Part I
Prototyping in Game Design: Externalization and Internalization of Game Ideas
Jon Manker, Mattias Arvola
Context/ setting:
Prototyping is a well-studied activity in the field of human-computer interaction and interaction design, but its role in computer game design is relatively unexplored. As video games are a huge global market, and prototyping games is something, that every video game company does, than this topic is very relevant.
Research problem:
Professional game designers’ actual prototyping practice has been unaccounted for in empirical studies.
Research questions:
How do game designers work with prototypes and what roles do the prototypes play in the activity of games design?
What were the methods and techniques used for data collection and analysis?
Interviews were conducted using Activity theory as a base. To be more precise, than specifically The Activity Checklist was used. Also analysis using the concepts of internalization and externalization was used.
What were the outcomes?
It turns out, that most game development is based on prototypes and only a small part is actual design (for graphics or audio). Target goals, or visions for the game design, are formulated early in the design process.
Any implications? Conclusions drawn?
The prototypes are viewed as a way to externalize a specific part of the game that is made it conscious to the team and it also helps to coordinate team roles. This can be used as a basis for further research, as it was only the first research of its kind.
Persona Cases: A Technique for Grounding Personas
Shamal Faily, Ivan Flechais
Context/ setting
Research problem:
There isn’ a clear understating on what kind of personas can or can’t be used on the development of a product.
Research questions:
What happens when a stake-holder challenges a persona?
What were the methods and techniques used for data collection and analysis?
Grounded Theory is that is supported by Computer Aided Qualitative Data Analysis tools. Data is elicited from interviews or ethnographic research.
What were the outcomes?
For this paper an automatically generated persona (Rick) was created. Later one other personas were generated with even bigger data input to generate them.
Any implications? Conclusions drawn?
They made the case that personas can be independently validated and it is possible to develop personas using Grounded theory.
Exploring the Use of the Human-Artifact Model for Studying Ubiquitous Interactions
Ilya Shmorgun, David Lamas
Context/ setting:
Research problem:
What are the things to consider if you are creating new digital artifacts alongside existing artifacts (both digital and physical).
Research questions:
What activities are taking place during the lesson?
What artifacts are being used to support these activities?
How are the artifacts being used to support these activities?
What were the methods and techniques used for data collection and analysis?
Ethnographic methods are used, specifically rapid ethnography .
What were the outcomes?
Based on the data collected during the ethnographic study 27 techsonas and 5 personas were produced.
Any implications? Conclusions drawn?
Using ethnographic methods it is possible to understand how new artifacts will work alongside with old artifacts.
Part II
Scenario 4 – M-Pesa
For this research I would use Activity theory to understand how the system is used currently and how it would be used elsewhere
Context/ setting: M-Pesa is a mobile-phone based money transfer and microfinancing service. Several mobile operators and financial intermediary around the globe would like to bring M-Pesa to their countries and/or regions. However, M-Pesa was design for a very specific context and we now need to understand the relation of this system with each country and/or region.
Research problem: M-Pesa needs to be able to be deployed to other regions / countries.
Research questions: What features are currently depending on cultural background?
What features should be changed / removed / implemented, to make it usable in other culture spaces?
What were the methods and techniques would use for data collection and analysis?
I would use some method from activity theory and base an interview on it. There should be three sample groups — one that consists of people who use the app, another one, that consists of people who are from same region, but don’t use the app and the third one, that consists of people who are from another regions. At first subjects would be given the app, to test it and get to know it (probably within 30 minutes) and after that an interview would be conducted to understand how this person interprets data in this app.
What are expected the outcomes?
It would be possible to determine if this app could be used in other regions / countries “as is” or it contains some cultural aspects, that should be “delocalized” before starting to introduce the app in other regions / countries.