20. 1 - VALUE, TECHNOLOGY, CONTEXT OF USE
2 - IDENTIFY DIRECT & INDIRECT
STAKEHOLDERS
3 - IDENTIFY BENEFITS & HARMS FOR EACH
STAKEHOLDER GROUP
4 - MAP BENEFITS & HARMS ONTO
CORRESPONDING VALUES
5 - IDENTIFY POTENTIAL VALUE CONFLICTS
6 - INTEGRATE VALUE CONSIDERATIONS
21. VALUE, TECHNOLOGY, CONTEXT OF USE
VALUE:
Empowerment
TECHNOLOGY:
Wireless access
CONTEXT OF USE:
Homelessness…SXSW
#VSD @followsprocess
22. IDENTIFY DIRECT & INDIRECT STAKEHOLDERS
DIRECT STAKEHOLDERS:
Homeless Participants
SXSW Attendees
Front Steps – homeless shelter
BBH – ad agency
#VSD @followsprocess
23. IDENTIFY DIRECT & INDIRECT STAKEHOLDERS
INDIRECT STAKEHOLDERS:
Austin community
Homeless people
Advocacy groups
Wireless provider
#VSD @followsprocess
24. IDENTIFY BENEFITS & HARMS FOR EACH
STAKEHOLDER GROUP
Homeless Participants
Benefits: Working with the public for 4 days
Harms: No ongoing support
SXSW Attendees
Benefits: Wireless service on demand
Harms: Discomfort with a social problem
#VSD @followsprocess
25. IDENTIFY BENEFITS & HARMS FOR EACH
STAKEHOLDER GROUP
Front Steps – homeless shelter
Benefits: Helping tenants earn money
Harms: No infrastructure to continue the program
BBH – ad agency
Benefits: Media attention, brand awareness
Harms: Criticism
#VSD @followsprocess
26. IDENTIFY BENEFITS & HARMS FOR EACH
STAKEHOLDER GROUP
Austin community
Benefits: Positive interactions with homeless
Harms: Negative attention about problem
Homeless
Benefits: Creates awareness
Harms: Does not create sustainable change
#VSD @followsprocess
27. IDENTIFY BENEFITS & HARMS FOR EACH
STAKEHOLDER GROUP
Advocacy Groups
Benefits: Inspires new programs
Harms: Highlights complexity of problem
Wireless Carrier
Benefits: Brand equity
Harms: Potential negative brand association
#VSD @followsprocess
28. MAP BENEFITS & HARMS
ONTO CORRESPONDING VALUES
Homeless Participants
Benefits: Working with the public for 4 days
Engagement, Earning, Humanization
Stability
Harms: No ongoing support
SXSW Attendees
Benefits: Wireless service on demand
Access
Harms: Discomfort with a social problem
Comfort
#VSD @followsprocess
29. MAP BENEFITS & HARMS
ONTO CORRESPONDING VALUES
Front Steps – homeless shelter
Benefits: Helping tenants earn money
Empowerment, Philanthropy
Maintainability
Harms: No infrastructure to continue the program
BBH – ad agency
Benefits: Media attention, brand awareness
Fame
Harms: Criticism
Notoriety
#VSD @followsprocess
30. MAP BENEFITS & HARMS
ONTO CORRESPONDING VALUES
Austin community
Benefits: Positive interactions with homeless
Change
Status Quo
Harms: Negative attention about problem
Homeless
Benefits: Creates awareness
Hope
Harms: Does not create sustainable change
Sustainability
#VSD @followsprocess
31. MAP BENEFITS & HARMS
ONTO CORRESPONDING VALUES
Advocacy Groups
Benefits: Inspires new programs
Innovation
Encouragement
Harms: Highlights complexity of problem
Wireless Carrier
Benefits: Brand equity
Recognition
Harms: Potential negative brand association
Reputation
#VSD @followsprocess
32. IDENTIFY POTENTIAL VALUE CONFLICTS
Access Innovation
Change Maintainability
Comfort Notoriety
Earning Philanthropy
Empowerment Recognition
Encouragement Reputation
Engagement Stability
Fame Status Quo
Hope Sustainability
Humanization
#VSD @followsprocess
37. Question
HOW MIGHT YOU USE VALUE-
SENSITIVE DESIGN TO HELP
ENGAGE USERS MORE
EFFECTIVELY?
#VSD @followsprocess
Notas do Editor
User Experience is based on a memory of an event. We cannot control the context in which our designs are used, and therefore we cannot truly design an experience. We can, however, design for engagement. Engagement can be measured both quantitatively and qualitatively, which can often open doors with other stakeholders such as the value people and the feasibility people.
User Experience is based on a memory of an event. We cannot control the context in which our designs are used, and therefore we cannot truly design an experience. We can, however, design for engagement. Engagement can be measured both quantitatively and qualitatively, which can often open doors with other stakeholders such as the value people and the feasibility people.
User Experience is based on a memory of an event. We cannot control the context in which our designs are used, and therefore we cannot truly design an experience. We can, however, design for engagement. Engagement can be measured both quantitatively and qualitatively, which can often open doors with other stakeholders such as the value people and the feasibility people.
Humans are inherently good. They want to do the right thing. Virtually any situation where you are problem solving with design, you are going to run into value judgments. Value judgments can make us feel uncomfortable