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project_txoom_user_research_report_pam [2008-12-03 14:41] nikproject_txoom_user_research_report_pam [2008-12-03 14:43] nik
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   *  What did it feel like?  Gut reaction.   *  What did it feel like?  Gut reaction.
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   *  What did it make you think about?   *  What did it make you think about?
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   *  How did you relate to the other's and object's in the space?   *  How did you relate to the other's and object's in the space?
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   *  What did you get out of the experience?   *  What did you get out of the experience?
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   *  What would have improved the experience?   *  What would have improved the experience?
  
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   *  How did the experience differ from the previous one?   *  How did the experience differ from the previous one?
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   *  Did you feel like you had a creative role in the environment?   *  Did you feel like you had a creative role in the environment?
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   *  Did you feel you were controlling anything and was it important to know what you were controlling?   *  Did you feel you were controlling anything and was it important to know what you were controlling?
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   *  Did anything great, disturbing or annoying happen?   *  Did anything great, disturbing or annoying happen?
  
  
  
-====Application of Data Analysis +====Application of Data Analysis====
-==== +
  
 The purpose of interviewing and observing the user groups in the second week of the get in was to inform the developers about the experience of being in txOom so that refinements could be made to the objects, space and interactive processing system.  Due to numerous problems development did not happen as rapidly as had been hoped, e.g. late delivery of batteries to power wearable accelerometer /computer units.  However valuable data was gathered about the experience of the users.  This data involved issues about real and perceived risk; comfort and wearability of the 'costumes' and phenomenological perceptions about the experience of spending time 'playing' in txOom.  The purpose of interviewing and observing the user groups in the second week of the get in was to inform the developers about the experience of being in txOom so that refinements could be made to the objects, space and interactive processing system.  Due to numerous problems development did not happen as rapidly as had been hoped, e.g. late delivery of batteries to power wearable accelerometer /computer units.  However valuable data was gathered about the experience of the users.  This data involved issues about real and perceived risk; comfort and wearability of the 'costumes' and phenomenological perceptions about the experience of spending time 'playing' in txOom. 
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-====DESIGNING IDENTITY.  DESIGNING INTERFACES.  MAKE USE OF THE HUMAN BEINGS CAPACITY FOR RECEPTION OF DATA;  ANALYSIS, PROCESSING AND RENDERING OF DATA; AND THEIR ABILITY TO INSTIGATE DATA THROUGH  PASSIVE OR ACTIVE RESISTANCE. +====DESIGNING IDENTITY.  DESIGNING INTERFACES.  MAKE USE OF THE HUMAN BEINGS CAPACITY FOR RECEPTION OF DATA;  ANALYSIS, PROCESSING AND RENDERING OF DATA; AND THEIR ABILITY TO INSTIGATE DATA THROUGH  PASSIVE OR ACTIVE RESISTANCE.====
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   *  Physics of relationships   *  Physics of relationships
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   *  Geography of the body   *  Geography of the body
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   *  Geology of the mind   *  Geology of the mind
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   *  Ecology of motion   *  Ecology of motion
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   *  Chemistry, anthropology, technology, choreography…of…   *  Chemistry, anthropology, technology, choreography…of…
  
  • project_txoom_user_research_report_pam.txt
  • Last modified: 2008-12-03 14:44
  • by nik