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P. J. Rankin

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Publications by P. J. Rankin (bibliography)

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1994
 
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Westerink, J. H. D. M., Rankin, P. J., Majoor, G. M. M. and Moore, P. S. (1994): A New Technique for Early User Evaluation of Entertainment Product Interfaces. In: Proceedings of the Human Factors and Ergonomics Society 38th Annual Meeting 1994. p. 992.

There is a bewildering range of alternative multi-media products which could be designed and developed to entertain the consumer. If sensitively handled, early evaluation by users can guide the completion of a balanced product design and appropriate interface. The relative incompleteness of early prototypes, however, is often an obstacle for engaging real users in a deep evaluation and therefore reduces the choice of suitable evaluation methods. In this poster, we discuss the merits and drawbacks of a known method (the 'Co-discovery' method) in which pairs of subjects explore prototypes together. We also present a new extension to the method (the so-called 'Listener' technique) in which the pair are then asked in an informal setting to describe their experience to a third subject. These methods were applied to a novel product concept, VideoMix, for teenagers to make their own pop-videos. The user can assemble digital video and synchronized animations to interpret stored music tracks on Compact-Disc Interactive (CDi). VideoMix aims to stimulate consumer creativity by drawing teenagers smoothly along a learning curve, from experiential pleasures in playing along with the music, into reflective pleasures of personalization and a sense of ownership through finer controls and more functionality off-line. We find that, when confronted by a combination of both hands-on testing of a working prototype and hands-off walk-through of the complete product concept, the users generate invaluable input to the (re-) design process, though of different kinds. Co-discovery, employing subject pairs who are friends, is very successful in this respect. Furthermore, the new Listener technique is of great help for eliciting the users' summarized impressions of the product concept in their own terminology and order of recall, and for assessing the relative value of proposed features. These methods are especially suitable for early evaluation of entertainment products, where pleasure plays perhaps an even more important role than task efficiency.

© All rights reserved Westerink et al. and/or Human Factors Society

1991
 
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Colgan, L., Gupta, A., Rankin, P. J. and Spence, R. (1991): Empowering Industrial Designers. In ACM SIGCHI Bulletin, 23 (4) pp. 50-51.

Industrial design is an important, but complex activity whose creative phases are poorly supported by computer aids. Numerical methods could assist the process of design innovation, but present many cognitive barriers to their exploitation. We describe an ambitious project aimed at bringing the power of one such method, optimisation, to analogue circuit engineers.

© All rights reserved Colgan et al. and/or ACM Press

 
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Changes to this page (author)

21 Feb 2010: Modified
26 Jun 2007: Added
23 Jun 2007: Added

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May 23

Knowledge is commonly socially constructed, through collaborative efforts towards shared objectives or by dialogues and challenges brought about by different persons' perspectives.

-- G. Salomon (in "Distributed Cognitions: Psychological and Educational Considerations")

 
 

Featured chapter

Read the fascinating history of Wearable Computing, told by its father, Steve Mann

Read Steve's chapter !

 
 

Help us help you!