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Understanding User Experience in Digital Homes: Insights from Intel's Global Research

This document outlines the methodologies and findings of Intel Corporation's research on the user experience in digital homes across 13 countries. Covering topics such as the social dynamics of television, personal computers, and handheld devices, it employs qualitative and quantitative techniques including ethnographic interviews, participant observation, and surveys. The goal is to comprehend people's daily lives, their relationships with technology, and the cultural contexts influencing their usage patterns. Key insights reveal the significance of devices like TVs and PCs, not merely as entertainment tools but as integral to modern living.

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Understanding User Experience in Digital Homes: Insights from Intel's Global Research

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  1. DHG User Experience GroupJuly 2006 Digital Home. Intel Corporation Digital Home. Intel Corporation

  2. Our Methodologies for Studying People, Cultures, and Homes • Intensive qualitative & interpretative studies • Participant observation; semi-structured interviews; home tours • Small scale, in person, descriptive/theory informed • Cultural probes, photo diaries, cognitive mapping, story-telling exercises, visualization exercises • Quantitative research • Focus groups, surveys & questionnaires • Large/small scale; in-person/remote; statistically/interpretative analysis Digital Home. Intel Corporation

  3. Ethnographic & Design Research Completed in 13 Countries Primary focus on TV, PC, Handheld86 households. ~400 interviews UK Germany Korea Turkey US Italy Japan China Egypt Taiwan India Brazil Australia Understanding the daily lives of people – & their relationships with technology TV: China, India, UK, US PC: Egypt, Germany, South Korea, Brazil HH: Japan, Taiwan, Italy, Turkey Spending time with them in and around their homes Uncovering what they value, the experiences they desire & why Digital Home. Intel Corporation

  4. The Social Lives of TelevisionChina, India, UK, US The lifecycles of a ubiquitous social /cultural object in global middle class homes • Fieldwork completed in Q1; Ethnographic findings presented within DHG & Intel; limited findings shared with fellow travelers (OEMs and retailers in US and Japan; plans for same in Europe); Ongoing data analysis and identification of future TV experiences and usage models • Methods include ethnographic interviews, home tours, photo diaries, participant observation, video documentation, participatory design exercises • No single TV experience - many ways placed, used, understood • TVs are not “just” - or even “primarily” entertainment devices • TVs are the most powerful ICT in the home; define, demarcate time and space • TVs have a half-life, rather than a replacement cycle Digital Home. Intel Corporation

  5. Understanding the PCEgypt, Germany, South Korea, Brazil Gaining deep knowledge of how the PC is understood in these countries • Field work completed Q2, analysis & report-outs Q3, brainstorms & design implication investigation Q3 • Methods include ethnographic interviews, home tours, cognitive mapping exercises, photo questionnaires, participant observation, video documentation • PC is perceived as work-only or leisure-only device • Frustrating, complex, mysterious, and often-broken • It is seen as essential but troublesome Digital Home. Intel Corporation

  6. Handheld Technologies In- and Outside the Digital HomeJapan, Taiwan, Italy, Turkey The everyday experiences of mobility – what people carry with them and why those things are important • Field work completed Q2, analysis & report-outs Q3, usage brainstorms & design implications investigation Q3 • Methods include ethnographic interviews, home tours & mapping, participant shadowing, purse/bag inventories, & participatory design exercises • Mobiles refreshed quickly, find a place of value in ecosystem of carried objects • Local service plans, fee structures dictate usage patterns • Mobiles are primary sites of content creation, not so much consumption at this point Digital Home. Intel Corporation

  7. Domestic Space and Interfaces for Located MobilityKatrina Jungnickel (INCITE, University of Surrey) Impact of wireless broadband on Australian homes • CTG/UEG fund 12 month qualitative sociological study exploring the impact of wireless broadband on urban Australian daily life. • Mid-project report outs to CTG, MG (Consumer Research, WiMAX), User-Experience Research community • Australia is site of first commercial WiMAX deployment (Unwired Australia – Intel key investor). • 2006. Australia is #2 laptop market in APAC, also #2 server market. • Early data suggest wireless broadband is changing domestic occupation patterns; expanding home to include public places Digital Home. Intel Corporation

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