4. Ph.D. Work
• Distributed and embodied cognition
• Social consequences of technology
• Gestures for thinking
• Web 2.0 platforms and video for teaching
• Multitouch table devices
8. Practical Instruction
• Expert skill = perceptual and
motor abilities
– Visual, auditory, haptic
• What practices do instructors use
to nurture a developing
professional perception
• How can we support or augment
these with educational
technology
10. Augmented Instruction
• Video comparison tool to
support reflection and
development of professional
perception
• Any-time access to expert
demonstrations
• Outcomes:
– More time-on-task
– More work in productive
dyads
11. UX for Hardware and Devices
Medical Implant Mobile Controller
Medical Applicator and Packaging
12. Medical Implant Mobile Controller
Methods Used: Project Goal:
• Contextual inquiry/ethnographic Improve the hardware and UI design to
visits better serve the needs of patients
• Design ideation • Lack of understanding of UI =
• Iterative usability testing with patient can’t control chronic
prototypes pain
• Reduce support calls and clinic
visits
13. Medical Implant Mobile Controller
Methods Used:
• Contextual inquiry/ethnographic
visits
• Design ideation
• Iterative usability testing with
prototypes
14. Medical Implant Mobile Controller
Methods Used:
• Contextual inquiry/ethnographic
visits
• Design ideation
• Iterative usability testing with
prototypes
Defined 3 Single program Multi-program Programmers –
users – users –
distinct user Build/modify
On/off, Choose programs
groups: between 4 pre-
up/down
existing
programs
15. Medical Implant Mobile Controller
Methods Used: Design Ideation
• Contextual inquiry/ethnographic Metaphor: cell phone
visits
• Menu flow
• Design ideation
• Iterative usability testing with • Program activation
prototypes • Strength adjustment
16. Medical Implant Mobile Controller
Methods Used: Iterative Usability Testing
• Contextual inquiry/ethnographic • New design prototype
visits • Hardware and UI design
• Design ideation • Can patients execute tasks
• Iterative usability testing with appropriate to their
prototypes expressed needs?
17. Medical Implant Mobile Controller
Methods Used: Design Ideation
• Contextual inquiry/ethnographic
visits
Metaphor: cell phone
• Design ideation • Menu flow
• Iterative usability testing with • Program activation
prototypes • Strength adjustment
18. Medical Implant Mobile Controller
Methods Used: Design Ideation
• Contextual inquiry/ethnographic
visits
New Metaphor –
• Design ideation TV remote control
• Iterative usability testing with • Make it look and behave like
prototypes a simple TV remote control
19. Medical Implant Mobile Controller
Methods Used:
• Contextual inquiry/ethnographic Design Ideation
visits New Metaphor –
• Design ideation TV remote control
• Iterative usability testing with
prototypes
Single program Multi-program Programmers –
users – “On/off, users – “Change “Set up your DVR”
Up/down” the channel”
20. Medical Implant Mobile Controller
-Outcomes
• Delivered insightful perspective on the user
base that directly impacted a design
approach
• Users from all groups were better able to
accomplish everyday tasks as measured by
higher success rates
• Better control over the device leads to
better quality of life
• Having patients take the reigns on their own
pain control decreases Boston Scientific’s
support costs
21. Medical Applicator
Methods Used:
• Focus groups, contextual interviews
• Design ideation
• Usability testing with prototypes
• Home visits
• Project goal:
– Applicator Design
– Applicator Packaging
and Medication Delivery
– Box Design
22. Medical Applicator Design
Methods Used:
• Focus groups, contextual interviews
• Design ideation
Focus Groups
• Usability testing with prototypes
• Home visits
23. Medical Applicator Design
Methods Used:
• Focus groups, contextual interviews
• Design ideation
• Usability testing with prototypes
• Home visits
24. Medical Applicator Design
Methods Used:
• Focus groups, contextual interviews
• Design ideation
• Usability testing with prototypes
• Home visits
25. Medical Applicator Design
Methods Used:
• Focus groups, contextual interviews
• Design ideation
• Usability testing with prototypes
• Home visits
26. Medical Applicator Design
Methods Used:
• Focus groups, contextual interviews
• Design ideation
• Usability testing with prototypes
• Home visits
27. Medical Applicator Design
-Outcomes
• Delivered a comprehensive
solution for
applicator, packaging, and
box that fit with varied
constraints
(FDA, business, UX)
• Validated approach by
testing conceptual, low-
, and high-fidelity prototypes
in a variety of realistic
environments with target
users
29. Integrated Wellness System
Methods Used:
•Focus groups
•Contextual interviews
•Persona and use case development
•Design ideation
•Usability testing with prototypes
• Project goal:
– Design a concept for an
integrated wellness system
– Define target users and use
cases
– Deliver refined and tested
prototypes and specs of all
associated elements
30. Integrated Wellness System
Methods Used:
•Focus groups
•Contextual interviews
•Persona and use case development
•Design ideation
•Usability testing with prototypes
31. Integrated Wellness System
Methods Used:
•Focus groups
•Contextual interviews
•Persona and use case development
•Design ideation
•Usability testing with prototypes
32. Integrated Wellness System
Methods Used:
•Focus groups
•Contextual interviews
•Persona and use case development
•Design ideation
•Usability testing with prototypes
33. Integrated Wellness System
Methods Used:
•Focus groups
•Contextual interviews
•Persona and use case development
•Design ideation
•Usability testing with prototypes
Notas do Editor
I’ll just talk briefly about my background, and then I’ve put together a set of examples that emphasize work that I’ve done that I think might be relevant to what I’d do at Immersion – but essentially it’s not comprehensive but rather a deep dive on 4-5 projects so you can see how I think and how I approach research
At UCSD I did my PhD work in the lab of Ed Hutchins and Jim Hollan and worked on applying theories of distributed and embodied cognition to looking at entire ecosystems of interaction with technology. I did several projects that involved fieldwork and design for car interfaces, multitouch tables, and educational technology.
In my work outside of academia, I’ve learned to apply research methods to working in real-world business environments. Because of my extensive research experience, I see myself as a generalist – comfortable applying a variety of research methods to solving mysteries – both qual and quant techniques. Getting whys and evidence so we don’t deceive ourselves.
One of the neat things about Immersion is that I feel like a lot of what I did in my PhD work fits nicely with the kinds of problems I might be looking into if I worked here. My dissertation involved studying professional training environments, understanding how instructors teach students how to perceive things as professionals do – and teaching them how to use the tools of their trade.
How do we learn to operate tools like experts do? We watch demonstrations of experts. We allow experts to position our bodies with tools in a relevant landscape. We listen as experts talk about what they are doing when they demonstrate, or when they are maneuvering our body as it learns.
Molding and directing to scaffold the perceptual development of novices by emphasizing certain features and movements so that some are made salient, whereas others fade into the background.Such practices can organize the perceptual field and prime the motor system of a novice.
Developing this framework helped me lay the groundwork for developing an augmented training environment. We focused on using video. An obvious extension of this would be to create haptic devices that support the kinds of sensations an expert would have when making a correct action with a tool, but this kind of technology was not available to us.
Our client was Boston Scientific. We were asked to improve the UI and hardware design of a remote controller for a medical device. This is a device for chronic pain patients. An electrode array is implanted adjacent to their spinal column, and the device applies electrical stimulation that relieves pain. The remote controller is essential for controlling the stimulation strength, area of application, and pulse rate. So the current UI and device design was not faring well because patients were having trouble configuring it. This increases the amount of support calls and clinician visits Boston Scientific had to provide.
How are they using the device? What difficulties are they experiencing with the current implementation? Where are there opportunities for improvement?LCD screen very hard to see – patients didn’t really understand the buttons and how they worked – icons were cryptic and they got lost in the menu systems with negative effects.
One of the big things these ethnographic visits did, besides a laundry list of design issues, was to help us better understand the user population and how they wanted to use the device.We defined 3 user groups.Existing design does not support any population wellConfusing to those not familiar with advanced electronicsDoes not allow advanced users enough control
Worked with an industrial designer and a UI designer
Tested with actual patients in their homes, had them attempt a series of tasks with increasing complexity
A large class of patients were unfamiliar with cell phones. Menu flows and selection mechanisms were not familiar. Metaphor of “volume” controls did make sense
Is there a better metaphor?
Most prominent buttons and screen display items were for single program users.First level of information in the menu was for multi-program usersCould dive deeper to do configuration
Project we did for Allergan on their Latisse product
A"dip" method, where they had a pallette that held a drop of medication that they could dab the brush tip into. This concept was based on off-label use people already engage in - they often use the cap of the prescription bottle to hold solution. We created a way that they could do this same behavior, but have a sterile surface to use as a pallette.
We set up our usability lab to look like a bathroom and had participants come in and try to use the product with the different packaging configurations. Some interesting findings came out – participants admitted that the ease and convenience of the disposable packages would likely outweigh their desire to be eco friendly. Additionally, it became clear that the palette design was by far the most preferred method. “Liquid gold”
Next, we wanted to understand the best overall box design, so we created several prototypes. We wanted to find a design that would be appealing to the target market, easy to use, and be likely to be placed in an area of the home where it would encourage use. Built a series of box concepts that we had people try in their homeUsability testing in the field
Interesting to note that often a mobile app is part of a larger ecosystem that includes desktop or other interfaces, so we can’t study it alone.
Focus groups – identified target segments used to create personasSecondary research on motivation used to inform design conceptsContextual interviews – began exploring potential use cases
Identified key use cases for target personas
Defined specifications for pedometer based on engineering constraintsCreated lifelike mockups for use in usability testing What would be wearable? How should it be worn, and what is appealing to target?
We also did several rounds of testing with the mobile app Discovered the kinds of things people were likely to do on a mobile deviceScheduling, logging, socially connectingMobile app is part of a bigger ecosystem – need to consider the whole