Giving up originality is an art to complete the work of art By Prof Dr Sohail Ansari
“Submission, when it is submission to the truth — and when
the truth is known to be both beautiful and merciful — Fakhr Al-Din Al-Razi
Finishing the unfinished is a kind of a ghost writing.
·
Completing the unfinished work of a deceased author requires
giving up one’s own originality and coming up with that of author.
Quote:
·
Work like you don't need the money. Love like you've never
been hurt. Dance like nobody's watching. Satchel Paige
·
True love is like ghosts, which everyone talks about and few
have seen. Francois de La
Rochefoucauld
The methodology may
include publication research, interviews, surveys and other research techniques, and could include both present and
historical information.
List of Research techniques
BY JANAKI MYTHILY KUMAR AND MARIO HERGER
1 Observation
This technique focuses on seeing what the
users actually do as opposed to what they say they do.
Site visit / Field research
This refers to research conducted
outside a traditional lab setting, in a user's natural work environment. It involves
visiting the site where the product is used and observing the usage in action. It can reveal interesting insights on environmental
circumstances affecting
the usage of the product, and supplementary tools and work-arounds used along
with the product.(A workaround is a bypass of a recognized problem in a system. A workaround is typically a temporary fix that implies that a genuine solution to the problem is needed. But workarounds are frequently as creative as true solutions, involving outside the box thinking in their creation.)
Contextual inquiry
The contextual inquiry research
technique combines observation with interview-style question and response. Participants get to explain their actions or "think
aloud" as they work through a task or
activity.
Surveys / Questionnaires
Surveys or questionnaires are
useful to gather information on the profile of the user, his or her job
responsibilities and opinion of the current version of product (if available)
or similar product (if this is a new release). It is easy to collect both
quantitative and qualitative information using surveys. Surveys may be online
or face-to-face. Online surveys may be conducted using tools such as
SurveyMonkey . Face-to-face surveys may be conducted in combination with
observational techniques such as site visits or in a usability lab.It is important to know how to ask the right questions the right way to get quality input for design. This means not asking leading or confusing questions.
Focus Groups
A focus group is a qualitative research technique where a group of individuals are asked their
opinions, perceptions, beliefs, attitudes or practices regarding a product,
service or concept. It is important to pay attention to group dynamics when
conducting a focus group since the loudest voice may dominate the conversation
and drown out other opinions.(Group dynamics is a set of behavioural and psychological processes that occur within a social group or between groups. It refers to the "nature ofgroups, the laws of their development, and their interrelations with individuals, other groups, and larger institutions" (Cartwright and Zander, 1968).
Interviews
Interviews are a "guided
conversation where one person seeks information
from the other." An interview may be conducted in conjunction
with other requirements-gathering activity such as a
site visit, or as a solo activity.There are various types of interview you can choose from based on your project needs and constraints. Interviews may be conducted remotely (via the phone), or face to face. A structured interview is one where the list of questions is prepared in advance and the researcher tries to solicit answers from all participants. A non-directed interview is one where the interviewer primarlity listens to the subject and provides minimal input or direction.
Diary studies
A diary study involves asking the test participants to record and
report their experiences related to a particular subject over a period of time.
Depending on the type of study, participants may use paper diaries, emails, twitter
or a combination. Such studies can be flexible and easy to execute. They are
particularly appropriate for understanding mobile device usage since it allows
the user to provide their input on-the-go. (Very active or busy."he's
dead beat, he's been on the go all evening")
Like most research methods, diary
studies need to be well designed and have a focus to be
effective. A poorly designed study may yield a lot of data that may be difficult to sift through to create meaning.
Brainstorming
Brainstorming is a tool for creative problem solving, wherein a group of people come together to
contribute ideas spontaneously. It is particularly useful when you want to break out
of stale, established patterns of thinking, so that you can develop new ways of looking at things. When an
interdisciplinary product team brainstorms to come to a common vision of the
solution, it helps get buy-in for the chosen solution. (a
situation in which a person or group buys enough shares in a company to get control of it: She led
a buy-in of the group and
is now its director.) Finding expert
outside help to support you in an important piece of work for which you don’t
have the relevant expertise in house
Gamestorming
Gamestorming, as the name
suggests, refers to the use of games for brainstorming. The term Innovation
Games also refers to this technique. Presenting the problem in a game
format suspends some of the normal protocols of life and frees the participants
to think creatively to solve problems.
For example, if the goal is to prioritize a list of features in a product,
gamestorming may involve giving each participants a limited set of resources
and allowing them to buy / bet on features to see which ones come out on top.
Web Analytics
Web analytics refers to gathering and analyzing usage
data to gain insights into consumer actions and attitudes. Tools such as Google Web Analytics and Omniture have
made it possible for companies to adopt a real data driven approach to
understanding usage patterns to optimize the experience for the user. In the
case of gamification, it is very useful to know the impact on player behavior
to adjust and optimize the strategy as needed.
Play testing
A playtest is a type of usability testing, in which a game designer tests a new game for bugs
and design flaws before release. The target player types are recruited via
various methods, and are given the game to play. The designers observe the participants
and study usage statistics to collect qualitative and quantitative data on the
product. They then iterate to make the product better. This practice is
beneficial to gamification as well. (Usability testing is a technique
used in user-centered interaction design to evaluate a product by testing it
on users).
A/B Testing
A/B testing is an experimental
approach to user experience design. It presents two versions of a website
(Option A and Option B) to the user, and analyzes users' behavior. Typically,
it tries to track the effect of the differences of the two options against a
desired goal. For example, if a website is trying to increase click through
rate, they may present a version to one set of online users, and a different
version to another. They could analyze if these differences have any impact on
the metric they care about.Other research methods
When designing enterprise products, it is helpful to know the domain via online research. Researching competitors is an important part of the initial 360- degree research for any product. Analyst and market research reports usually provide good insight into industry trends and business practices.
Professional communities like LinkedIn offer groups for specialized categories of users. Browsing such communities can provide a way to build empathy for your target users by getting a glimpse of their view of the world.
(Most often, information solicited in a 360-degree feedback process will include feedback from an employee's subordinates, peers (colleagues), and supervisor(s), as well as a self-evaluation by the employee him or herself. Such feedback can also include, when relevant, feedback from external sources who interact with the employee, such as customers and suppliers or other interested stakeholders. 360-degree feedback, also known as multi-rater feedback, multi source feedback, or multi source assessment, is so named because it solicits feedback regarding an employee's behavior from a variety of points of view (subordinate, lateral, and supervisory). It therefore may be contrasted with "downward feedback" (traditional feedback on work behavior and performance delivered to subordinates by supervisory or management employees only; see traditional performance appraisal), or "upward feedback" delivered to supervisory or management employees by subordinates only.)
Customer Co-Innovation Partnerships
Enterprise software companies
creating standard applications for business practices need intimate knowledge
of work practices in their customer's organization. For established business
processes, this information is obtained through recruiting target users that
fit the user profile into a user research project. When it comes to innovative
business processes, however, the normal recruiting methods fall short due to:- Need for Customer Trust: True breakthrough innovation such as
gamification in the enterprise software context, requires an in-depth
understanding of the domain, business process, and employee motivations.
Customers are hesitant to share these details with a standard software
maker since this information could be shared with their competitors.
- Limited supply of target participants: The type of player may
not yet widely exist in the population and therefore the availability is
limited. For example, if we are building a solution to leverage social media in call centers, this business practice is still emerging
and therefore the available pool of recruits is limited. This increases
the time needed for recruiting.
- Innovation takes iteration: When creating a transformational
product, the team needs to be prepared to try a few different options.
This means even more rapid recruiting to facilitate rapid iteration and
feedback cycles. This, along with the limited supply of participants to
begin with makes research a challenge for innovative products, and gamification
is no exception.
- Upfront agreement building trust: By its very nature, this is a
partnership agreement between the customers and software makers to
innovate. Non-Disclosure agreements are signed by both parties, to assure
each other that the information gathered will be used to inform the design
activities, and any sharing beyond this will be strictly restricted.
Similarly, the customers will have access to early designs and prototypes,
and such artifacts may not be distributed. This builds trust on both
sides, and enables sharing of insights.
- Target player identification: As part of the upfront
co-innovation partnership, the customer can help identify the right people
in the organization who can provide input. Since they know their employees
better than the external software vendor does, it reduces recruitment
effort and increases the quality of the interviews and feedback.
- Iterative validations: Once the correct target participants
have been identified, reaching out to them for periodic validation and
input is usually not an issue. Studies may be shorter since the researcher
need not pack all the research questions into one study.
- Innovative research methods: Once the trust is established via
the co-innovation agreement, the team may explore innovative research
methods such as Gamestorming to
generate many ideas for innovation in partnership with the customer.
- Early influence: Customers who participate in co-innovation
have early influence over the product. They are shaping the product to
best fit their business process vision.
- Early adoption: These co-innovation partners get the right to
be early adopters before their competitors. This head-start advantage could
translate into an opportunity to increase market share away from their
competition.
- Cost savings: Since the product was designed to meet their
needs, the implementation, training, and adoption costs are reduced for
the customers participating in co-innovation.
What is User Research?
User research is conducted so as to understand users’
characteristics, aims, and behaviors towards achieving these aims. Its purpose is to produce
designs that improve their working practices and lives. User research also
involves the continuous evaluation of the impact of designs on the users, not
only during the design and development phase but after long-term use, too.
To conduct user research, a multidisciplinary team may
employ both observational and experimental methodologies. Such a team will use
these in hopes of forming a complete understanding
of the users’ requirements in the context in which
they might use a product or service. Most systems have a complexity that
increases with the diversity of potential users, aims, and contexts of use.
Because of this, a full understanding of design requirements is unlikely to be
captured successfully at the initial stages. Thus, the iterative and continuous
application of user research methodologies is critical to the success
of the development process.
The types of user research that can be carried out include both
qualitative (e.g., ethnographic studies, scenarios, personas, focus groups,
prototyping) and quantitative methods (e.g., surveys, eye tracking, controlled
laboratory or field testing). The chosen tools and methodologies depend on
the type of system to be developed, the timeline and budget constraints, and the
usage environment. User research aims to apply scientific principles
not merely in order to solve design problems. It does so also in order to feed
findings back to the various disciplines, so as to inform and shape current
theories on underlying principles. Given that the intricacies surrounding the
use context and user requirements of a product can remain hidden until far
along into development, designers will tend to appreciate the time-saving—and,
in some cases, project-saving—value of user research in hindsight.
Market research,
which includes social and opinion research, is the systematic gathering
and interpretation of information about individuals or organizations using
statistical and analytical methods and techniques of the applied social
sciences to gain insight or support decision making.
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