Design & Ethnography

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Slides from a speech at UX Paris

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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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