Pivots and Structured Play: Stimulating creative user input in Concept Development

Authors Avatar

Pivots and Structured Play: Stimulating Creative User Input in Concept Development

Tore Urnes, Åsmund Weltzien and Anne Zannussi

Telenor Research and Development
Snarøyveien 30
N-1331 Fornebu, Norway
{tore.urnes|asmund.weltzien|anne.zannussi}@telenor.com


Solveig Engbakk¹ and Julie Kleppen Rafn²

¹Department of Computer Science
²Department of Product Design
Norwegian University of Technology and Science
N-7034 Trondheim, Norway

{solveien|julier}@stud.ntnu.no

ABSTRACT

Design methods based on participatory design need to stimulate creativity in potential users. We propose the pivot method to address this need during the concept development stage of the broader interactive system development process. Pivots are symbolic, yet physical, representations that allow a person to move back and forth between a figured (imagined) world and the real world. This movement generates experiences that can be exchanged and that stimulate creativity. We offer insights into the theoretical foundations of pivots and the pivot method. We also report on our experience from employing the pivot method during the development of a “universal remote controller” concept for a smart home.

Keywords

Participatory design, creativity, pivot, play, design method, smart home, universal remote controller.

INTRODUCTION

Constant progress in hardware and software technologies helps bring information technology into our daily lives by providing new opportunities for interactions between devices, services, spaces, and humans. As information technology moves away from the desktop, interactive system designers increasingly need to focus the user’s experience, and often in a wide context, when developing concepts for new products and services. Putting the user’s experience in the center of product and service development demands deep understanding of what users actually do, what their true needs are, and what usability problems actually occur [‎11]. Ideally, such information should be available at the start of the development process in order to inform the many important, early design decisions pertaining to product and service concepts. The best source of such information is users themselves, e.g., through the observation of actual use in the real world.

Unfortunately, it is often difficult to obtain such user and usage information, in particular for new application areas such as ubiquitous computing [‎16] where the deployed product base is extremely limited. Therefore many development projects end up with an iterative process where a series of prototypes are developed for the purpose of conducting test-runs with users in the field [‎13]. By employing lightweight, heuristic evaluation methods, such field-tests can result in important information that helps guide the next iteration.

Participatory design offers an interesting approach to bringing user and usage information into the early stages of concept development. The participatory design approach is potentially simpler and less expensive than cycling through prototyping and field-testing. Briefly, in participatory design, potential users are brought in as active participants in the development process, participating both in the creative process of generating concept ideas (making design decisions) and also in the process of evaluating and refining ideas. This immediate feedback on ideas is a key benefit of the participatory design method. A key challenge of participatory design is how to put users in a state of mind where a sufficient understanding is reached between users and developers and where favorable conditions for the right creativity is found.

We have formulated the pivot method to answer the need to stimulate creativity in the concept development phase. The pivot method is a flexible, simple, and inexpensive method well suited to generate and refine early concepts for products and services. The main contribution of this paper is an insight into the theoretical foundation of the pivot method. We also present a case-study demonstrating how the pivot method was employed to develop the Unimote concept, a “universal remote controller” for a smart home.

The pivot method uses pivots and structured play to enhance the creativity of potential users and designers. A pivot is a physical, symbolic representation that allows a person to move back and forth between a figured (imagined) world and the real world. The use of pivots happens on two levels. They are means with which individuals can enter figured worlds, and they function as context indicators or objects that establish the boundaries for these worlds In addition, there must be a high degree of interaction between the participants in the pivot sessions; interaction between test subjects, between test subjects and facilitators, and between all the participants and the physical environment. This interaction not only facilitates a sharing of experiences, but also contributes to the stimulation of creativity among the participants. Creativity is thus stimulated both through the use of pivots and through the interaction between participants and the pivots themselves. This happens as the participants are motivated to move back and forth between the figured world and the real and share the resulting experience with the others present. Creativity we understand in this paper as the ability to reflect on your own and others’ practices, and through this reflexivity opening your mind to and generating new ideas about these practices and their context.

Test situation structuring is an important aspect of the pivot method, and we argue that structured play offers a well-suited approach. Structuring should be applied both on a concrete and a thematic level in relation to the preconceived design goals. While the concrete structuring relates to the physical environment and the symbolic representation, the thematic structuring also includes the roles of the participants and manager of the test situation.

This paper is organized as follows. We start by briefly describing related work. Then we present the motivation that prompted us to start work on the Unimote concept. An account of the Unimote concept development sessions illustrating how we employed the pivot method is given next. Then, a more in-depth analysis of the pivot method, and in particular its theoretical underpinnings, is described. Finally, we offer our concluding remarks.

RELATED WORK

In this section we first give a brief presentation of existing methods aiming to create favorable conditions for creative user input into the early stages of product and service development. Then we point to previous work that links pivots and play with design.

In a proposed new usability practice centered around the “design collaboratorium”, Buur and Bødker [‎1] describe an approach for bringing usability concerns into the design process at an early stage. Central to the approach is the notion of a physical, organizational space serving as a meeting ground for practitioners and users. The space should be equipped with physical stands and mock-ups in order to help maintain a shared context for activities. Activities taking place in the space should be productive; the participants should do rather than talk. Buur and Bødker, like us, consider physical props, the confrontation of different backgrounds, and productive activities important agents for creativity. However, whereas Buur and Bødker focus on the associative aspects of props, we explore the use of props as pivots. In addition, Buur and Bødker mainly refer to active collaboration when talking about activities. Our focus on creativity led us to focus on structured play as the central type of activity.

Recent work by Iacucci et al. proposes a method for soliciting creative input from potential users early in the development of products by actively engaging users in role games played out in staged, miniature environments [‎6, ‎5]. A series of six games, each with a different setup, indicated that a rule-based, yet flexible game structure in conjunction with a miniature environment offered the most promising approach. We share the focus of Iacucci et al. on generating concepts for new products and services through the creative participation of potential users. Our work supports the suggestions of Iacucci et al. by presenting a concrete case-study where role games and simple, staged miniature environments help facilitate creativity. In addition we bring the use of play and games in concept design one step further by contributing insights into how creativity can be achieved through the use of pivots.

Kolomyjec et al. [‎8,‎7] have showed how a cognitive science approach to a theory of play can inform the design of children’s toys. They view children’s play as structured by a specific logic of learning and development. We subscribe to this view and employ it in our own reasoning. In addition we argue that theorizing about play, and the use of pivot objects in play, can inform and instruct adults’ creative interaction. Adults do however play in a different manner than children because they are more fully developed as social individuals. We take this fact into account in our use of play theory, as will become evident later in this paper. Play is also a subject in Michael Schrage’s book Serious Play [‎14]. He uses playing as a metaphor for rapid prototyping to underline the importance of the creative aspect of that process. We find this use of the concept of play inspiring, and also use it as a label for important parts of our method. In addition we use play as an integral and practical part of the pivot method.

Join now!

A UNIVERSAL REMOTE CONTROLLER CONCEPT

This section briefly gives some background on the “universal remote controller” project in which we employed the pivot method to generate and refine an interaction concept for a smart home.

Telenor recently built a futuristic home intended as a venue for showcasing tomorrow’s technologies but also as a venue for exploring actual technology usage. The house features a range of smart home technology such as sensor-driven heating, motorized curtains and blinds, window and door sensors, and electronic locks. The house also contains numerous projectors, speakers, and a plasma screen—all connected to sources of entertainment media via ...

This is a preview of the whole essay