Design Thinking Beyond Post-Its Notes
SIG Meetings
/
Farnsworth, Carol
/
Kennedy, Sally Lawler
/
Kumar, Janaki
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1115-1118
© Copyright 2016 ACM
Summary: Experienced practitioners of design thinking know there is more to design
thinking than post-it notes covering the walls. It spans the gambit of
activities including: Preparing for a successful workshop, Conducting a
successful workshop, Collecting and documenting artifacts post workshop,
Preparing for the next phase of the project In each stage, design thinking
practitioners face interesting challenges and hurdles to overcome. In addition,
teams successfully using the method often find that scalability is an issue.
The purpose of the SIG is to collect such challenges faced by experienced
design thinking practitioners and brainstorm potential solutions.
Measuring product "coolness": developing a measurement instrument
Case studies: creating methods
/
Farnsworth, Carol
/
Holtzblatt, Karen
/
Pai, Shantanu
/
Held, Theo
/
Kennedy, Sally Lawler
/
Wylen, Eli
/
Kutty, Pallavi
/
Wagg, Kelley
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.893-896
© Copyright 2014 ACM
Summary: Cool products provide a leap in value and they increase a company's market
share. The widespread adoption of iOS and Android devices resulted in a radical
change in the role of technology in people's lives. And anecdotally people
exclaimed about how "cool" their devices were; "I can't go back" to what I had
before and "I can't stop talking about it -- it's so cool!".
In 2010 InContext Design launched The Cool Project to understand the
underlying principles which make a product "cool." The research goal was to
discover the core drivers of the cool user experience. This consumer research
used qualitative research to identify seven core constructs associated with
"coolness" that appeared independently of device or software or even technology
product. In 2011 SAP became interested in developing a metric to measure
"coolness" and in a joint research effort with InContext Design validated the
constructs with business users and co-designed a cool metric. The final result
is a repeatable process for measuring cool through a quick survey, the results
of which provide implications to product teams on how to improve their products
to increase "coolness".
This case study outlines the process of using qualitative data to design a
valid quantitative measure.
Case Study: Identifying Gamification Opportunities in Sales Applications
Games and Gamification
/
Carignan, Joëlle
/
Kennedy, Sally Lawler
DUXU 2013: 2nd International Conference on Design, User Experience, and
Usability, Part II: Health, Learning, Playing, Cultural, and Cross-Cultural
User Experience
2013-07-21
v.2
p.501-507
Keywords: CRM; Design; Enterprise Software; Gamification; Research Methods; Sales;
User Experience
© Copyright 2013 Springer-Verlag
Summary: This paper presents results from interviews aimed at identifying end-users
interest in a gamified Sales application, motivations, and information sharing
concerns. A promotional video was used to introduce the concept of gamification
to participants in order to allow them to form an opinion on the concept.
Participants had mixed reactions, ranging from skeptical to positive. For some
participants, a game would need to be aligned with their primary work goal, but
others were interested in making connections with coworkers or increased sales
knowledge. The interviews provided basic information early in the design
lifecycle and helped in gaining support from the management team for the
validation of a prototype. The paper describes results from the study and
provides insights into the design process for the gamification of enterprise
software.
What Sustainability Brings to the Research Table
DUXU in Industry
/
Bedekar, Niyati
/
Kennedy, Sally Lawler
DUXU 2011: 1st International Conference on Design, User Experience, and
Usability: Theory, Methods, Tools and Practice, Part I
2011-07-09
v.1
p.363-367
Keywords: sustainability; user research; opportunities
Copyright © 2011 Springer-Verlag
Summary: Sustainability is becoming increasingly important in today's corporate
world. Businesses with dedicated sustainability programs are seeing a positive
impact on their bottom-line, employee satisfaction as well as their brand
image. However, sustainability is ever changing and businesses need to keep up
with these changes for future success of their organizations. The evolving
nature of this field offers great prospects for user researchers; particularly
for those working in an enterprise software company such as SAP that offers a
suite of sustainability products to help companies run their businesses more
sustainably. Drawing examples from our research this paper will discuss the new
roles, responsibilities, and unique opportunities user researchers have; and
how we can bring about a positive impact in the field of sustainability.
Using Video in the BNR Usability Lab
Video Workshop Section III: Quantitative Emphasis
/
Kennedy, Sue
ACM SIGCHI Bulletin
1989
v.21
n.2
p.92-95
Summary: This paper describes the goals of the BNR Usability Lab and explains how we
have achieved our goals by developing the "Co-Discovery Learning" testing
methodology and designing "U-Test", a special interface for usability testing
with video.