration of your physical activities, calories burned, steps taken, distance traveled, how long it took you to fall asleep, the number of times you woke up throughout the night and how long you were actually asleep vs just lying in bed. You can wear the Tracker loosely in your pocket or clipped to your clothing, even bras."

Here's a screenshot of the tracking web interface...
 
FitBit
 
Launch date is "late Dec- early Jan". Well if they're anything like LiveScribe, maybe March or June, but I'd love to be surprised

Casio Launches Lower-Cost High Speed Camera (EX-FH20)

EX-FH20

Applying high-speed imagery to study user performance has been a topic that I have written about and presented on in recent weeks.  Earlier this year I purchased the Casio Exilim Pro EX-F1, and now Casio has announced a comparable, lower-cost mode, the
EX-FH20.

The EX-FH20 does not have "Pro" in its name, and does not reach the speeds of the EX-F1, but for studying human behavior, the newer model is probably more than adequate, and in fact excels over the EX-F1 in certain characteristics (e.g. higher resolution for stills, but not video, greater zoom, slightly more compact body).  Most importantly, it has an estimated list price ($599) that is $400 less than the Pro model ($999).  In either case, they are very similar, versatile cameras (still, HD video, high-speed video) that offer capabilities unavailable in any other cameras near their price range.

Here's a breakdown of some key performance difference between the two models - for more info, go to the Casio Web site:

The High Speed EXILIM EX-FH20

  • 40 Frames Per Second Burst Mode
  • High-Speed Movie Recording up to 1000 Frames Per Second
  • 20x Optical Zoom
  • High-Definition Movies 720p (1280 x 720 pixels)

The EXILIM Pro EX-F1

  • 60 Frames Per Second Burst Mode
  • High-Speed Movie Recording up to 1,200 Frames Per Second
  • 12x Optical Zoom
  • Full High-Definition Movies (1080i)

On a feature basis, I can't say I have buyer's remorse, although the price difference is pretty significant - but the early adopter really can't complain about price.

 

FieldCREW - A User Research Technology Concept

FieldCREWAt this past weekend's Design Research Conference(DRC2008), I presented on the topic of user research technologies -  what's currently in use and some of the newer tools that can be applied to research (if you read this blog with any regularity then you know what I'm talking about). 

One of the key points I discussed is the lack of tools that are specifically and intentionally designed around the needs of user researchers with respect to data gathering, analysis and communication of findings.  To address that need, I've been working with the design team at Bresslergroup on creating a concept user research technology platform.  While still under creative development, I took the opportunity of the DRC to present our work in progress.

The field-based contextual research workstation, or FieldCREW, is primarily targeted at improving data collection efficiency, particularly when studying complex, multi-dimensional work situations such as surgery in an operating room or a construction crew.

FieldCREW brings together a number of "near-future" technologies to support user research in two contexts:

  • When a researcher is working by him/herself and needs to play the role of both note-taker and videographer
  • When a team of observers is working together and needs a way to synchronize their observations around multiple events

The Workstation consists of the tablet and several wireless data gathering components (see illustrations in the slideshow below).  The components include:

  • Wireless, remotely controlled tracking video cameras for audio and video recording
  • Handheld wireless taggers that allow each observer to tag key events of their choosing for later review - tagging is synched to a common timeline on the tablet
  • Subvocalization sensor allows the researcher to silently dictate notes that are automatically transcribed to text and stored on the tablet

The tablet manages and receives data from these wireless components and provides features including:

  • Video notation (i.e. telestrator) for annotation of events as they happen
  • Speech-to-text translation of recorded audio (and subvocalizations)
  • Access to stored and online project and research reference materials
  • Built-in storage and recharging for wireless components
  • Synchronization of all input sources (video, tagging, notes) for streamlined analysis

In a research scenario the lead researcher (or an associate) can manage the data from multiple observers and utilize tagging and annotation features to prioritize key observations, speeding up the analysis process.  Similarly, a single researcher, working alone, can do the work of a team by coordinating input from multiple sources.

And while FieldCREW has the capabilities to support complex field research situations, it can also be used by a single researcher conducted a one-on-one interview, much like a clipboard is used.

We'd appreciate your questions, comments and suggestions as we continue to develop this new platform for facilitating user research.

Morae 3 Launches

Morae 3

Techsmith has launched the new version of Morae  usability testing software. 

This version goes beyond the screen-based limitations of the preceding versions, by allowing research facilitator's to connect a digital video camera (versus just a web cam) and use two cameras simultaneously.  This allows, for example, for video capture of the a research participant's face with one camera at the same time the user's hands-on interactions with a product or concept are recorded with the second camera. 

Like previous versions, Morae 3 provides basic video editing and production features.  A very convenient tool if you don't need high-resolution output.

I wrote a preview article  after seeing a beta version demonstrated a few months ago, which covers some of the basic features, pros and cons..

Photosynth: 3D Visualization of Digital Photos

Photosynth

Microsoft Live Labs has launched a public version of Photosynth, a Web tool that uses the overlapping information in a set of still photos taken in a space to create a 3D mapping between the images. I put together a quick collage of the product "museum" space in my office - the more pictures you take from different positions, the better. When viewing, use "f" for full screen and "ctrl" to toggle to the data points.

Potential applications to user research include modeling observed work environments when videotaping is not allowed or impractical.  There's also the possibility of using Photosynth to create 3D views of products or concepts, although it's better suited for large spaces than close ups.  But for one example, see this joystick and note how you can move around it from all sides.

Like IBM's Many Eyes for text and data visualization, all Photosynths currently created are publicly viewable.  Understandably the site has a high traffic load so prepare to be patient.

Alternative Digital Pens

While I've given a lot of recent attention to the Livescribe Pulse pen (in fact using it for recording during a usability test this week), I wanted to bring attention to a couple of other options.  But comparing Iogear's Mobile Digital Scribeor Dane-Elec's ZPen to the Pulse isn't really apples to apples.  While all three devices can digitally record your handwriting, only the Pulse synchs your notes with recorded audio.  This critical feature makes it extremely valuable for documenting and reviewing information.  On the other hand, the Pulse requires the use of special paper for tracking purposes.  So if you're just looking for a way to digitize and translate your handwriting to text, (albeit, poorly) these pens may be useful to you.

The New York Times' David Pogue has a written review (plus requisite cheesy video)  for the Mobile Digital Scribe and ZPen that can give you more information since I haven't had first-hand experience with either of those two devices.

Initial Results from User Research Tech Survey

Thanks to everyone (n=69) who participated in piloting and responding to this year's survey on technologies for user research, which is now closed.  You can now access the summary data.  This is a roll-up of the quantiatitve questions, but does not include open-ended responses.

I'll presnt a more substantative analysis during the Design Research Conference (September) and will post that presentation here following the conference.

User Research Technology Survey

Designing for Humans is conducting a survey on issues related to technology use for user research.  You can access the survey here http://tinyurl.com/3nen7e

The survey follows-up from the 2006 efforts to study user research technologywhich also included a survey. 

Your input to the current survey is appreciated and results will be posted on this site, as well as discussed at the upcoming Design Research conference.

Morae 3 Preview - Product Usability Testing Capabilities

Morae-box

Last week I attended a demo of the beta version of Techsmith's Morae 3 (hosted by PhillyCHI & UPA Delaware Valley) .  The latest version of the usability software product is expected to be launched  late summer/early fall this year.  Based on the demo, it looks like it's close to being operational, but there are still bugs to work out.

For those unfamiliar, Morae is a software-based usability testing tool that was launched in 2004.  It replaces traditional usability labs that relied on hardware video cameras, scan converters and video tape with web cams, screen capture software and basic digital video editing/presentation capabilities.  Morae 2 provided some improvements and feature enhancements.

While Morae/Morae 2 is excellent for software/web usability testing, it has limited applicability to 3D product testing.  While you could test on-screen simulations of products (especially interfaces) and capture off-screen action via a the web cam, off-screen video capture is not its strong suit.  For one notable, exception, I used the original version of Morae to conduct ride-along usability testing of an in-car GPS.

Morae 3 is a step in the direction of supporting product research.  Shane Lovellette's presentation highlighted features including:

  • Support for simultaneous recording of up to two external digital video and/or web cameras - for example, one recording the user's face, the other focused on the hands.
  • Ability to capture from multipe monitors simultaneously - for example to study a multi-screen financial workstation.
  • Automatic task delivery to guide a user through a series of tasks without a moderator

The use of dual external video cameras will be most benefical for product research.  Video is saved in Morae at up to 720x440 resolution, fine for most situations, but not where detailed imagery is required.

On the anaysis and editing side, Morae 3 allows the facilitator to add comments and notations during the recording and review video at up to 4x speed.  It also has built-in integration with PowerPoint and Word for efficient output generation.

While the demo focused on mobile phone/pda usability testing, it may be useful for a wide range of product testing situations, as well as for field research where movement/portability is not a factor (e.g. observing from a stationery position), as your cameras will be tied to the laptop during recording.

First Impressions of Livescribe Pulse Pen (finally!)

LivescribeI've been suggesting the potential benefits of the Livescribe pulse pen to user researchers for months now, and now I finally have one (well, two actually).  After a few of days of use, I am positively impressed by the product, but it does have a significant design flaw.

On the positive side, the pen's ability to synchronize recorded audio with your handwriting and then review via "paper replay" works very well.  The unique user interface takes a bit of getting used to, but is relatively simple.  Since the pen only has a single button for power on/off, all interface commands are done through tapping on various symbols pre-printed on the notebook paper.  For example, to navigate the menu structure you use the pen to tap on the four points of a cross-hair printed at the bottom of Livescribe's notebook (see image below). 

Livescribe crosshairsThe four points of the cross hair are equivalent to up, down previous and next.  But you can also simply draw your own cross-hair if you need to access the navigation  - this user-generated user interface capability is quite clever and worth considering in other product experiences.

The audio quality was as good as expected.  With the recording quality set on high, I was able to follow a small conference room conversation playback relatively clearly, even though I had been sitting next to a digital projector.  Although I would probably use headphones during playback for greater acuity.  The recording function has settings for different size recording environments, but I haven't tinkered with those yet.

From a physical perspective, the pen is as large as a fountain pen, but light and comfortable for my larger than average hand size.  I used the pen in a recent client meeting and no one seemed to notice - or at least I didn't see anyone staring at the pen or asking about it. 

But it was during this meeting that I realized a major problem with the pen design.  If you put it down, it tends to roll.  There's no clip or any other protrusion to prevent the cylindrical pen from drifting off the notebook, to the table, and possibly the floor.  I tried various orientations to minimize the chance of rolling - perpendicular versus parallel to the notebook, but that didn't seem to matter much.  What I did find was that the natural resting place of the pen is with the micrphones face down.  This means that putting the pen down impairs the audio quality (not to mention that a rolling pen is noisy). 

This lack of a clip is counter to one of the primary benefits of the pen - the ability to record when you're not writing.  A clip would provide a roll-stop, and also allow the researcher to more easily attach it to his or her clothing, backpack, etc. while participating hands free.  I'm planning to create my own solution to this design gap.

One other point - the provided desktop software provides little in the way of useful functionality beyond storing and transferring the writing/audio recordings.  But there are expectations of third-party software development that will exploit the pen's capabilities.

All of that said, the Livescribe Pulse definitiely delivers on its claims, with functional, easy to use software and recording capabilities.  I just wish they had considered hands-free operation.  Also, if you can stomach David Pogue's cheesiness, here's a video review from last Friday's New York Times.

Technology Behind Livescribe Pulse

 Livescribe Guts
While I'm still waiting to receive my
"pre-order" Livescribe pen, MIT Technology Review has a technical breakdownof the pen's hardware, as well as a video demo.

And here's some free space below to practice your penmanship...

Data Visualization of Qualitative User Research

Word tree exampleWhile it is extremely important to gather qualitative data such as user interviews, it can be difficult to make sense of such ‘unstructured information’.   Often the biggest challenge is knowing just where to start.  For example consider trying to make sense of the transcriptions from several dozen user interviews - you might have a mix of positive and negative feedback, anecdotes, opinions and narratives.  You could painstakingly sift through all of the conversations, highlighting meaningful terms or search for keywords.  


But data visualization tools, typically thought of in terms of quantitative data, can also help to understand qualitative information.  Data visualization has been promoted as an effective means to present data, but its enormous value in analyzing data has been largely overlooked. 


One such example is IBM’s Many Eyes.  While this web application set is known to many for its beautiful graphing capabilities, I find the text visualization tools most valuable for analyzing qualitative data.  In particular, the
Word Tree in Many Eyes “lets you pick a word or phrase and shows you all the different contexts in which it appears. The contexts are arranged in a tree-like branching structure to reveal recurrent themes and phrases.”

When applied to qualitative data (e.g. interview transcripts, free-text survey comments), the Word Tree allows a researcher to quickly scan through text-based content by searching via keyword or phrase.  For example to see what a group of users said about a particular product feature, the researcher can create a word tree around the feature (e.g. “portable” or “installation”) or around particular terms that are likely to indicate problems (e.g. “difficult to”, “but”).  

Visualizing the interviews around critical terms provides a starting point for reviewing and understanding qualitative data in an efficient manner.  It is not a substitute for thoughtful analysis, but a head-start. 


Note: One significant caveat in the case of Many Eyes is that all submitted data is publicly viewable, so it’s not always suitable for proprietary data analysis – but it is free.

NY Times Review of Casio High Speed Digital Camera

Casio Exilim EX-F1 Following up from my preliminary posting on the Casio Exilim Pro Ex-F1 high speed digital camera.  Last week, New York Times technology writer David Pogue, wrote a detailed review of the unique camera, including pointing out some limitations and constraints (e.g. light sensitivity, focus speed).  But Pogue is clearly impressed, suggesting that "it does seem ungrateful to criticize such an astonishing camera; it’s like complaining that your 7-year-old violin virtuoso is lousy at sports."

Pogue's article indicates that the camera will be available by mid-April.  I impatiently ordered one from Japan, where it was released at the end of March.  I should have in hand in a few days, so stay tuned...

An Introduction to Neuroergonomics

Neuroergonomics In my recent article on emerging trends in design research, I intentionally left off the field of neuroergonomics.  While it is a growing field, I don't see it becoming commercially viable for several more years.  Moreover, it is a fascinating area  deserving of it's own posting (or several). 

To begin with, the term neuroergonomics represents the merge or overlap of neuroscience and ergonomics/human factors .  In other words, how a better understanding of brain functions can improve human factors methods and tools.

A primary research area within neuroergonomics is the application of neuroscience-based technology to the study of ergonomics.  Neuroergonomics: The Brain at Work, published in 2007, is a surprisingly accessible and readable collection of chapters covering these technologies, which include relatively familiar ones such as EEG and MRI, and others from the medical field.   While such technologies are robust, they can be impractical for real-world applications.

Other methods, while less precise, may have promise for measuring brain activity in less obtrusive ways.  For example, transcranial doppler sonography (TCDS - think weather radar for your head), uses localized sensors to measure cerebral blood flood as a potential correlate of workload or stress.  For example, higher bloodflow in certain parts of the brain may indicate that the user is working harder to complete a task.  Imagine having such a TCDS sensor embedded in a car or cockpit to evaluate if a driver was mentally overloaded and required assistance.  For more information on TCDS, see a video of the work being done at the University of Cincinnati (from the dept where I did my grad work, incidentally). 

Much of the work in neuroergonomics is at the level of basic research - determining the validity, reliability and practicality of applying such technologies to real world problems.  Consequently, the focus tends to be on high-level human factors variables such as attention, workload and stress.  Applications to more "everyday" product design problems are further down the road, but probably not as far as you might expect.

Of course, I've barely scratched the surface of the field of neuroergonomics.  For more information, I highly recommend the previously mentioned book.  You can also check out Raja Parasuraman's work - he is one of the leading researchers in this domain - including this introductory overview.

High-Speed Photography and Video for Ergonomics

Visionphantomv12 High-speed video and photography is getting a lot of attention these days.  This month's Wired Magazine  summarized the history of high-speed photography, from the work of Harold Edgerton to the recent use of lasers to capture images with shutter speeds of 300 x 10-15 seconds!
(also see last year's article on The
Ultimate High-Speed Photography Kit).

And just last week, Vision Research, makers of commercial-grade high-speed cameras, announced the Phantom V12 (inset photo), capable of recording one million pictures per second.

But from a practical point of view, the most intriguing news is the Casio Exilim Pro EX-F1. Due in March for an estimated $1000, this camera brings high-speed photography and video to the digital prosumer market.  Several unique features include:

In addition to these impressive capabilities, the camera offers some novel user interaction feature such as a buffer to pre-record images prior to the shutter depression, allowing room for error when trying to capture a quick event; and Slow Motion View to review real-time events in slow-motion on the cameras LCD via a buffer.  And of course...stereo recording : )  All of these features are exciting from a gizmo geek's perspective - and there are plenty of reviews and videos from CES. 

But there's a tremendous opportunity to apply this technology to product design.  Specifically, I will be using the high speed burst mode and high speed digital movies to capture motion during rapid manual tasks  - such as the use of a construction tool, surgical instrument or mobile device keypad.  Extending visual perception to micro-seconds is likely to reveal interesting sub-patterns of movement and orientation that are overlooked or invisible at a standard time-scale.  Moreover, it introduces a new perspective on observing physical behavior that expands user research capabilities - at least as far as the presumably massive file storage and power needs of this unique camera will take you.

Update on LiveScribe Pulse Smartpen - 3D Sound Recording

Livescribe_microphonesSome bad news/good news regarding the forthcoming LiveScribe Smartpen that I had discussed in December.  The bad news is that the pen will not be available in January as had originally been communicated, but now in March - although pre-orders are supposed to happen prior to then ($199 for 2GB model).

On the good news side, LiveScribe has released more detail about the Smartpen including technical specs, features and videos.  The most newsworthy feature announced is the stereo recording capability which can be done via dual microphones built-in to the pen, or via earphone-based microphones.  In the past I have talked about the value of stereo recording in user research.  But microphones worn on the ears take this a step further, by allowing binaural recording, which is actually more veridical then conventional stereo.  In other words, recordings made with microphones positioned on the ears will sound much more realistic in terms of sound space, relative loudness, etc., compared to two stereo microphones on the recording device itself - sort of the auditory equivalent of visual 3D.  This definitely takes the pen further past the tipping point for me in terms of desirability.

CES and Bug Labs

ph_BUG_group_med 

While I was not able to attend the Consumer Electronics Show this year due to other work commitments, all reports indicate that it was bigger than ever.  As expected, a number of high performance, high definition videocameras were announced, featuring researcher-friendly capabilities including larger capacity hard drives, image stabilization and greater optical zoom ranges.  I'm somewhat partial to the new JVC Everio line from a styling point of view, especially the top of the line GZ-HD7.

But beyond the typical consumer product lines, one product stood out and even took the Best of CES award for the emerging technology category.  That product is Bug Lab's Bug, described as a:

"collection of easy-to-use electronic modules that snap together to build any gadget you can imagine. Each BUGmodule represents a specific gadget function (ex: a camera, a keyboard, a video output, etc). You decide which functions to include and BUG takes care of the rest letting you try out different combinations quickly and easily. With BUG and the integrated programming environment/web community (BUGnet), anyone can build, program and share innovative devices and applications. We don't define the final products - you do."

In other words, a set of modular consumer electronics components that can fit together and then be custom programmed to do whatever the user/developer desires - open source will help with that a lot. 

The current set of modules include an LCD display, a camera, GPS and motion detector - all to be released this quarter, with second quarter modules including a touch screen, keyboard, and audio module.  Check out some videos on YouTube.

These components represent a promising set of opportunities for user and design research:

  • Create custom data gathering devices and programs to conduct observational research (camera), time and motion studies (motion sensor, GPS), etc.
  • Develop custom products and user interface prototypes for testing using the hardware and software capabilities

The quality of the hardware (e.g. video image quality, motion detector sensitivity) and the ease and flexibility of the development environment will be key of course, but I look forward to the possibilities that BUG may enable for the creative designer/researcher.

LiveScribe - Paradigm Shifting User Research Technology?

LiveScribe

I don't believe in "mission statements", but if Designing for Humans had one, it might be "to realize the application of emerging technologies in support of design research".  While I discuss various technologies, many are specialized or several years away from general applicability.  But I recently learned of the LiveScribe smartpen, and I can honestly say this is a technology that can have a valuable, near term impact for virtually all researchers.

The device is an electronic pen set to launch in the first quarter of 2008.  It has several features, but the one that stands out is called Paper Replay.  This feature:

"allows total recall... by simply tapping on your notes. When used to take notes during a discussion or lecture, the smartpen records the conversation and digitizes the handwriting, automatically synchronizing the ink and audio. By later tapping the ink, the user can replay the conversation from the exact moment the note was written. Notes and audio can also be uploaded to a PC where they can be replayed, saved, searched or sent."

In other words, the pen records audio in synch with your writing ,and indexes the audio with your writing.  As a result, subsequently tapping on a particular written note will play back the audio segment corresponding to the time when the note was written.  Still not clear? - then watch the comic-book style demo.

So what does this mean for design research?  Well, note-taking is a challenging skill, and typically we rely on a combination of hastily written notes and audio (or audio-video)recordings to document research.  The LiveScribe brings these two approaches together in an integrated way, potentially reducing equipment and streamlining workflow.

While the LiveScribe was not designed for user research applications, consider how it might be applied:

  • During user interviews, the researcher can reference what he or she writes or sketches directly back to the interviewees words for clarity and idea expansion.
  • In usability testing the facilitator can reference recorded comments directly back to a discussion guide document to quickly drill-down to supporting quotes.
  • For ethnographic observations informant conversations and environmental sounds can be unobtrusively recorded while taking notes. 

The potential paradigm shift is moving from using handwritten notes and recordings as separate, complimentary tools to truly integrated ones.  Well, perhaps not paradigm shifting, but damn convenient.

Reality Check: I should caveat that I have not used this product yet directly and am basing my assumptions on what I have read, but expect a full review as soon as it becomes available.   Also the pen requires special gridded paper, for tracking purposes.  I also wouldn't expect the audio quality recorded on the pen to be of high caliber, which is pretty important.

With that all said, I wouldn't be surprised if the LiveScribe (or a similar product), become a part of the user researcher's tool belt, along with the camcorder, notepad, and granola bar.

Eight Design Research Themes for 2008: Technologies and Methodologies

2007 has witnessed the continued maturity of user research practices in product design/development organizations. As this continues, we look to 2008 and key areas of growth and change in user research technologies and methodologies. What many of these themes have in common reflects a shift from how to conduct research, to how to manage all of the research findings and results – clearly a positive trend and a nice problem to have.   Stay tuned into 2008 as these themes are tracked in further detail.

Technologies

Even a casual reader of this web log will have observed the ever-growing options in data gathering technologies available for a variety of research applications. For 2008, the themes in technology are diverse – from high definition video to a new resource of anthropometric head measurements of the Chinese population. But the more compelling tools address needs in organizing and analyzing qualitative data:

  1. High Definition (HD) Video- HD video cameras are rising in popularity while falling in price. Higher resolution video means larger file sizes and typically more time for video editing and file management. On the other hand, greater visual clarity can be extremely valuable for studying fine motor control tasks, small control/interface element usage and visually-rich environments. Surgical observation and consumer electronics usability are two applicable areas for HD video.
  1. International Anthropometric References – Much of the reference anthropometric data used to guide designs is based on the body dimensions European and North American populations, limiting applicability and, ultimately fit, to a broader user population. The availability of three-dimensional scanning technology, while still time-consuming and expensive, is driving the inclusion of additional populations. Size China is a program to create the first-ever digital database of Chinese head and face shapes for helmets, sunglasses and surgical masks. Such resources will provide a richer starting point for guiding form and size in product designs, but of course are not a replacement for fit testing with real participants.
  1. Qualitative Data Management Software – As research capabilities mature, organizations will deal with a new set of challenges around handling larger volumes of research data. Research teams will struggle with organizing, presenting and efficiently re-using findings across projects. With that “embarrassment of riches, there is a need for techniques and tools that support research data management. For example, QSR Internationals’s forthcoming NVivo 8 provides a structure for entering, tagging and querying various forms of multimedia, qualitative data across multiple projects. These types of tools will enable more effective collaboration amongst both localized and geographically distributed researchers, and can provide a centralized repository for observational data.
  2. Qualitative Data Analysis Software – The value of well-conducted research is extremely limited if it is not easily organized for effective communication. It is especially challenging to organize, analyze and interpret qualitative data such as user interview transcripts and observational field notes. Following many years of adapting general purpose software and technology, we now have access to a variety of software and hardware tools to support planning, collection, analysis and sharing of research data. Several new technologies can support unstructured data analysis in various ways including searching speech via text and syntactically mapping information. For example, IBM’s Many Eyes application visualizes text in a tree-like branching structure to enable more efficient analysis and data mining.

 

Methodologies

Design research methods will continue to adapt for studying the wider range of user experiences, beyond the primary product. Frameworks and techniques for mapping out user touch points will assist research planning, which will become specialized to particular domains (e.g. medical vs. consumer). Threading across all of this is the need for guidelines for effective research communication and presentation:

  1. Comparative Ethnography - While many organizations are using ethnographic observation to understand end-user perspectives and stimulate innovative thinking, such research is frequently focused on a limited set of tasks and users. But a growing trend is to use ethnographic methodology to identify differences between contexts. For example, in a study of automobile driving behavior, Bresslergroup’s research plan not only focused on the in-car driving experience, but studied related, non-driving activities. Observing how comparable tasks (e.g. planning a route, choosing music to enjoy) are conducted in disparate contexts (in this case, in car vs. in home) provides unique insights to inform creative solutions.
  1. Service Design - Beyond the “total product lifecycle” approach, organizations will need to understand where they fit within the range of loosely tied user experiences beyond the product itself. For example, medical implant designers should expand user research beyond surgery to understand the touch points that potential patients, caregivers and healthcare providers utilize to make treatment decisions, prepare for surgery, and deal with recovery and beyond. The emerging discipline of service design provides a framework for understanding how multiple types of providers and users interact across the various products, interfaces and environments where interactions and decisions occur.

  1. Domain-Specific Research Methods – Although research practices can vary among domains (e.g. medical, consumer, industrial), core methods remain consistent. But as research teams mature, there is a movement towards industry-specific user research and design techniques. For example, in appliance design, usability testing with high-fidelity simulations is frequently necessary to elicit reliable performance feedback from consumers. By contrast, healthcare professionals are typically more capable of responding to lower-fidelity prototypes, partly attributable to their professional problem-solving processes.

  1. Presenting Design Research – Typically, product development organizations can effectively present and communicate their work and capabilities in design and engineering. But even when products are backed by quality user research, teams may struggle with effectively communicating its influence on product design. Similarly, organizations have difficulty evaluating the research capabilities of potential employees. The Industrial Designers Society of Americas (IDSA) is leading the way in developing guidelines for design research presentations, starting with the organization of design research portfolio workshop & review at the Northeast District conference this April in Philadelphia.

User Research Technologies Odds and Ends

Digital_view

It's getting close to the end of the year, so here's some "house cleaning" - specifically a half-dozen bite-sized items related to user research and design technology that have come up in recent months:

  • I recently covered some of the trends in touch screen technology.  Now, Smashing Magazine just published an article on outstanding recent developments in the field of user experience design.  Definitely worth checking out to see the state of the art.
  • Popular Science has a brief piece of what to look for when buying a digital camcorder.  This includes a breakdown of key features by price range and an interactive schematic of camcorder technology.
  • Eye-Fi is selling a wireless memory card that streamlines the uploading process from digital cameras to computers via local wireless networks.  Besides the benefits to consumers, this is a convenient method for uploading large quantities of images when returning from field research, especially if multiple cameras/cards were used.
  • Technology Review has an article about MIT's keyword search engine for audio recordings.  The software converts audio speech into searchable text.  When this technology becomes more reliable and affordable, I expect to see it applied to qualitative data analysis (e.g. interviews and ethnographic recordings).
  • Find out about the upcoming Measuring Behavior (2008) conference.  The event will be in the Netherlands next August and "focuses on methods, techniques and tools in behavioral research in the widest sense, from behavioral ecology to neuroscience and from physiology to ergonomics."
  • The cover story from the most recent Design News discusses the science of sports, and the latest bio-mechanical and physiological measurement tools (like where does Jerry Rice actually make hand contact when he catches a football).

Technologies for Reading Minds and Expressions

Smile_grid_x220 News from the rapidly growing area of user research technology:

  • MIT Technology Review reports that Omron, a Japanese electronics company, recently demonstrated software that can detect and measure smiles.  Applications may include smile detection sensors in digital cameras.  I see a clear connection to potential emotion measurement systems for user and market research.
  • New Scientist reports on Microsoft's patent for  "Using electroencephalograph signals for task classification and activity recognition" aka mind reading.  Actually, the patent is for a method to filter EEG signal readings.  The solution can be applied during usability testing as a non-obtrusive method to measure user reactions.  There's a link to the patent itself for those interested in the legal and technical details.

HF Highlights from Connecting '07 - Size China

100_1477 Given the 140(!) sessions that took place at the 2007 IDSA national conference this year in San Francisco, there's no shame in missing a few sessions.  Of course the topics that you really want to see all occur simultaneously, leaving one with a "paradox of choices".   

I was most impressed by Roger Ball's Size China:  A New World of Ergonomics.  Roger is a designer by training and professor at Hong Kong Polytechnic.  For the last 18 months, he has been building a database of anthropometric data by digitally scanning over 2,000 Chinese citizens.  The project was inspired by the lack of a comprehensive anthropometric database of Asian head and facial features, comparable to what is available for Caucasian populations.  For example, most helmets used in China were designed against Caucasian measurements and are ill-fitting due to significant differences in head shape between Asians and Caucasians(see image).

Roger said that his data will be made available for free to academic endeavors by contacting him directly.

Learn more about the project at: http://www.sizechina.com/html/index.html

I was intrigued by this project and interested in potential differences in perceived and reported fit among populations, not due to head size, but due to potential cultural and linguistic variances in what is considered comfortable and fitting. Perhaps some of the presenations on measuring emotion would have helped me address those issues, but like I said, I couldn't make all of the presentations.

Additional Reviews of Digital Audio and Video Recorders

Audio_recorders Audio Recording

Due to interest generated by an earlier post on the advantages of using high quality audio recorders for field research I am posting this recently published comparative review of digital audio recorders from Wired magazine.  Note that I haven't used any of these reviewed recorders and moreover I don't think any of them record in stereo, which is a key advantage of the Samson H2 in my original post.

Video Recording

Along the same lines, I did an earlier post on the pros and cons of high definition video-recorders.  Well, here's a follow-up review of tape-less video-recorders from the New York Times.  It discusses the Sony/Panasonic used AVCHD format specifically designed for tape-less, high definition recording.

Addendum (Oct 12th) - I left out a link to one more useful review of high definition video-recorders from MIT's Technology Review.  The Sony HDR-CX7 HandyCam has great video quality, but lackluster editing software:

Review: Sony stuffs top-notch HD video into small camcorder, but included software falls short

iZone Sticker Photos for Field Research

Izone A little bit of back to the future...although discontinued, Polaroid produced a line of cameras called iZone which were an updated version of the classic Polaroid instant camera. 

The cool feature of iZone was the film.  The photo sizes were very small ,about 2" x 1" - the goal was fun, not fidelity.  There were several different  types of novelty film: one film had fortunes printed to go along with the photo.  But my personal favorite is the sticker film, which has an adhesive back.  This made it very well suited for field observations.  You could take a quick photo, stick in in a note book,  jot down your observation notes and then go on to the next observation (click on photo inset above).  Even today with digital cameras there's no quick and easy way to combine photos and written notes in such a compact package.

Since the camera (and film) have been discontinued, they are a little hard to come by, but available through ebay and similar sources.  However, most of the film is near or past expiration - but I am told, and can testify from personal experience, that the film works well past its expiration date.

We'll be using iZones and sticker film to capture observations at the upcoming IDSA Connecting '07 conference.

The Value of High Quality Sound Recording in Research

A few weeks ago I discussed the use of iPods for field audio recordings.  While convenient, iPods are not know for the quality of recordings, especially with respect to the relatively inexpensive third-party microphones available for the iPod.

Audio recording can be more than just a means of documenting what was said in an interview.  It can provide high fidelity reproduction of an environment effective for communicating a situation or developing a solution. 

For those interested in higher quality recordings, there are a range of options and a corresponding range of costs.  A balanced solution is a product like the Samson Zoom H2.  At just under $200, this compact digital recording Rear120_cardioidweb_2 device enables high-quality stereo recording through the use of not two, but for microphones.  You can read more about the value of having four spatially displaced microphones on Samson's site, but in my opinion there are at least three potential benefits to recording in high quality stereo:

  1. Better Resolution for Analysis:  Spatial separation of sound typically improves speech legibility in noisy environments (e.g. background noise, multiple speakers).  This not only helps you understand what someone is saying, but can you help differentiate among multiple speakers by their spatial position.
  2. More Compelling Presentations: Rather than presenting feedback or quotes via text, an audience is more likely to be affected by hearing a direct recording of the speaker (e.g. the user, customer,etc).  Providing that sample in the context of the actual sound environment can present the issue more clearly. For example, a call-center operator who is trying to do his or her job while loud conversations are going on on either side of the operator's workstation.
  3. More Realistic Recordings for Design Simulation:  It is often useful to have accurate sound recordings of an environment in order to successfully design for that situation.  For example, medical device alarms need to "compete" with ambient hospital background sounds including those of other, critical medical devices.  A high quality stereo recording can recreate that environment for design and testing purposes.

With the relative quality of sound becoming less important to most consumers who are used to MP3 and cell phone quality audio, the use of affordable, high quality recording and playback technology is a welcome return.

-Rob Tannen

Usability of Videogames

Wired_halo The cover story of the current issue of Wired magazine (15.09) discusses the user-centered approach to make an upcoming game playable.  Halo 3: How Microsoft Labs Invented a New Science of Play focuses on the work of Randy Pagulayan and his team at Microsoft, who conduct usability testing and analytics to optimize game play - for example, when an area of the game might be too difficult, or a key weapon overlooked by too many players. (Note - Randy is a grad school buddy of mine from University of Cincinnati - I've personally visited his lab and its quite impressive in terms of technology and methods).

I'm also trying out a new feature on the IDSA Human Factors site called Snap Shots, which displays a preview of a linked site on rollover.  Let me know if it's more useful than annoying or vice versa.

-Rob Tannen