In doing so, what kind of
insights can be derived from
leading people in the wrong
direction?
Wrong Positioning
The first example of this
approach stems from research
I conducted with my colleague
Fabien Girardin when we
worked at the Swiss Institute
of Technology in Lausanne. We
designed a location-based game
called CatchBob! to run geolo-cation field studies. We were
interested in the user experience
of positioning technologies: how
people react when they see their
own location and how they react
to awareness of their contacts’
locations.
An interesting example of
provoking failures in the context
of location-based services is
to locate people in wrong locations (close to the proper location, a bit farther away, much
farther, etc.) and observe their
reactions. Incorrectly positioning the user and locating a
friend in the wrong place on
the display enabled us to test
different “acceptable” accura-cies of positioning. This helps
the researcher to understand
the radius of the area in which
people are comfortable being
located (for self and for others).
Evaluating users’ reactions to
wrong location is a proxy to
understand the mental model:
Should positioning be accurate? What is an acceptable
uncertainty? Could this be an
iterated process to define a
“comfort zone” in the context
of location-based services?
Games are especially interesting
when exploring failures because
difficulties and hurdles can be
playful and intriguing from the
players’ standpoint. Unlike with
business applications, designing a game is not necessarily a
matter of making everything
as easy as possible. Failure is
indeed acceptable when framed
as play simply because it is a
prominent component of the
game’s mechanics. Therefore,
we thought video games could
be an interesting platform to
explore failures in the context of
interaction design.
In this project, we looked at
the Nintendo Wiimote and the
sensitivity calibration of its
accelerometers. When preparing the software that used the
Wiimote (and Nunchuk) sensors, programmers intentionally
coded the effects of the gestures
to be highly sensitive to motion.
Small movements made by players had an extra-large influence
on the character’s movements
in the virtual environment. At
first, this was done to gain an
understanding of how people
would react to sensitivity so we
could fine-tune it properly. But
play tests revealed that players
liked this utterly wrong calibration because it gave them a sort
of superpower. We observed
children gesturing and shouting dramatically: The on-screen
reaction was more compelling
than what they had experienced before. In this example,
provoking failures was a way to
disrupt the way game designers
thought about players’ interests.
and the way people actually perceive those objects, think, and
act. Provoking and observing
failures can be an insightful tactic in design research. However,
this approach nevertheless calls
into question the kind of failures
that can or should be provoked.
Choosing what problems can be
tested on users is obviously conditioned by social, technical, and
ethical constraints.
In doing so, user experience
researchers can start a different kind of dialog with users
that highlights inspirational
data about how people would
behave (and adjust their behavior or solve problems). Knowing
how users react to problems
can lead to insights about how
to prevent these failures from
happening, how to communicate
malfunctions (i.e., error messages), or simply find solutions
so users are not too bothered.
In addition, the use of fieldwork
in the context of misuse (or
flawed use) can be a way to shed
some light on original design
possibilities and questions.
AbOut the AuthOr
Nicolas Nova is a research-
er and consultant in the
domains of user experi-
ence and interaction
design, undertaking field
studies to inform and evaluate the creation
of innovative products and services. At Lift
Lab, he works for clients such as Orange,
Nespresso, Nokia Design, and UBS. He is
also the editorial director of the Lift
Conferences and he teaches design
research at the Geneva University of Arts
and Design (HEAD-Geneva) as well as the
Ecole Nationale Supérieure de Création
Industrielle (ENSCI, Paris). Nova holds a
Ph.D. in human-computer interaction from
the Swiss Institute of Technology
(Lausanne).
September + October 2010
Wii Superpower
In another project I examined
failures in console games.
So What?
Failures result from the incom-patibilities between the way
technical objects are designed
DOi: 10.1145/1836216.1836234
© 2010 ACM 1072-5220/10/0900 $10.00