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Digital Convergent Design considerations
        for Interactive Television
WARNING !
 To be consistent with the theme
of the presentation. The movie clip
     you are about to see was
 intentionally shot using a mobile
  phone … a great example of a
        convergent device.

Please excuse the shaking quality
 of the video … it's really not our
  fault
  f lt … merely a by-product of
               l    b      d t f
           convergence
Introduction




        shot with my mobile phone ☺


Ian Valentine, CEO MiniWeb Interactive
    Valentine
“ With digitisation, all of the media become translatable into
  each other - computer bits migrate merrily - and escape
      from their traditional means of transmission …”
                        Stuart Brand
Convergence
Chaos
“Although convergence has been a popular topic of
discussion within the field of HCI for more than a decade,
very little empirical data has been reported on the use of
                   converged solutions.”
                             d l ti     ”

                     Lyn Pemberton
Convergent Media Design

is a design strategy that focuses on identifying and providing
  solutions to implications of convergent media systems and
                 p                   g            y
                the challenges of convergence.
Because of the subjective and qualitative
   nature of “design” we felt it was important to introduce
 certain concepts that constitute our framework for thinking
                    about design criteria.

This criterion we felt provided a good framework to interpret,
    evaluate and present the data we have collected in a
                       consistent manner
                                  manner.
Semiotic Design

Design as a form of communication between two actors (the
designer and user). This is an idea introduced by Clarisse de
        Souza in her book “Semiotic Engineering and
                            Semiotic Engineering”
 furtherpromoted and expanded upon by Don Norman in his
           book “Psychology of Everyday Things”
Affordance




The designer can create clues that naturally guide
        the user to “perceive-able action”
According to Norman there are also constraints: three basic
      categories exist - physical logical and cultural
                         physical, logical,and cultural.

Physical constraints are closely tied to real affordances e.g.
  it is impossible to move the cursor outside the screen.
                                                    screen

    Logical constraints use reasoning to determine the
    alternatives,
    alternatives and are valuable in guiding behaviour
                                             behaviour.

  Finally, cultural constraints are conventions shared by a
            cultural group e.g. Q
                     g p g QWERTY keyboard. y
In the context of convergent media design we introduce
 another category that is a slight variation of a physical
                       constraint.
                            t i t

         “Device constraints” we describe as the
 technological limitations of a particular device in being
able to accommodate another medium not conventionally
               associated with that device.

A device may be designed to challenge the technological
limitations of an intended medium but unable to adapt to
         accommodate another medium so easily
Meta-Communication
           M t C      i ti


                                       user

designer                        user
As services attempt to traverse platforms seamlessly, implications and
  design considerations will begin to surface. These implications will in
someway be associated to poor communication somewhere in the design
  communication process and will be manifested i th system d ig
          i ti               d ill b       if t d in the   t    design.

   It is important that the convergent media designer narrows the gap
between the conceptual model of the system and the mental model of
                     p                    y
the user; while trading-off against constraints - functionality and usability.
The main aim of this research was to gain an understanding of people’s
            perceptions, attitudes and behaviour towards
                          convergent media.
Data Collection Strategy

-Structured interview: (quantitative)

     General Questions
     Questions were focused to mobile phone,
     internet and digital television technologies.

     Specific questions

     Demographics

     15-20 min
-Field notes (qualitative)

-Incentives:
 Incentives:
           T-shirts
           Sky Navigators for Sky users
           (remote control)

-Pilot Test: 19 people
Demographics
    g p

Population size: 89
(randomly selected from members of the general
public)
   bli )


43% Female
57% Male

Population age range: 16-65 years old.
In order to determine the questions that needed to be asked,
the research aims were further broken down into three categories from
                which question were constructed around.

                1. Competitive/complementary category
                2. Behaviour category
                3.
                3 Perception category
1
    Competitive/complementary category: This category surveyed
    participants’ exposure to various media technologies and their
    preference in using a convergent service.
-Many participants received digital TV as part of a Triple service
                                                f
(telephone, internet and digital TV)

-Some participants prefer t perform i t
 S          ti i   t   f to     f    internet related activities on th
                                             t l t d ti iti         the
internet (where they have broadband/wireless access) and not through
their televisions.

-Some participants are reluctant to and just prefer to watch television,
ignoring these services.
“it`s a bit of a FAF !
isn`t it” … “No,
would be a pain in the
arse th
      those little
              littl
buttons”




      QUESTION: Do you use the interactive features on your TV?”       This slide is
                                                                   based on actual
      ANSWER: NO                                                        field notes
“ I would … but my
TV is too slow for
that “




     QUESTION: Do you use the interactive features on your TV?”       This slide is
                                                                  based on actual
     ANSWER: NO                                                        field notes
“Darling, I’m too old to
                                                              Darling, I m
                                                             use the internet!”




                                                              (however she was
                                                              very engage in using
                                                              the interactive
                                                              service on her digital
                                                              television and in fact
                                                              could be consisted a
                                                              “heavy user”)




QUESTION: Do you use the interactive features on your TV?”                     This slide is
                                                                           based on actual
ANSWER: NO                                                                      field notes
“No no no… I don t
                                                              No            don’t
                                                             know if I would be
                                                             able to come back
                                                             to my programme
                                                                    programme”




QUESTION: Do you use the interactive features on your TV?”                    This slide is
                                                                          based on actual
ANSWER: NO                                                                     field notes
2
    Behaviour category:
    This category surveyed the behaviour of participants.
    It considered frequency of usage and the context of that usage.
Hours watching TV per day and interactive TV usage

50
45
40
35
30
25
20
15
10
 5
 0
       Less than 3 hours               About 3 hours                 More than 3 hours

                       Interactive Features NO   Interactive features YES




 Only 26,6% of infrequent TV users (spend less than 3 hr per day) use
 interactive features on their TV.
 There is a correlation between heavy TV users and interactive features as
 45,5% of the heavy TV users use the interactive features of their TV.
Scenarios of usage of interactive TV services


7

6

5

4

3

2

1

0
    Between commercials   While waiting for show   Telly for myself   Play games with family
                                 to start



        Interactive services were always considered secondary to the primary
        activity of watching TV
                             TV.
Interactive TV services usage

100,00%
 90,00%
 80,00%
 70,00%
 60,00%
 50,00%
 40,00%
 40 00%
 30,00%
 20,00%
 10,00%
  0,00%




                                                          ws
           ow



                        t




                                                           a
                      or




                                                       ce




                                                                           TV
                                                        ...
                                                        ci




                                                                                    at
                               g




                                                      ne
                                                       g
                    sp




                                                                     D
         sh




                             in




                                                   TV
                                                     er




                                                                                  ch
                                                     in


                                                   er




                                                                   Vo
                           bl




                                                                         on
                                                  m
                                                 am




                                                  st
                    g




                                                  m
        ity




                         am




                                                                                  l,
                                                 e
                  in




                                                m
                                                te
                                                m




                                                                                ai
                                               us




                                                                      eb
                                               G
      al


                ew




                                              co
                                              la




                                                                              Em
                                             co
                        G
    re




                                            Pa




                                                                     W
                                           up
              vi




                                           T-




                                            d
    d




                                          re
             r
  te


          ilo




                                        ch
Vo




                                        s
        Ta




                                     es
                                      at
                                    C


                                   Pr




          Users go interactive when it was associated with enhancing the TV show
          they were viewing.
             y            g
3
    Perception category: This category surveyed attitudes towards
    usage and the potential context of usage. It surveyed potential and
    asked if people “would?”
Users perception about ease-of-use of the interactive features




                      difficult; 6




take some getting
    use to; 31                                    relativ easy; 48
                                                         ely
“Well is should be
easy if its on your
TV isn t it?
   isn’t it?”




QUESTION: Do you think finding information on TV would be…       This slide is
                                                             based on actual
ANSWER: Easy                                                      field notes
En




                           0
                               10
                                    20
                                         30
                                              40
                                                   50
                                                        60
                                                             70
  te
    rta         N
       in         ew
         m          s
           en
              ta
                nd
                   m
                     ed
        O              i
          nl
            in
              e
                ba
                  nk
                    in
                      g
             Ed
               uc
                 at
                   io
                     n

               Sp
    Tr           or
      av           ts
        el
             an
               d
                   bo
   N                 ok
    HS                 in
         he              g
           al
             th
                   se
                     rv
                       ic
       Ph                es
         on
           e
               di
                 re
                   ct
                     or
                       y
          T-
            co
              m
               m
                                                                  Information that users WOULD search on TV




                er
                  ce


                   O
                    th
                      er
Would users give credit card details on TV?




Yes
36%




                                            No
                                           64%
“Yeah… it is like
the internet,
right?
right?”




QUESTION: Would you give your credit card details on TV?       This slide is
                                                           based on actual
ANSWER: Yes                                                     field notes
“No.. I think I’ll
                                                           wait till it’s more
                                                           secure”




QUESTION: Would you give your credit card details on TV?                     This slide is
                                                                         based on actual
ANSWER: No!                                                                   field notes
E-commerce usage and T
           E                  d T-commerce perception
                                                 ti
30
                                                       26
25

20                                                            17
15

10                            7         6
5    2           1
0
         Daily                 Weekly                   Monthly

                               No   Yes




     64% of participants wouldn’t give credit card details on TV.
      However, 71,4% of them do buy goods via the Internet.
0
                   5
                  10
                  15
                  20
                  25
                  30
                  35
                  40
                  45
                  50
     Bo
       ok
         s




                                     30
En
  te
    rta
       in
         m
          en
            t
                                          45




    Va
      ca
        tio
           n
                                26




      Pi
        zz
          a
                           22




   G
    ro
      ce
        rie
           s
                                               What would they buy?
                                                                  ?




                      13




 Pa
   yin
      g
          Bi
            lls
                      14




      O
       th
         er
                  8
Behaviour vs Perception in Interactive TV activities
100,00%

90,00%

80,00%

70,00%

60,00%

50,00%

40,00%

30,00%

20,00%

10,00%
  ,

 0,00%
            V oted     Tailor                                             Press red
                                                       T-      Catch up               Pause
            reality   viewing   Gambling   Gaming                        commercia              VoD     Web on TV Email, chat
                                                    commerce latest news               TV...
            show       sport                                                  l
   Serie1   40,00%    43,30%     6,70%     16,70%    20,00%     86,70%    43,30%      33,30%   40,00%    10,00%      6,70%
   Serie2   33,90%    58,90%     1,80%     21,40%    33,90%     73,20%    42,90%      58,90%   62,50%    39,30%     44,60%



  While 10% of participants who have interactive services declared that they use web on TV (behaviour)
                                                                                               (behaviour),
  39% of participants who don’t have interactive features said that they would like to use this service
  (perception).
ONLY 1 potential participant we couldn`t interview
Because: NO TV, NO Internet, NO Mobile Phone             This slide is
                                                     based on actual
                                                          field notes
“Convergence is remediation under another
    C
     name, and the remediation is mutual: the
 Internet refashions television even as television
              refashions the I t
                f hi     th Internet”
                                    t”

          Bolter, J. & Grusin, R. 1999



This process of remediation described by Bolter and
     p                                 y
Grusin exposes the need for new design consider-ations
- convergent design considerations.
Convergent design should consider the medium
the service is converging towards. A service that
                           towards
has been designed for one medium then
transferred directly to another, particularly
between two platforms that offer different device
constraints and affordances, is likely to fail in the
design communication.
Convergent service must be designed to be intuitive to
understand, easy to use and valuable to the user.


User centred design is another important consideration for
good convergent design.


It becomes essential in this competitive environment to
match the potential users’ expectation with t e
   atc t e pote t a use s e pectat o      t the
functionality of the convergent system.
Understanding the mental models of the user specific to a particular
device and identifying transferable effective aspects of that mental
                  y g                           p
model in another device can help users to understand and potentially
accept the convergent services.

Promoting convergent features is also a part of convergent design
considerations.


Promotion can also be approached through the design process.
Branding is also very important to
consider as brand strategy and
communication are essential parts of
creating user experience.


 “Physical branding then becomes a part of the drive for usability, as we try
  to help the user answer questions about what the service offers, who is
                                                               offers
   providing it, what its relationship is to a broadcast programme, who, if
anyone, is asking for payment andso on. In other words, clear branding may
    help the user develop a clear mental model of the service, which will
                                enhance usability.”.

                          Pemberton & Fallahkhair
Do you have
any questions,
        ti
mate!?

        Acknowledgements:
        Richard Griffiths (UoB)
        Ian Valentine (Mi i b)
        I V l i (Miniweb)

        CONTACT:
        Begoña B
        B   ñ Bagur
        bbagur@di8it.com
        www.di8it.com

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Digital Convergent Design Considerations for Interactive TV

  • 1. Digital Convergent Design considerations for Interactive Television
  • 2. WARNING ! To be consistent with the theme of the presentation. The movie clip you are about to see was intentionally shot using a mobile phone … a great example of a convergent device. Please excuse the shaking quality of the video … it's really not our fault f lt … merely a by-product of l b d t f convergence
  • 3. Introduction shot with my mobile phone ☺ Ian Valentine, CEO MiniWeb Interactive Valentine
  • 4.
  • 5.
  • 6. “ With digitisation, all of the media become translatable into each other - computer bits migrate merrily - and escape from their traditional means of transmission …” Stuart Brand
  • 9. “Although convergence has been a popular topic of discussion within the field of HCI for more than a decade, very little empirical data has been reported on the use of converged solutions.” d l ti ” Lyn Pemberton
  • 10.
  • 11.
  • 12.
  • 13. Convergent Media Design is a design strategy that focuses on identifying and providing solutions to implications of convergent media systems and p g y the challenges of convergence.
  • 14.
  • 15. Because of the subjective and qualitative nature of “design” we felt it was important to introduce certain concepts that constitute our framework for thinking about design criteria. This criterion we felt provided a good framework to interpret, evaluate and present the data we have collected in a consistent manner manner.
  • 16. Semiotic Design Design as a form of communication between two actors (the designer and user). This is an idea introduced by Clarisse de Souza in her book “Semiotic Engineering and Semiotic Engineering” furtherpromoted and expanded upon by Don Norman in his book “Psychology of Everyday Things”
  • 17. Affordance The designer can create clues that naturally guide the user to “perceive-able action”
  • 18. According to Norman there are also constraints: three basic categories exist - physical logical and cultural physical, logical,and cultural. Physical constraints are closely tied to real affordances e.g. it is impossible to move the cursor outside the screen. screen Logical constraints use reasoning to determine the alternatives, alternatives and are valuable in guiding behaviour behaviour. Finally, cultural constraints are conventions shared by a cultural group e.g. Q g p g QWERTY keyboard. y
  • 19. In the context of convergent media design we introduce another category that is a slight variation of a physical constraint. t i t “Device constraints” we describe as the technological limitations of a particular device in being able to accommodate another medium not conventionally associated with that device. A device may be designed to challenge the technological limitations of an intended medium but unable to adapt to accommodate another medium so easily
  • 20. Meta-Communication M t C i ti user designer user
  • 21. As services attempt to traverse platforms seamlessly, implications and design considerations will begin to surface. These implications will in someway be associated to poor communication somewhere in the design communication process and will be manifested i th system d ig i ti d ill b if t d in the t design. It is important that the convergent media designer narrows the gap between the conceptual model of the system and the mental model of p y the user; while trading-off against constraints - functionality and usability.
  • 22.
  • 23. The main aim of this research was to gain an understanding of people’s perceptions, attitudes and behaviour towards convergent media.
  • 24. Data Collection Strategy -Structured interview: (quantitative) General Questions Questions were focused to mobile phone, internet and digital television technologies. Specific questions Demographics 15-20 min -Field notes (qualitative) -Incentives: Incentives: T-shirts Sky Navigators for Sky users (remote control) -Pilot Test: 19 people
  • 25. Demographics g p Population size: 89 (randomly selected from members of the general public) bli ) 43% Female 57% Male Population age range: 16-65 years old.
  • 26.
  • 27. In order to determine the questions that needed to be asked, the research aims were further broken down into three categories from which question were constructed around. 1. Competitive/complementary category 2. Behaviour category 3. 3 Perception category
  • 28. 1 Competitive/complementary category: This category surveyed participants’ exposure to various media technologies and their preference in using a convergent service.
  • 29.
  • 30. -Many participants received digital TV as part of a Triple service f (telephone, internet and digital TV) -Some participants prefer t perform i t S ti i t f to f internet related activities on th t l t d ti iti the internet (where they have broadband/wireless access) and not through their televisions. -Some participants are reluctant to and just prefer to watch television, ignoring these services.
  • 31. “it`s a bit of a FAF ! isn`t it” … “No, would be a pain in the arse th those little littl buttons” QUESTION: Do you use the interactive features on your TV?” This slide is based on actual ANSWER: NO field notes
  • 32. “ I would … but my TV is too slow for that “ QUESTION: Do you use the interactive features on your TV?” This slide is based on actual ANSWER: NO field notes
  • 33. “Darling, I’m too old to Darling, I m use the internet!” (however she was very engage in using the interactive service on her digital television and in fact could be consisted a “heavy user”) QUESTION: Do you use the interactive features on your TV?” This slide is based on actual ANSWER: NO field notes
  • 34. “No no no… I don t No don’t know if I would be able to come back to my programme programme” QUESTION: Do you use the interactive features on your TV?” This slide is based on actual ANSWER: NO field notes
  • 35. 2 Behaviour category: This category surveyed the behaviour of participants. It considered frequency of usage and the context of that usage.
  • 36. Hours watching TV per day and interactive TV usage 50 45 40 35 30 25 20 15 10 5 0 Less than 3 hours About 3 hours More than 3 hours Interactive Features NO Interactive features YES Only 26,6% of infrequent TV users (spend less than 3 hr per day) use interactive features on their TV. There is a correlation between heavy TV users and interactive features as 45,5% of the heavy TV users use the interactive features of their TV.
  • 37. Scenarios of usage of interactive TV services 7 6 5 4 3 2 1 0 Between commercials While waiting for show Telly for myself Play games with family to start Interactive services were always considered secondary to the primary activity of watching TV TV.
  • 38. Interactive TV services usage 100,00% 90,00% 80,00% 70,00% 60,00% 50,00% 40,00% 40 00% 30,00% 20,00% 10,00% 0,00% ws ow t a or ce TV ... ci at g ne g sp D sh in TV er ch in er Vo bl on m am st g m ity am l, e in m te m ai us eb G al ew co la Em co G re Pa W up vi T- d d re r te ilo ch Vo s Ta es at C Pr Users go interactive when it was associated with enhancing the TV show they were viewing. y g
  • 39. 3 Perception category: This category surveyed attitudes towards usage and the potential context of usage. It surveyed potential and asked if people “would?”
  • 40. Users perception about ease-of-use of the interactive features difficult; 6 take some getting use to; 31 relativ easy; 48 ely
  • 41. “Well is should be easy if its on your TV isn t it? isn’t it?” QUESTION: Do you think finding information on TV would be… This slide is based on actual ANSWER: Easy field notes
  • 42. En 0 10 20 30 40 50 60 70 te rta N in ew m s en ta nd m ed O i nl in e ba nk in g Ed uc at io n Sp Tr or av ts el an d bo N ok HS in he g al th se rv ic Ph es on e di re ct or y T- co m m Information that users WOULD search on TV er ce O th er
  • 43. Would users give credit card details on TV? Yes 36% No 64%
  • 44. “Yeah… it is like the internet, right? right?” QUESTION: Would you give your credit card details on TV? This slide is based on actual ANSWER: Yes field notes
  • 45. “No.. I think I’ll wait till it’s more secure” QUESTION: Would you give your credit card details on TV? This slide is based on actual ANSWER: No! field notes
  • 46. E-commerce usage and T E d T-commerce perception ti 30 26 25 20 17 15 10 7 6 5 2 1 0 Daily Weekly Monthly No Yes 64% of participants wouldn’t give credit card details on TV. However, 71,4% of them do buy goods via the Internet.
  • 47. 0 5 10 15 20 25 30 35 40 45 50 Bo ok s 30 En te rta in m en t 45 Va ca tio n 26 Pi zz a 22 G ro ce rie s What would they buy? ? 13 Pa yin g Bi lls 14 O th er 8
  • 48. Behaviour vs Perception in Interactive TV activities 100,00% 90,00% 80,00% 70,00% 60,00% 50,00% 40,00% 30,00% 20,00% 10,00% , 0,00% V oted Tailor Press red T- Catch up Pause reality viewing Gambling Gaming commercia VoD Web on TV Email, chat commerce latest news TV... show sport l Serie1 40,00% 43,30% 6,70% 16,70% 20,00% 86,70% 43,30% 33,30% 40,00% 10,00% 6,70% Serie2 33,90% 58,90% 1,80% 21,40% 33,90% 73,20% 42,90% 58,90% 62,50% 39,30% 44,60% While 10% of participants who have interactive services declared that they use web on TV (behaviour) (behaviour), 39% of participants who don’t have interactive features said that they would like to use this service (perception).
  • 49. ONLY 1 potential participant we couldn`t interview Because: NO TV, NO Internet, NO Mobile Phone This slide is based on actual field notes
  • 50.
  • 51. “Convergence is remediation under another C name, and the remediation is mutual: the Internet refashions television even as television refashions the I t f hi th Internet” t” Bolter, J. & Grusin, R. 1999 This process of remediation described by Bolter and p y Grusin exposes the need for new design consider-ations - convergent design considerations.
  • 52. Convergent design should consider the medium the service is converging towards. A service that towards has been designed for one medium then transferred directly to another, particularly between two platforms that offer different device constraints and affordances, is likely to fail in the design communication.
  • 53. Convergent service must be designed to be intuitive to understand, easy to use and valuable to the user. User centred design is another important consideration for good convergent design. It becomes essential in this competitive environment to match the potential users’ expectation with t e atc t e pote t a use s e pectat o t the functionality of the convergent system.
  • 54. Understanding the mental models of the user specific to a particular device and identifying transferable effective aspects of that mental y g p model in another device can help users to understand and potentially accept the convergent services. Promoting convergent features is also a part of convergent design considerations. Promotion can also be approached through the design process.
  • 55. Branding is also very important to consider as brand strategy and communication are essential parts of creating user experience. “Physical branding then becomes a part of the drive for usability, as we try to help the user answer questions about what the service offers, who is offers providing it, what its relationship is to a broadcast programme, who, if anyone, is asking for payment andso on. In other words, clear branding may help the user develop a clear mental model of the service, which will enhance usability.”. Pemberton & Fallahkhair
  • 56. Do you have any questions, ti mate!? Acknowledgements: Richard Griffiths (UoB) Ian Valentine (Mi i b) I V l i (Miniweb) CONTACT: Begoña B B ñ Bagur bbagur@di8it.com www.di8it.com