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UX PARISDESIGN & ETHNOGRAPHYNICOLAS NOVA, 14.11.2012, PARIS            WWW.NEARFUTURELABORATORY.COM
2I   ETHNOGRAPHY: PEOPLE, CULTURE, ARTIFACTS   24
3I   ETHNOGRAPHY: ROLE OF CONTEXT                   24    “If you want to understand what motivates a    guy to pick up sk...
4II   CASE 1: ACCELEROMETER-BASED ENTERTAINMENT      24     Project conducted with CEA/Movea/XP Team/WSG
5II   ENTERTAINMENT SPACES   24
6II   ENTERTAINMENT SPACES   24
7II   ENTERTAINMENT SPACES / CREATIVITY   24
8II   MOTIVATIONAL FACTORS: PRECISION   24
9II   MOTIVATIONAL FACTORS: SENSATION   24
10II   MOTIVATIONAL FACTORS: EXCITATION   24
11II   MOTIVATIONAL FACTORS: PERFORMANCE   24
12II   OPPORTUNITY MAPPING                               24                           Excitation      Sensations          ...
13II   OPPORTUNITY MAPPING                                             24                                   Excitation    ...
14II   PROTOTYPING                               24     Prototyping by Etienne Guerry (XP Team)
15II   PROTOTYPING                               24     Prototyping by Etienne Guerry (XP Team)
16II   PROTOTYPING AND TESTING                24     Prototypage Etienne Guerry (XP Team)
17II   PROTOTYPING AND TESTING        24     Developed by Widescreen Game
18II   PROTOTYPING AND TESTING        24     Developed by Widescreen Game
19III   CASE 2: CURIOUS RITUALS   24
20III   CASE 2: CURIOUS RITUALS   24
21III   CASE 2: CURIOUS RITUALS   24
22IV   CONCLUSION                                                 24     ‣ Propose product concepts, services,     communi...
23IV   GOOD DESIGN = UNDERSTANDING OF USERS + DESIGNER   24
THANK YOU MERCI GRACIAS DANKE GRAZIENICOLAS NOVAnicolas@nearfuturelaboratory.comwww.nearfuturelaboratory.com
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Design & Ethnography

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Slides from a speech at UX Paris

Publié dans : Design

Design & Ethnography

  1. 1. UX PARISDESIGN & ETHNOGRAPHYNICOLAS NOVA, 14.11.2012, PARIS WWW.NEARFUTURELABORATORY.COM
  2. 2. 2I ETHNOGRAPHY: PEOPLE, CULTURE, ARTIFACTS 24
  3. 3. 3I ETHNOGRAPHY: ROLE OF CONTEXT 24 “If you want to understand what motivates a guy to pick up skateboarding, you could bring him into a sterile laboratory and interrogate him... or you could spend a week in a skatepark observing him interacting with his friends, practicing new skills and having fun. Ethnography is observing people’s behavior in their own environments so you can get a holistic understanding of their world” LiAnne Yu, cultural anthropologist
  4. 4. 4II CASE 1: ACCELEROMETER-BASED ENTERTAINMENT 24 Project conducted with CEA/Movea/XP Team/WSG
  5. 5. 5II ENTERTAINMENT SPACES 24
  6. 6. 6II ENTERTAINMENT SPACES 24
  7. 7. 7II ENTERTAINMENT SPACES / CREATIVITY 24
  8. 8. 8II MOTIVATIONAL FACTORS: PRECISION 24
  9. 9. 9II MOTIVATIONAL FACTORS: SENSATION 24
  10. 10. 10II MOTIVATIONAL FACTORS: EXCITATION 24
  11. 11. 11II MOTIVATIONAL FACTORS: PERFORMANCE 24
  12. 12. 12II OPPORTUNITY MAPPING 24 Excitation Sensations Performances Precision
  13. 13. 13II OPPORTUNITY MAPPING 24 Excitation Hand-to-hand fights Sensations Performances Pocket light Bowling Sniper Precision
  14. 14. 14II PROTOTYPING 24 Prototyping by Etienne Guerry (XP Team)
  15. 15. 15II PROTOTYPING 24 Prototyping by Etienne Guerry (XP Team)
  16. 16. 16II PROTOTYPING AND TESTING 24 Prototypage Etienne Guerry (XP Team)
  17. 17. 17II PROTOTYPING AND TESTING 24 Developed by Widescreen Game
  18. 18. 18II PROTOTYPING AND TESTING 24 Developed by Widescreen Game
  19. 19. 19III CASE 2: CURIOUS RITUALS 24
  20. 20. 20III CASE 2: CURIOUS RITUALS 24
  21. 21. 21III CASE 2: CURIOUS RITUALS 24
  22. 22. 22IV CONCLUSION 24 ‣ Propose product concepts, services, communication that fit a need, a desire, a problem. ‣ Question opinion with field data: show people’s life, reality check, understand the complex dynamic of everyday life with its subtleties and specificities. ‣ Understand barriers to adoption of a product, a feature, etc. ‣ Evaluate and prioritized concepts, ideas, solutions. ‣ Criticize normative visions of the future (intelligent fridge, augmented reality). ‣ Learn from a new culture or a new market.
  23. 23. 23IV GOOD DESIGN = UNDERSTANDING OF USERS + DESIGNER 24
  24. 24. THANK YOU MERCI GRACIAS DANKE GRAZIENICOLAS NOVAnicolas@nearfuturelaboratory.comwww.nearfuturelaboratory.com

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