Mobile Technologies For Mobile Groups
Approach
Ethnography
Ethnography involves observing people in their natural environment. It was originally used by scientists studying cultural groups and lifestyles, but more recently it has been used in technology design. New mobile devices enter a rich environment of people, activities and technologies. Products can fail because they don't fit well within the pre-existing environment or simply don't solve a problem. Our research begins with investigating existing communication and behaviour before new devices are introduced. We are discovering that backpackers experience many daily difficulties, some of which they don't even see as problems, to which technological solutions could be found. With modern technology it is often more difficult to discover what to build instead of how to build it. Ethnographic methods are particularly useful to assist the conceptualization and early design phases of a product.

Ethnographic methods were traditionally used in reasonably stationary environments and are well suited for watching individuals or collocated groups. We are investigating extending these methods to be more useful for extremely mobile users and groups which disperse or conduct simultaneous conversations. One of the most useful tools is the digital audio recorder which allows recording a day's worth of discussion even when observers are not present.


A researcher videos two
backpackers on a boat.

Participants wear digital audio recorders.
Low-Fidelity Prototyping
Low-fidelity methods use materials which are easily changed and manipulated. Examples include pen and paper, whiteboards, sticky notes, foam core, or cardboard. Prototypes are useful because they show tangible aspects of a future device which a written description doesn't make accessible as easily. We are looking at different styles of prototypes to use with backpackers who are engaged in their typical mobile activities. We are also using physical models as a way to help backpackers articulate their existing social network structure.

3D low-fidelity prototypes
of mobile devices.

An interactive social network board.
In-situ Methods
We think that our physical, social and activity context (i.e. our situation) greatly impacts our behaviour. For instance, a mobile phone ringing in our pocket is likely to cause us to start a conversation, and an intercom announcement is likely to cause us to change topics in a conversation. For this reason all of our methods are in-situ. Interviews have been done in the hostels backpackers are staying at. Where possible, we investigate mobile device prototypes while participants are mobile, doing normal activities. Similarly, watching mobile behavior without introduced technologies provides a good understanding of the typical situations users would use a product in. We are also looking into technology probes and using short questionnaires to interact with backpackers in their natural environment when they are physically distributed.

Pointing at a location
being recommended to the group.

Social interaction constrained by a
seating arrangement.
Action Research
Action Research is a process whereby technology interventions are progressively made with a user population. Instead of keeping a hands-off approach while observing or testing, a researcher attempts to understand and solve problems for the population they are working with. It can at times be similar to normal product development, but it produces more tangible results than other methods and helps to keep proposed solutions practical. We like to try iterations of product ideas with the aim of having a working solution for real users.

Using maps while walking.

Showing the researcher
an object of interest.
User Participation
People who will use products often have feedback that is useful for designers. When asked before using a device (or out of the context of use) they can sometimes provide inaccurate feedback. It is easier for people to understand how they would use a device if it is in a tangible form (e.g. low-fidelity mockup) and they are in a realistic situation (e.g. walking through a mall). Most backpackers are not trained designers or computer engineers. Consequently it is easier for them to respond to existing design ideas and then suggest variations on them instead of creating new ones from scratch. These informal, in-situ brainstorming sessions between backpackers and designers are useful both for evaluating and co-creating new product designs. We are investigating new ways of doing this with mobile groups.

Discussing social relationships.

Flyer recruiting backpackers at hostels.