Essay on Speculative Design

Version II

In What Way are Digital Prototyping Techniques Be Appropriate Or Problematic for Speculative Design Approaches?

Introduction

Speculative Design forms part of the theoretical framework of Critical Design and aims to undertake design research with objects or means that help to speculate, reflect and imagine new design ideas. Whereas Critical Design engages with the role of design in today´s world, Speculative Design ideas focus more on futuristic and new design ideas envisaged for a future world. Designers always bear a responsibility for the implications of their designs and Speculative Design offers them a framework to critically reflect and engage about potential effects of future design ideas as well as the future state of the world these are designed for.

Digital prototyping on the other hand is a practical technique to quickly develop, test and advance design ideas. Typically, prototypes are tangible, in some way material and experienceable in order to visualize a design idea. Hence, it is a very practical technique for developing design concepts and for researching and understanding a current design situation.

Speculative Design moves beyond such practical considerations towards exploring provocative new ideas. Are digital prototyping techniques such as interactive web application or videos therefore useful tools for testing such speculative design ideas that are not grounded in reality at all? What are the limitations of digital prototypes towards visualizing Speculative Design goals? Could a high-fidelity prototype that communicates a Speculative Design concept pose moral concerns when the audience believe it is real? Or are digital speculative prototypes exempted from such limitations as they may be considered part of an art process?

The essay aims to critically assess if digital prototyping can serve the purpose to explore and engage with provocative or futuristic design ideas. The text will frame the most relevant Speculative Design approaches and assess in what way digital prototyping techniques are appropriate, for which situations they are desired tools and if there are limitations or areas where digital prototyping techniques are not useful in such context.

Speculative Design in a Nutshell

Speculative Design approaches are methods to envision future technological solutions for society, stimulate subjective interpretation of these ideas and provoke discussion and thinking about their implications and consequences for society or the individual. Speculative Design also explores new possibilities of science and materials and the impact potential applications may have on everyday life of people, one example being the way big data is changing scientific thinking and practice. Hence, Speculative Design takes on a more society-critical and reflective role moving beyond mainstream, business driven design thinking towards the boundaries between the fictional and reality, art and provocation to reach a new level of reflection and creativity (Malpass, 2016).

Therefore, prototyping for Speculative Design ideas differs in its motivation and underlying logic from the typical design process: to advance and develop digital products or services for enhancing people’s lives in the current world. 

Digital Prototyping – making Speculative Design ideas tangible

Digital Prototyping for Breaking Expectations

Digital Prototyping techniques may be employed for so-called Post-optimal Design that wants to stimulate debate by making design non-functional and non-efficient or even user-unfriendly (Malpass, 2016). This is very similar to Gaver & Martin (2000) who explored so called Value Fictions and Alternative Values that technological devices entail. Most products seem to be focused on efficiency today whereas other values seem rare, except for when it comes to emotional communication artifacts. Value Fictions, however, develop design ideas for technologies that are based on new values or goals such as “enjoying the moment” rather than “getting something efficiently done”. Post-Optimal Design could also embrace ideas that speculate about a future new role of technology: one that is not only based on efficiency but on other values. These concepts are interesting in terms of stimulating reflection about our “pre-programmed” way of thinking or expectations of what technology shall deliver today and in the future.

Using digital prototyping techniques along these lines, for example by creating an app prototype that is forcing the user to slow down a process intentionally, can be an effective means to stimulate critical and provocative thoughts. By breaking expectations a designer can create awareness of habits and expectations and stimulate reflection about alternatives for the future. Since digital prototypes can be produced in a very finished look, they can be effective tools to present a new Post-Optimal Design idea and create interesting responses and reflections about it.

Motivations for Prototyping

Digital Prototyping can be the desired technique for providing very realistic impressions on Speculative Design ideas that are based on current advances in technology and imagine a potential design artefact for a future domestic setting or use (Malpass, 2016). The motivation for using digital prototyping both during a standard design process as well as in the reflective experimental context of Speculative Design are similar at first, namely to understand a design situation and its potential implications on user behavior. However, motivations for using digital prototypes to convey a Speculative Design concept go beyond that: to also trigger reflection, imagination or to provoke thinking.

Developing for example a realistic looking high-fidelity prototype of a speculative digital artifact serves to visualize and imagine socio-technical and socio-scientific implications of that new technology. Again, one goal of Speculative Design is to stimulate thinking about alternatives to our current technological world. Design concepts need to therefore be developed as prototypes that serve as placeholders for the envisaged design idea (Malpass, 2016). Speculative new technology is being tested and imagined to understand its implications and effects on people, interactions, relationships. Creating high-fidelity digital prototypes can therefore yield very effective results. This means that such idea must be deployed with state-of-the art digital prototyping tools such as digital mock-ups and web applications. But what if a Speculative Design idea is based on near-future technology that is not yet available and can therefore not be developed as a tangible prototype? Then video prototyping tool might be the most appropriate technique.

Video Prototyping for Futuristic Design Concepts

Using video prototyping to visualize a Speculative Design idea of a not-yet-developed technology can be an effective way to communicate such idea. By embedding a futuristic design idea into our current or a future world we can imagine the impact it may have on our lives, values and societies much better. Subsequently I draw upon a personal digital prototyping experience to support this statement.

I had been exploring the idea of an inflatable smart jacket which the project group prototyped in a Wizard-of-Oz way using video technology. Inspired by current smart clothing research, the prototype had the intention to imagine how smart clothes might impact our view on, interest in and economic drivers for fashion and in specific why we would need smart clothing, how it would feel in everyday usage and what values it entails. The prototype intended to put the viewer into the position to imagine the look and feel of smart clothing that adapts to your needs when temperature changes. Would that feel comfortable, practical or is it actually nice to be able to switch outfits and jackets?

Besides that, the Speculative Design prototype aimed to stimulate thinking and encourage reflection about the drivers of technological advancement: are environmental considerations and the desire for reducing the negative impact of current fashion industry structures be drivers for increasing investment into advancement of new technologies?

Investing research capacities into smart clothes that reduce the amount of clothing owned by an individual will impact society at large, as well as the individual. Which implications would smart clothing have on whom? Which values drive the development of smart fashion and in what way is it critical towards the current fashion industry? Are people interested in owning less fashion in order to reduce its negative impact on the environment or do people prefer variety, also as a way to express personality and taste?

By digitally prototyping such Speculative Design idea, the designer proposes to imagine a world with smart clothes where one piece replaces many and adapts to temperature and individual needs. As this digital video prototype is concrete in pointing out the idea but still open and undefined in terms of how such smart jacket works in all situations, the prototype triggers the imagination of the viewer. How would the world look like without a fast-paced fashion industry that needs to produce a vast amount of physical new products, and instead produces only few clothes that can morph according to individual taste and needs.

Keeping a prototype fairly undefined in some ways helps to stimulate subjective interpretation of this Speculative Design idea. The audience may start imagining a new industry to evolve around smart clothing: one that creates individual designs for smart fashion, easily and readily downloadable. Which implications could that have for fashion trends, would they disappear? Would individuals turn into their own designers and creators of smart fashion? Other political questions also appear: is more employment created in knowledge-based societies for producing these smart clothes, less international trade necessary? Which environmental impact would this technology ultimately have? This example of a video prototype that envisions a potential future technological solution for the fashion industry, demonstrates how a digital prototype helps to reflect about today´s situation (the overproduction in the fashion industry) and provokes thinking about implications or consequences of an imagined future (the new smart clothing industry).

Film as a Digital Prototyping tool for Speculative Design?

Video prototypes or a digital mobile prototype seem appropriate to visualize Speculative Design ideas by placing them in familiar settings and environments. Does this work though for communicating even farther reaching Speculative Design concepts that want the viewer to visualize a future solution in a future world?

Here, a digital prototype of a mobile app or short prototype video may not be the appropriate tool. Especially in these situations films seem to be a desired tool for digitally prototyping a Speculative design idea as they make it easy to enhance imagination in the audience. TV show “Black Mirror” is a good example for developing speculative or futuristic design ideas by embedding it into a story. Black Mirror has a clear dystopian character and is therefore probably influencing the viewers opinion into a specific direction. Still, by demonstrating how far technology may impact and change our lives in the future, the viewer is being provoked to think and reflect about technology that may come.

One idea that Black Mirror had been taken to an extreme level is the impact that social media can have on our behavior and societies, specifically the social implications of being rated as an individual by collecting “likes”. In that story, the “likes” act as a stimuli to conform with norms and enforce correct social conduct, which results in unnatural, superficial behavior and a social “fight” for getting upgraded to a higher “class”. This resembles obviously the ongoing trend for gathering “likes” in social media. The story takes that a step further with society using this mechanism to create conform individuals where such rating system have real life implications for example on the job or for getting bank loans.

This raises many questions about individual freedom, underlying values of a society and resembles the issues raised by George Orwell’s novel “1984” or the controversy around TV Show “Big Brother”. China has now introduced a social evaluation system that mirrors to some extend this dystopian vision that was painted in Black Mirror. Individuals are being graded when they behave according to social norms and values, whereas misbehavior is resulting in a degrade.

Film has the potential to strongly visualize and unpack a Speculative Design idea and its underlying risks and implications on society. It is crucial for society to take smart individual and political decisions about technological developments – about own usage of technology, funding technological research or regulating usage or implications of technology usage such as the General Data Protection Regulation of the European Union.

As this example demonstrates can film yield potentially the strongest results for communicating a Speculative Design idea as it helps to visualize in the most detailed way how such idea would impact the world and its citizens. However, film can hardly be considered anymore as a typical digital prototyping technique used in a design process as it entails high costs and long production times. In addition, film may also delimit room for imagination as it may inherit a specific mission, concretizes the design idea potentially too much, and does not leave enough room for creative reflection and spinning an idea forward. In the case of Black Mirror with its dystopian style, there is a clear negative tone underlying how a Speculative Design idea is narrated. This inherits the risk to delimit reflection instead of stimulating subjective interpretation about implications of the actual design idea. Also, there is a risk that rather the story than the underlying design idea is being discussed or focused on. Characters, settings, the way a film is shot all influence how we perceive such idea and already pre-define many details of the consequences.

A realistic-looking digital prototype such as a mobile app prototype, that is refined and produced to high fidelity, may serve the goals of a Speculate Design concept much better. An example could be to develop a high fidelity prototype for the idea of how a social rating system based on social media could work and how it feels using it. A refined and concrete prototype can communicate the design idea in a very convincing way while leaving enough room for openly imagining the consequences for the individual. Every user can then place that specific design idea into their own reality and subjectively interpret it and critically reflect upon the implication it would have on his future life, which is what Speculative Design intends doing.

Limitations of Digital Prototyping for Speculative Design

Balancing Openness and Concreteness – Design Fiction

Speculative Design often employs Design Fiction to develop and imagine new ideas (Malpass, 2016). Julian Bleeker had been one of the early adopters introducing this concept (Bleecker, 2009). Design Fiction uses provocations and storytelling to create and imagine technology in a new or futuristic world, without limiting itself to take into account technological possibilities. Here, digital prototyping may be of limited use compared to other scenarios as most techniques such as mobile app prototyping are based on existing technologies. As elaborated, film could be deployed as a tool to communicate a fictional design idea but again, it may be too concrete in order to stimulate open discussion.

Examples of Design Fiction ideas were presented in Gaver & Martin (2000). Their thought-provoking design proposals were developed in some ways concrete but leave many details open and unresolved. This enables the reader to develop these ideas further, to imagine living with these technologies and picture their emotional reactions to it. However, the ideas were presented in a non-digital book with short stories. For such ideas using words instead of digital prototypes may be more appropriate to fulfill the desired purpose.

Balancing openness with concreteness is important to consider when prototyping in general but even more so when a prototype is developed to communicate a Speculative Design idea. Keeping a Design Fiction or Speculative Design idea rather unresolved and unfinished can be an interesting way to provoke reactions and open up the imagination of the audience. It will automatically involve users in the ideation and creation process since the viewer needs to add missing elements with imagination. Presenting an idea in a “reduced” way can indeed yield more interesting results than with a polished and pixel-perfect prototype.

Moral Limitations – What if a digital prototype looks too realistic?

Speculative Design prototypes may have moral implications: they create best effects if a user believes a prototype or situation is real. This clearly entails moral ambiguity. The audience should be made aware of the “art” or provocative purpose of a design to not create frustrations or false alarm, at least after the testing. One example had been the international reactions to a digital prototype showing the shazam-like mobile application that would help find contact details of people immediately when passing them and scanning their faces. This app clearly has many implications: of data integrity, protection of personal space and risk for misuse such as stalking.

Using a very high-fidelity digital prototype that looks extremely realistic obviously helps in creating realistic impressions and reactions to a design idea. This stimulates thinking the idea through in all consequences: to imagine how such app would feel, not only for the one using it but especially for society knowing that this is being used. This needs to be clarified at some point that the idea is just a prototype to not create false fears of such app being already available. When placed in a non-art related setting, users may not understand the experimental character of such prototype. This clearly can be problematic from a moral point of view and demonstrates the moral responsibility of the designer: not only during the ideation process but also during the prototyping the designer needs to carefully consider how to communicate a Speculative Design idea to create the right balance between provocation and honesty.

By creating design ideas, new realities and behaviors are being stimulated up to the point that our reward system in the brain could be affected: the designers inventing the “like button” in Facebook did not intend nor foresee the social implications and the behavioral change of people due to that new button (Drösser, 2018). Even though in this case, it has not been a prototype but a “real” design feature that has been introduced, it shows the impact digital design may have on society. Also, it is a demonstration of the limitations of prototyping: even though prototyping can test immediate reactions and behavior, it may not foresee the long-term effects a design could have on people and society. It also shows that it may be impossible to envisage the complete dynamics and all consequences a design may have on society.

 

Speculative design prototyping as art?

It could be argued that digital speculative prototypes are exempted from any moral limitations as they could be considered part of an art process. This however, clearly depends on the setting where such prototypes are being presented and communicated. If presented as art within an exhibition it will create different impressions than when placed in a real-life setting where the audience may believe it is an existing or planned product. The designer needs to carefully consider settings and audiences of the prototype that they present to not create ambiguities that are morally questionable.

 

Conclusions

 Speculative Design helps the designer to move beyond a functional role towards one that triggers debate and reflection around social and cultural impacts of a design artifact or idea. New digital design solutions always entail ambiguity, for example between being more efficient (finding ways, partners, food, etc.) and changing social behavior (screen addiction, relying too much on technology, being constantly reachable, etc.). Speculative Design purposefully uses this ambiguity that is essential to disconnect design from its pure functional role and in turn uses design to tease reflection, engagement and exploration about the interaction between society and technology. Digital prototyping inherits a great potential for conveying provocative Speculative Design ideas to an audience, be it in the form of a mobile app prototype or a short video. Employing industry standard tools for mobile or desktop application prototypes, it is a low budget way for testing out reactions for the purpose of creating ambiguity and reflection about a Speculative Design idea.

However, certain limitations exist for deploying digital prototyping techniques to communicate Speculative Design concepts. An ambiguity that was elaborated on is that most digital prototyping tools are based on existing technologies, for example mobile apps or wireframing. A Speculative Design idea may typically embrace new non-existing technology and speculating around how such technology may impact and influence our society and world. Hence, certain ideas may not be possible to be prototyped with existing prototyping tools. In some cases, traditional storytelling based on words or film seem to work best for Speculative Design ideas as they can be are situated in a futuristic world. Film may to some extend be considered a digital prototyping tool but as elaborated earlier, tends to be too concrete in order to stimulate open discussion about ideas and is typically very expensive to produce.

Designers engaging with Speculative Design approaches have a moral responsibility that cannot be underestimated. If not placed in a clear art-related setting, a Speculative Design prototype should be carefully presented in order to not create concerns. It is always the designers responsibility to carefully consider the best way for communicating a Speculative Design concept by selecting the appropriate digital prototyping technique and the setting for its presentation.

 

 

References

Matt Malpass (2016): Critical Design Practice: Theoretical Perspectives and Methods of Engagement, The Design Journal, 19:3, 473-489, DOI: 10.1080/14606925.2016.1161943

Gaver, B., & Martin, H. (2000, April): Alternatives: exploring information appliances through conceptual design proposals. In Proceedings of the SIGCHI conference on Human Factors in Computing Systems (pp. 209-216). ACM.

Bleecker, Julian (2009): Design Fiction: A Short Essay on Design, Science, Fact and Fiction, in: http://blog.nearfuturelaboratory.com/2009/03/17/design-fiction-a-short-essay-on-design-science-fact-and-fiction/

Drösser, Christoph (2018, May 3rd).: Eine Überdosis Facebook, in: Die Zeit, p.31

 

 

Brunnshög – Finalisation of Project

Today the group convened to finalise the prototype. I had included some additional screens yesterday and we had to decide on colours and also the logic of the user flow. I believe that having a solid structure of the app is the basis from which you can then develop the design further. The logic and user flow of the app is closely connected to having a well developed design concept. In our situation however, some topics remained rather poorly developed due to time limitations. One of the major pitfalls is that we did not come up with an innovative way to ensure that residents get interested in the solution before even knowing the app. I had considered out-of-the-app solutions such as a screen being placed either at the parking spots or at another central location in Brunnshög. However, such concept would have required to be developed in much greater detail in order to be clear and specific about the design idea. We therefore developed in-app incentives to using the app: to get environmental and community ratings for providing services and offering rides to the Brunnshög neighbourhood. Also these concepts should be developed in more detail: how many points does a participant get for which activity and how is that made visible?

Learnings

Iterations

I was reminded during the project that it is important as a designer to throw away a concept. One should never fall in love too much with a prototype or a design idea for example the first idea we had for the neighbourhood communication app. In this project, we used prototypes in order to advance the concept from the beginning as we had the interviews early on in the project. Due to time limitations, we developed prototypes that were just based on our assumptions. Looking back I think the group went too quickly into one direction without any proper brainstorming after we had gathered materials from the interviews. We could have also been better in being more clear early on for whom we are designing (Djinghis Khan, Brunnshög or both) and the specific user value of a potential design solution. This is definitely one of the learnings to be very specific for whom a design solution is, what it is and what it is not and why this specific concept is bringing any user value.

Brainstorming Methods

Mid-time throughout the project, I realised that our brainstorming had been too limited. We did not look beyond the “known” and obvious solutions. We have not used any specific brainstorming methods in order to increase creativity. My aim for the next project is to use more diverse brainstorming methodologies. Also, I again became aware that I need to build up more knowledge around technical opportunities for design solutions such as NFC etc. in order to come up with these innovative ideas first of all.

Technicalities

It was not easy to involve everyone in the prototyping itself as working on one final version requires that everyone can use the same tools like Illustrator. We had created one common account in marvel where everyone had access to the same prototype. However in order to make changes we encountered the problem that one team member did not have Illustrator and I did not have the same font type. For the next project I will be aware from the start of these technical issues and it needs to be ensured that the entire group is involved in the prototyping activities. Using Prezi as a presentation tool had been creating issues for some members of the team but I believe that these were valuable learnings.

Group Work

Working together to plan and execute this project posed definitely some challenges again. But the greatest challenges had been when finishing the project and individual team members deliver with different qualities. Having such project requires to be able to trust team members that they deliver. Trying to set early deadlines was helping to make sure that the quality of the result is satisfying to everyone.

User Testing

Getting delayed in the course of the project, we did not advance quick enough to conduct user tests. I would have liked to test the prototype more to polish it and advance the concept further.

Final Prototype

https://marvelapp.com/8j4j4ib/screen/43319257

Final Presentation

https://prezi.com/view/RZcsVRQ03KvtxlXSzHzZ/

 

Customer Feedback from Final Presentation and Last Remarks

Lunds Kommun was very interested in design concept and had the following questions:

  • Is it scalable? Could it be used as is for more users?
  • Security? If it would be for more users, then security could be an issue.
  • Parkings are not central in that sense but placed around the housing areas.

Learnings from Presentations

A customer has certain interests when looking at our project presentations in class for example if a certain idea is doable and maybe what costs it would entail. Its important to keep in mind how a design concept can be implemented in reality, how the technicalities would be and what the risks and user value could be from a customer perspective. Bringing a physical prototype to visualize an idea, showing than telling is crucial for communicating a design idea. Also, when a design idea is too speculative, it can generate many new ideas and thoughts even during the presentation, but maybe this is not the best time for it.

 

 

Google Analytics – V

Observations We See Hope Website

Screenshot at May 21 21-27-54Screenshot at May 21 21-27-39Screenshot at May 21 21-27-24Screenshot at May 21 21-26-46

The page had seen much more traffic in the past week (due to an event through which I also tried to create more traffic). People that use the page for the first time seem to have been spending most time on the landing page and went then to the donation page. A lot of new visitors have been looking at the mobile version which means that for my redesign project I will plan to make the content lighter and easily accessible from the mobile. Currently, there is a lot of text which is also very small on the mobile. The donation button is way too small for mobile usage. Also, I can see that from the mobile version the Swish button is not directly linked to the Swish page which I plan to look into. The bounce rate seems to be in a “normal” range for a text-heavy page according to my online research on bounce rates.

Having much more traffic in fact yields much better results in terms of analysing the events set for both external links to the facebook and instagram pages as well as to the banking information.

Events

Two events are being observed: the external links to the Facebook and Instagram pages of the organisation and the banking information (tel).

Links to external pages

Screenshot at May 21 22-09-47_event2.png

Due to somewhat higher traffic on the page lately, I can see that more people follow the link to Instagram than Facebook. This data however is not enough to make any substantiated conclusions. However, for now I understand that Instagram might be viewed more and I could lay more focus on this page for uploading pictures or updates. The data is so limited though and my plan is to keep observing these events.

Screenshot at May 21 22-16-11_event3.png

Link to the bank information for donations

Screenshot at May 21 22-08-25_event1.png

I understand from this event that there had been two people using the banking number in order to make a donation.

Reflections on Re-Design

I assume that most people come to the NGO page to get informed about the activities in general. The data shows that half of the users had viewed the page on the mobile. Considering that the mobile version is not well developed with way to much text, this needs to be changed.

As the data also showed is that the Donation page gets most of the traffic too. One of my goals is to make the donation process easier to visitors of the page, especially for the mobile version. I need to check if it is possible to link directly to the Swish app from the Swish number for easy one-click mobile donations. Obviously, this also entails to make the donation button much bigger and to place it more centrally, if possible.

 

Observations El Barrito

Even though I was not able to conduct the A/B test as intended, I wanted to keep observing the page one more time to also get a feel for how the data/user behaviour of a webshop changes over time. I can see that the bounce rate is way different to the NGO page, which is clear as most users stay longer on a shopping page than on a website with a lot of text to read. Also, data shows that users spend only 40 seconds on average on the page which may show that they did not find what they searched for or they are just spending in-between time looking at different products. I will not observe this page further in the future, but comparing two very different websites was insightful to understand user behaviour and data better.

Screenshot at May 21 21-33-37_el barrito.png

Conclusions on Google Analytics

Analysing data that is being traceable through Google Analytics reveals many interesting insights into user behaviour. However, in order to make substantiated conclusions, its necessary to collect data over a reasonable time and with a somewhat interesting user base. Having enough traffic on a page is crucial in order to get any valuable insights from the analysis. I am not sure how long a reasonable time for analysing a website would be, but I would start by identifying recurring patterns. If for example the bounce rate is always high during the week and low during the weekend I would interpret the data as a natural fluctuation or user behaviour.

Also, the raw data cannot explain all. The designer or analyst needs to interpret that data in order to make use of it. The data needs to be filled with user stories and logic. For example: why do users click more on the Instagram button than on the Facebook button? Does that indicate that Instagram is becoming more popular, or users Instagram users tend to be younger meaning that page visitors are rather young? This could also imply that users may not have so much money to donate but rather time? Is this indicating that an NGO page should also include information to encourage people to fundraise and become a member? Data can be very useful in triggering such reflections which can help ideation around re-design of a website.

In my situation the analysis of two very different pages has been insightful in order to understand in what way data differs naturally depending on the kind of website that is being analysed. Also, got inspired to many redesign ideas for the NGO website that I will implement now going forward.

Brunnshög – Prototype Final Version

As mentioned before, the group decided to move the focus of the prototype to be more specific in terms of target audience and also user value. During the interviews with the Djinghis Khan neighbourhood we identified values and areas that were driving factors in creating a close neighbourhood feeling. One such area and value we identified was having a close communication between neighbours and sharing “things” like toys, cars/rides and food (soup events) and interests (activities, sports, etc.).  In our first iteration of the project we focused on the communication between neighbours and wanted to develop a better app that would replace existing communication structures in Facebook to make it possible to integrate the new neighbours in Brunnshög into this app.

However, it did not seem clear if this app was developed to replace the existing channels for Djinghis Khan or if it is geared towards the entire new neighbourhood. Also, the values of Djinghis Khan that we identified may prevent the app from being adopted by everyone. There are supposedly around 10,000 new neighbours living in Brunnshög whereas in Djinghis Khan there are 600 living. It is questionable if such app would be adopted by this neighbourhood and assumingly, most Djinghis Khan residents would prefer keeping their communication structures. Also, it is always difficult replacing something working and existing with a new tool.

The group therefore decided to use the inspiration from the interviews and take some aspects for the development of a new idea that is more specific. One major neighbourhood value identified has been the “sharing economy” aspect. Also, many interviewees mentioned that they see a risk in rising traffic in the area. Lunds Kommuns aim is to have only 1/3 of car traffic in the area. Also, the plan is to have only some parking spots where all cars are being parked. This is an interesting design opportunity to take advantage of that specific situation. The group also learned in the interviews that carsharing or ride-sharing in Djinghis Khan is a good opportunity to connect a neighbourhood.

Being able to get to know neighbours through sharing rides might trigger a closer neighbourhood feeling. Also, there will be around 40,000 people at the final project stage of Brunnshög with about 10,000 people living there all the time. This also poses a big opportunity for ride-sharing for people that do not live in Brunnshög constantly. The group therefore decided to work on a ride-sharing idea for Brunnshög to establish a community feeling and profit from reduced car traffic.

Design opportunity: How can reduce car traffic and establish a new neighbourhood community within the new residents of Brunnshög?

Considerations for the new prototype

What needs to be considered and solved:

How to get people interested in app – Network effect

  • How can we overcome the network-effect problem and create a critical mass of users that participate in the app? What would make users check the app? How to overcome the problem of having many offers of rides in order to make usage of the app interesting? There are a lot of social
  • What are we adding to any existing structures?
  • What would make you use the shared car and not your own car?
  • What is distinct about this app compared to any off-the-shelf solution and other ride-sharing apps?
  • What is the user value of it for Lunds Kommun?

How to make the app unique to Brunnshög?

  • Easy overview of rides that go regularly so the user does not have to search for every individual ride
  • How to bring in additional value for the community into the app?
  • How about insurance?

Reflections about the iteration on the prototype

We reflected about how we can tackle both problems identified: to create a critical mass of interested users for using that app and to design the app in a way that it is specific to the Brunnshög neighbourhood and can differentiate itself from any off-the-shelf app. We considered the following solutions and technical incentives:

  • Geolocation of participating cars to show in a dashboard how many members are out/available. We could use geolocation to inform users of the app if it is worth wile to reach out and ask for a ride at this moment they check
  • Environmental incentives > automatic CO2 reductions calculated or kms driven with a neighbour
  • Offering other compensation than monetary like helping each other with something, offering a service etc, which can be defined in the profile already
  • Making the app as flexible and easy to use as possible through messaging etc. The app will not define payment or compensation in detail in order to have the neighbours needing to interact personally more.

We considered if we should tackle both or individual issues through solutions within or outside of the app (such as a screen). We brainstormed around placing a screen with ride-information on for example the parking space to get the attention of other car users in the neighbourhood. However, developing this idea further entails many questions such as: who do we want to address, what is this information for, can users hop on rides immediately independently of using an app, etc.? Where would be the best place for such screen?

If presenting such solution, it should not be speculative and it needs to be clear what it is and what it would not be. Since time is limited, the group decided to just pursue in-app solutions and improve the added community value in the current prototype. Reflecting about this solution also broadened my view on how to think more as an Interaction Designer: how to use technology to make people get interested in a subtle way without being blunt or using marketing/commercials.

We decided it is better to focus on the app now to build a strong foundation of what the user value is to residents of Brunnshög but also to Lunds Kommun. We need to show clearly why it is designed the way it is and what makes it special to the residents.

Why would a driver offer a ride?

  • get environmental credit
  • save money (if money is used for compensation)
  • get help
  • social interaction
  • getting help for example co-rider is carrying bags or helping with kids etc.

Why would someone use ride-sharing

  • environmental credit
  • flexibility and faster for certain destinations
  • new contacts
  • save money

 

Final Prototype – Solution

When designing something, the interaction designer always needs to keep the entire project in sight. In this case, I believe that in order to make this app work and create a critical mass of users, additional incentives need to be defined. This could be some competitive element for game such as who gets most environmental points or reduces most CO2 emissions or drivers points etc. Potentially, there will not be a subtle interactive technology solution for incentivising users but more of a classical advertisement or information campaign. I realized that thinking outside of the box about new technological opportunities that could be integrated in such solution, such as NFC or IOT solutions, is something that needs to be trained still.

 

IMG_6072IMG_6071

Technical Learnings from Prototyping

The group created a new Marvel account with one login for the entire group. This requires coordination but ensures that we do not spend time copy and pasting at the end. Also, we have divided ourselves for the prototyping according to different areas. First, we decided on colours and style tile: I chose two webfonts. However, we realized that we need to work with the fonts available in Marvel or in Illustrator.

Also, we realized working together like that is challenging despite using one project account in Marvel. It is not possible to change files when they were created in Illustrator. We therefore decided to work together as a group on finishing off the prototype and make design decisions together. Ideally, one would use sketch or any other design tool that makes collaboration on one single project easy. For future situations, I learn to count in time where the group is present together to work on a prototype.

https://marvelapp.com/8hifhg7

 

Brunnshög – Final Prototype Brainstorm

Today, we discussed our new final concept in the working group, brainstorming about new ideas we had explored after the supervision. We all agree we want to take the Djinghis Khan community as inspiration to design for the new Brunnshög community that is going to start up developing. Our stakeholders are now Brunnshög residents. One theme that we discovered in all interviews were the “sharing” aspect of the community: sharing kids toys, sharing tools, time and also cars and rides. Another recurring concern we discovered was related to the rising traffic in the area. There were three areas that we thought could be interesting to explore in a new way: 

  1. Sharing things and especially, ride-sharing,
  2. Developing an electronic bilboard for one apartment building that aims to establish a community feel similar to Djinghis Khan with a modern-feel communication platform,
  3. Innovative ways for kids to explore the area.

Option 1 could include an app but also an electronic notification board that is placed at the parking areas. This way, residents that pass can get informed about next rides that can be used. 

Option 2 would investigate the idea of digital notice boards for the neighbourhood or specific parts in it.

Advantages and user value of the car-sharing idea entails:

  1. It’s social – you meet your neighbours and don’t drive alone, even if you’re outside the area.
  2. It’s cheaper.
  3. It’s may be more flexible. 
  4. You can connect to neighbours with similar interests and help each other even with carrying things to the houses back.

A few specific scenarios we thought of:

  • Families driving to shopping areas outside of the neighbourhood.
  • One parent driving a few kids to school.
  • Youngsters going/coming to/from Malmo in the weekend.

The group then decided to go with the first option: a ride-sharing app for Brunnshög.

Brunnshög – Revision of Design Concept and Prototype

Supervision

The supervision helped to open our minds towards new possible concepts besides the app. We do not want to replace a facebook messenger system but think and go beyond existing (and working) communication channels. A few suggestions to consider for the scenario of the app that were discussed include:

  • What is it that makes the community special? Can we identify the driving values that create that community?
  • Take into account natural barriers that exist between the communities.
  • For a security/verification mechanism: are there any other ways for example the geographic location that can be used instead of a painful verification system that needs to be administered? For example could this entail a geography-based system?

The supervision then stimulated us to think more outside of the box and the app:

  • A related idea that was investigated by Interaction Designers was a digital community board that was tested to see how people react and change their interaction (related to “technology probes”).
  • We should be questioning our goals of the app: if the app would still be suitable for a populated Brunnshög community > it would be around 10,000 people living there versus around 600 residents in Djinghis Khan. Would DK residents still like to use such app? Would people consider it an advantage of having so many app participants to open up their rather close neighbourhood or would it contravene the current community?
  • Who are we designing for exactly? Is it: Brunnshög residents, DK or both? We need to be all clear on that.
  • How can we differentiate us from other apps?
  • Are there any novel ways for finding interactive solutions for use of objects, the geography or artifacts? NFC, IO or QR Codes could be interesting to consider.

The group decided to open up the design process again to consider new concepts until the next day when one final concept shall be chosen in order to proceed with detailing out the prototype. The brainstorm included: thinking about innovative ways to “share things” in the Brunnshög community, being inspired by the Djinghis Khan community. Specifically, we want to consider new ways of car/ride-sharing for the Brunnshög community. Another idea is to connect Brunnshög with the neighbouring communities like DK by creating some interactive game for kids. The third idea we are exploring is innovative ways to create similar communities like the DK within one specific house/living area in Brunnshög.

Reflections

I feel that the group decided too early on one “solution” but did not open the view to any new innovative ideas. I realised again that one easily thinks in “old” and “familiar” ways when considering or brainstorming on possible solutions. We easily thought: it needs to be a digital solutions, so it is an app. However, many more possibilities exist and through our research we gathered many inspiring and interesting issues.

I learn that a better brainstorming session that includes other design methods and deeper reflections about information gathered and the most relevant design problems should help getting more innovative and interesting results. However, converging and diverging is part of the design process, so being able to throw away an idea quickly is a necessary skill as a designer. Getting too attached to the first idea, planning the entire process until the end for that same idea, and just thinking in “familiar” terms or solutions is limiting the creativity in a design process massively. I also realised that our process lacked deeper and critical reflection about our choices. Questioning oneself and thinking outside the box, allowing insecurity about what the solution will look like are essential parts of a successful design thinking. I feel that through the supervision I moved closer to an understanding of what Interaction Design thinking entails and I plan to remember to allow more uncertainty within a design process.

Google Analytics IV

We See Hope Website- Weekly review

This week I wanted to focus on working out the El Barrito case, so I have only took an overview look at the NGO page and will do the detailed analysis next week.

Screenshot WSH 2May 14Screenshot WSH May 14

 

El Barrito Website Project

As mentioned before, I decided to focus on one specific design area for the El Barrito Website. From a website copy my plan is to implement changes and test it with a few users. This is the specific website area which I focus on and want to redesign in a test version:

  • A missing sales or shop Now button on the individual bag page that opens up when clicking on any bag from https://ebarrito.com/en/

Current design:

  • user opens website > clicks on a bag (not being logged in) > opens bag > wants to put it into the shopping bag or purchase but there is no indication as to how

Proposed new design:

  • there is a button to either login to the account and indications on how to purchase (to be fleshed out further)

Since I do not have access to the original code and page to insert events, I will first of all insert the events tracker into the new re-designed page. I will make an original copy as a sub-folder on my student server to be able to make a A/B test.

Reflections and Next Steps

Unfortunately, I was unable to create and track Google Analytics events to a selected page of the retailer website El Barrito. My idea was to change the design in one of the “bag” sales pages where to my assessment a direct referral button to buy is missing. This website is build with Prestashop, a building system for webshops that does not allow to  be easily copied to a new server for undertaking an A/B test with two versions of that page. I had tried to copy the page into my student server but it did not work. Doing some research and investigation, I found out that Prestashop pages do not allow for this. I am not able to get access to the source code of the page neither, nor would it be a good idea to make changes to the live page as this would be a larger project.

I therefore decided to observe the page still one more time today, but further develop my analysis for the We See Hope website in the next step.

Brunnshög – Interviews and Prototyping II

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https://marvelapp.com/8gfii91/screen/42674425

Design Considerations

Security and Data Privacy

  • it should become visible that this app is secure via a login
  • I should also include a verification step in between for the registration track
  • the app should replace an existing neighbourhood network and enlarge it to a embrace new neighbours. It therefore needs to be adequate to old users and new, yet unknown stakeholders. The app needs to reflect what users are used to (from Facebook messenger groups) and provide real value to them: by not showing any FB ads for example and having a very secure and verified login system.
  • Only private users can register themselves.

Content

  • Meet new neighbours: shows who is newly signed up (needs to be defined further what this entails)
  • Traffic Alerts > to see immediately if something is impacting logistics
  • Your Feed: is a collection of news that you sign up for in your profile (similar to FB newsfeed)
  • Menu: see messages, set profile, go to different categories. These pages need to be developed further based on the interview insights.

The app is sponsored by Lunds Kommun but it should not be managed by authorities. It is the local residents in the area that own the app and should feel that it is their unique and secure meeting space. Also, any advertisement or misuse for sales purposes needs to be ruled out systematically, to the extent possible.

Questions for User test today

  • Would you use the app?
  • What would make you switch to an app instead of using the current channels?
  • Is this a good way to start integrating neighbours?
  • What are your concerns around using such a neighbourhood app?

Critical Reflections

We currently know something about users and neighbourhood related systems in place for Djinghis Khan. We however know nothing about any newcomers to the area and if they would adopt such solution. We need to consider how they would get informed (by the Community or by neighbours)? Also, we need to reflect upon what should be included – is Car or ride-sharing already going into the direction of a business if included officially? Currently, I believe it would be enough to have it included as a category similar to lost/found etc. Other considerations:

  • Who is information about what? Neighbours for neighbours or Lunds Kommun for neighbours?
  • It should be easy to create posts and comments – this is not yet included
  • should kids be able to use it to create play events spontaneously (as off age 10 for example)?

Interviews Djinghis Khan Community

 

IMG_5936IMG_5935

The interviews were highly interesting for us. First, we interviewed a end-40s year old named Mans who is highly engaged in the community (in the board) as well as against the Lund Kommun back when comments provided on the Brunnshög plans. He is generally sceptical and unhappy about loosing the nearby fields, being outside of town and having to potentially see houses that are higher than his community close by. He confirmed the closeness of the neighbourhood but also mentioned that most people are now acceptive of Brunnshög. He will be using the infrastructure and tram most probably. He also expects that more kids may play in Bananparken as there are no green areas in the beginning. Initially sceptical about the idea of an app, he found them useful when looking at our prototypes. He is sceptical if people will use it but found it generally a good idea to have all community networking within one app.

The second one was with Helena, a mid-40s mother of three kids who was not very emotional about Brunnshög. It came as expected and she will be using the new infrastructure. Since she did not have much time, we focused the interview on testing the prototypes with her: one map-based version and mine for a more “traditional” app. She thinks both were useful and would like to have a combination of both which includes an overview page plus map-based elements. She would prefer the app in fact as in the Sales channel of facebook a lot of members are not residents and the group grew too big. Also, she mentioned that it is good to be able to filter the sales information away. This used to be annoying in FB and she therefore opened a sales channel in addition to the main messenger group. She felt that there was not much more needed in terms of content than what we had identified before.

The interviews were highly interesting for us. First, we interviewed a end-40s year old named Mans who is highly engaged in the community (in the board) as well as against the Lund Kommun back when comments provided on the Brunnshög plans. He is generally sceptical and unhappy about loosing the nearby fields, being outside of town and having to potentially see houses that are higher than his community close by. He confirmed the closeness of the neighbourhood but also mentioned that most people are now acceptive of Brunnshög. He will be using the infrastructure and tram most probably. He also expects that more kids may play in Bananparken as there are no green areas in the beginning. Initially sceptical about the idea of an app, he found them useful when looking at our prototypes. He is sceptical if people will use it but found it generally a good idea to have all community networking within one app.

The second one was with Helena, a mid-40s mother of three kids who was not very emotional about Brunnshög. It came as expected and she will be using the new infrastructure. Since she did not have much time, we focused the interview on testing the prototypes with her: one map-based version and mine for a more “traditional” app. She thinks both were useful and would like to have a combination of both which includes an overview page plus map-based elements. She would prefer the app in fact as in the Sales channel of facebook a lot of members are not residents and the group grew too big. Also, she mentioned that it is good to be able to filter the sales information away. This used to be annoying in FB and she therefore opened a sales channel in addition to the main messenger group. She felt that there was not much more needed in terms of content than what we had identified before.

IMG_5937IMG_5938

 

 

 

Brunnshög – Digital Prototype I

This week I worked on finalising my digital prototype version of the Brunnshög neighbourhood app. I am using Illustrator for the Mock ups and will this time try out Figma as the prototyping tool. Before starting sketching, I am researching around other existing similar apps like nextdoor.com and found the following issues:

  • it can be used as a sales channel
  • security implications > you may hand out information that is sensitive or risk being robbed while on holidays when announcing you are gone
  • new member section can be extremely useful to introduce new Brunnshög inhabitants

I want to ensure that the app looks “neighbour-made” and not come from Lunds Kommun so users do not feel there is a political mission the app pursues. Also, I want to include features of the current communication in Facebook to ensure people feel it is a good replacement for what they have plus additional features that are useful. We want to give users additional value with that app for them to make the change from Facebook to the app.

I also want to include a verifiable access that is checking if someone lives in that neighbourhood. Users want to get the secure feeling of who they are connected with. This should also prevent this app from being misused as a sales channel. However, this obviously cannot prevent from individual neighbours using the app to promote or sell something that is not only “private”. We can later consider to what extend marketing and sales activities can be prevented.

Before starting to prototype, I am considering the content first and how I want to present it and in which hierarchies. My consideration are to include:

  • Login and profile area
  • Messages area to replace the FB messenger service in part
  • Events section
  • Categories that include: sales/lost-found/give away/look for jobs/offer services
  • Groups where you join activities together
  • Traffic alerts (might be too much though)

    Considerations

  • Is a mobile app enough or are users more “desktop affine” and also want to use the functionalities sitting on laptop
  • What is the minimum needed to enhance what people already have, e.g. the boards, the ICA tuna, Facebook groups and enrich it in a way the want to use the app (without overloading it)
  • Privacy and data security: This is a highly important aspect for the app to get buy-in. Much critique has been voiced for example in Germany where the app nebenan.de received negative feedback as it is feared that data of users may be sold/given away once the company wants to earn money with the service. This could be especially critical for a assumingly “critical” stakeholder group such as the Djinghis Khan residents are. We need to investigate through our interviews if this is something people are indeed concerned and would prevent them from using the app. We cannot say much yet about the future user group as we have no access to residents in spe.

 

 

Google Analytics III

Observation WeSeeHope Website

I want to observe bi-weekly the behaviour of users on the page. As there is not much traffic on that page, I need to observe for a longer period of time. As a reminder, these are the questions to be observed:

  • How is the bounce rate? How many people are leaving the website immediately again before exploring it further?
  • Are visitors coming directly to the page and how many visitors are redirected from Facebook and Instagram? This will bring valuable information on which other social media channel is most important to keep updated.
  • How is the banking information being used and is it worthwhile to include a direct link to the Swish page?
  • Which pages are used mostly and should be therefore redesigned first?
  • How much is the mobile version used, if at all?

 

9 May 2018 – Check

Screenshot WSH 09 12-03-08.png

There has not been enough traffic on the page yet to understand user behaviour. It does seem that Facebook is more important than Instagram, but further data needs to be collected. I can also see that the bounce rate is very high, which is typical for a blog or a more informative website with much text, as I researched. However, maybe this rate can be improved by making the page less text heavy.

Also, so far most visitors have been using the Desktop version of the page. I plan to attract more users in the next week to gather more interesting data on the questions I posed.

 

Observation E -Commerce Page El Barrito

https://ebarrito.com/it/

Observing a web-shop poses a different set of questions: the aim of the website is to attract and retain customers, make and keep them interested and have a smooth and fast purchasing experience. At this point, I feel I need further information about UX issues that could improve the user experience. I have detected a few duplicate sources of information like the links at the bottom above the social media icons, that to me do not make sense. At this point I would like to observe the page closely for the next week to understand user behaviour and develop ideas for a re-design of elements. I may then develop a new prototype of the page and test it with a few users, if I can get access to the code.

What is being observed and analysed:

  • Is the contact form at the bottom of the page used at all?
  • Is anyone using the links “Instant Love” and “Il nostro pensiero”?
  • I also would like to dive into the menu: is “What we are thinking” and “Last thoughts” used or needed? How do users react to it?
  • Which social media referrals work best, where do users come mostly from?
  • How many users go to the reseller link by mistake?
  • How are users purchasing?

Considerations:

  • There are a few links (Il nostro pensiero/Instant Love” that may confuse users and distract their attention
  • On the homepage the link to the Reseller page is very large. I got the impression that the payment process is not clear enough. Users may believe that only resellers can purchase.
  • When clicking on a bag (when signed in), the bag appears as a large picture, but there is no purchasing option immediately. I feel this could be a great case for a re-design.

Observations

9.05.2018

I am checking out the last weeks performance and data for the page.

  • only 5 % are referrals

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When going through the Google Analytics report, I realised that even though much data is available, I need to define more specific events for getting useful results on the questions I posed earlier. Since I am not the owner of the code or website, I need to develop a copy of the page for redesigning it and making specific user tests. So my next step is to research if and how I can copy the website to for a proper redesign and A/B testing. I decided to focus only on the last question that I identified before, namely:

  • When clicking on a bag (when signed in), the bag appears as a large picture, but there is no purchasing option immediately. I feel this could be a great case for a re-design.

In the next iteration step, I plan to define an event for this website to find out more about user behaviour.