Applied ethnography research aims for cultural interpretation through qualitative methods into the private sector or in our case, into our project.
I was fortunate to take the course, Ethnography for Designers with Dr. Michael Lahey at Kennesaw State University (KSU). Through Sam Ladner’s Practical Ethnography: A Guide to Doing Ethnography in the Private Sector, my team and I learned the theories and concepts of applied ethnography and exercised these concepts throughout the Fall semester of 2022.
Sin-K is a K-pop dance club at KSU. The purpose of the club is to learn, practice, and film K-pop choreographies as well as connect students with an interest in K-pop dances. The club votes on dances, split into subgroups, and practices on the Kennesaw campus Monday through Thursday from 8:30pm to 10:30pm. We noticed the amount of commitment the members input and formed curiosity as to why. To understand the members’ perspective, our team has established a research question: “What influences members to participate in Sin-K?” To give further insight, we have created a cohering metaphor: “Members of Sin-K are black sheep in society, but Sin-K is a home for black sheep.” The purpose of our metaphor is to “... summarize complex ideas and nuanced findings of qualitative research” (Ladner, 146). By doing so, we can focus on the cultural meaning of our study and summarize our findings.
Ethnography is the study of culture that aims to gain a deeper understanding of a particular group. For this class project, applied ethnography was appropriate for us as students and as designers. Applied ethnography is not as in depth as traditional ethnography due to the reduced time in the field. Although it can be limiting, applied ethnography is valuable to designers because it takes the participants’ point of view. By understanding the participants’ perspective and experiences, designers can grasp the participants’ values and make decisions based on the research. As this research is a class project, we only had 15 weeks to complete our project which was split into four phases: recruitment, fieldwork, analysis, and the report.
I was given the opportunity to pitch a study of my choice. As a Korean American, K-pop has always been a part of my life, and dance has been a personal hobby of mine. I am a current member of Sin-K and due to my connections, I pitched Sin-K’s club meetings as a fieldsite to study. Despite my involvement in the club, I was confident that there would be new opportunities for me to practice perspective-taking.
As a class, we voted for our choice of study based on schedules and interest. The fields selected had to gain consent and be accessible to students. Since my pitch was chosen, I naturally became the leader and had the privilege to share this experience with my teammates: Jenny, Eliana, and Yanxing. As team lead, I had the task of gaining consent to access the field. I gave a detailed and transparent explanation of the project to the executive board of Sin-K and received consent fairly quickly.
Problem Statement
The current state of the interactive kiosk has focused primarily on providing users with contactless payment services. What exisiting products/services fail to address is personalizations, recommendations, and heavy focus on transactions. Our interactive kiosk strives to address this gap by providing a fun, engaging, personal, and time-efficient way to shop with online order pick up and seasonal color analysis.
Vision Statement
The current state of the interactive kiosk has focused primarily on providing users with contactless payment services. What exisiting products/services fail to address is personalizations, recommendations, and heavy focus on transactions. Our interactive kiosk strives to address this gap by providing a fun, engaging, personal, and time-efficient way to shop with online order pick up and seasonal color analysis.
During observation, we watched, talked, and interacted with the members of Sin-K. There were differences in the observation session when I was with my fellow research members and when I was without. When I was with the other researchers, the Sin-K members were more aware of their actions and had slightly different demeanors and less interactions with me. When I was observing alone, I noticed a more natural interaction between Sin-K members as they were more comfortable with me. I also noticed I was able to gather clearly and more detailed data when I was alone. As team leader, I did minor things such as giving directions, answering questions, and making sure the researchers were okay. But, when I was alone, I utilized that extra time to establish my mindset as a ethnographer and not a Sin-K member. It gave me time to set aside any biases and observe the field with empathy.
We interviewed four members of Sin-K. My role as team leader was to find potential interviewees, write the consent forms, and make sure we conducted with good ethics. After receiving the signed consent forms, I moderated each interview, and the other researchers facilitated. Each interview was roughly 45 mins to an hour. Our first interviewee was Zaria, a member who had been in Sin-K when the club was created in 2018. She did take a break, but came back to the club because of the community. Our second interviewee was Grace, a member who had been a member for a year. Grace mentioned how the club was different to her past dance experience as she believed dance groups to be toxic. She was pleasantly surprised to have found a community that was open-minded and accepting of each other. Our third interviewee was Amaya, who had been with Sin-K for a year. She stated she doesn’t worry about being judged in Sin-K whereas she would in other environments. Our last interviewee was Autumn, the current president of Sin-K. We got to receive another perspective as to all the hard work she has to put in. But like the other interviewees, she loves everyone so much that Sin-K became her comfort zone from her stressful life. All our interviewees' statements were lining up with our observation. As a result, we were able to hypothesize our answer to the research question and move onto our analysis.
Within our journals, we were able to analyze in our field notes that helped narrow down our data. As we had individual data, we came together to draw conclusions as a team. I asked the researcher to think about common patterns within their journals so we could make categories. As a team, we made two ordered matrices, one for observations and one for interviews. An ordered matrix is a “conceptually clustered… table that summarizes how participants interacted with or answered questions about the particular product” (Ladner, 151). In our case, it organized our findings of how participants’ actions or statements answered our research question.
I wrote each category as a question because it prevented any confusion as to the meaning, and it helped our team find specific data to match. After deciding on the categories, we all found examples of each category and wrote our findings into the table. When that was complete, I noticed that there were many influences. But the most consistent and prevalent is how all these influences created a safe space for the members to freely be themselves. Once we established our answer, we decided to correlate Sin-K members to “black sheep.” I told the other researchers that liking K-pop is a niche. I believe Sin-K is an unrecognized club within KSU and I personally felt like a black sheep outside of the club. But together we share a common interest and that becomes comforting and normal. With our research analysis, answer, and metaphor, we were able to organize our conclusions and begin our report.
Through our usability testing, we refined our prototype to fit the needs and readability of our users. The link to our prototype is what we created through our capstone course, but I would love to go back, continue refinement, and potentially add an app with 3D body analysis for a virtual dressing room.
View Prototype“Good Sh*t” is a prototype designed to track daily stools, provide information, and allow easy access to specialists for the user's gut health. This project is based on the approach method of Lean UX.
“Lean UX is a design approach that brings the true nature of a product to light faster, in a collaborative, cross-functional, and user-centered way” (Gothelf & Seiden, 10).
This project was conducted through the class, Interactive Design II with Dr. Michael Lahey at Kennesaw State University (KSU) during the Fall semester of 2022. This class utilized and was structured based on Gothelf & Seiden’s Lean UX (3rd edition).
Lean UX stands on a combination of different schools of thought. First, it is a way of practicing user experience design and drawing roots in human-centered design. It also uses Agile methods to build continuous learning and deliver consistently. And lastly, Lean UX uses Lean Startup: a method of building, testing, and learning. Through this method, prototypes can address user assumptions and feedback faster to increase efficiency and avoid waste.
Why Gut Health Tracker?
In my personal life, I have been trying to build healthier habits and was curious as to if my gut health was normal. This curiosity transformed into this idea of tracking stool. I pitched the idea, and when my idea was selected, my team and I created the name, “Good Sh*t.”
In our prototype, my team and I have created and designed a stool tracker, logging feature, medical consultations, and articles. Our project was split into sprints throughout the semester which I will explain in more detail in this process page, but first, let me introduce you to my team!
Sprints is an approach to gather the team to define questions, develop ideas, build, and test, all in a short period of time. For our class, we have two sprints that are each three weeks long.
For the first week, our team established the Lean UX canvas. The canvas is set of brainstorming activities to set our assumptions about the product. By declaring assumptions, we are able to identify project risks and prioritize.
The Lean UX canvas enabled us to start forming ideas on how to create this project. Through this process, we created proto-personas which are the team’s guess as to who would use our app. We learned that creating proto-personas helps us cater our features to the needs of our potential users. Although our guesses may be wrong, it gave us a starting point to refine from there on.
After organizing our assumptions and our potential solutions, our team began creating our MVPs. An MVP is simply a small and fast way of learning something. It can be a feature or prototype, but the focus is “... not to create value but to create learning” (Gothelf & Seiden, 118). In our case, we wanted to test our features to confirm if our assumptions were correct. By creating a feature as an MVP, we can test them through interviews and learn from the result.
The goal of this week was to have consistent communication, test our assumptions, and interview potential users. Our team held three stand-up meetings throughout the week to regulate our tasks and update our status. During these stand-up meetings, we were able to finish our first MVPs, create interview questions, and stay informed of any updates.
Each member had a feature to create as an MVP. Our team delegated and split the work from our perceived highest valued feature of our product backlog. I took on the feature of a database of possible causes of symptoms. I had incorporated the logging feature to the databases so users could input and receive a possible cause.
Alongside our stand-up meetings, our team also scheduled three interviews throughout the week to test our MVPs. Our features were low-fidelity screens in order to focus on if they were valuable to users. Each interview was conducted with one moderator and the rest of the team as facilitators. After receiving consent, we asked the interviewees questions about general information and gut health to assess the validity of our proto-personas. Then, we asked the interviewees to go through our prototype features and to give feedback.
After each interview, our team created an affinity map to write our notes of the interviews. The affinity map is an organizing tool where we can write our findings and group them together based on similarities. Doing so will allow us to extract themes and patterns to help us build effectively.
At the end of our sprint, we held a retrospective meeting to reflect on the process of the first sprint. We discussed what went well, what issues we faced, and what we could improve on for the next sprint. We collectively decided to write task-based scenarios for our interviewees because we let them blindly use the app and many of the features we wanted feedback on were getting missed.
Our main focus this week was to focus on editing our features and continue testing our MVPs. During interviews, we had the users explore our prototype and talk to us through their experience. We noted things they were confused about and asked for their opinions. Although it is mainly refinement and testing, we were able to validate some of our assumptions and re-evaluate some of our designs.
The second sprint’s focus was to revalidate our assumptions, continue progress on MVPs, interview more participants, and learn. Our team continued to hold stand-up meetings to keep communication consistent and interviews to gather more feedback.
In this stage, we looked back on our Lean UX canvas to revalidate. To revalidate our canvas, we confirmed the sections that are correct and the sections that needed adjustments based on our research and interviews.
We standardized the brand style, confirmed the value of our current MVPs, and adjusted our Proto-Personas. Initially, we had two Proto-Personas that focused on health-conscious, active individuals. Through our research and interviews, we found that our app would be most useful to people who are not knowledgeable and regardless of activeness. We had also changed the gender of one persona to reflect our interviewees. Our assumption was women would be interested, but our interviews have proven that both genders have the same interest.
For this week, we delegated more tasks from our updated product backlog to create more MVPs to test. I took on the task of designing the homepage. We continued to test through three more interviews. Some were previous interviewees and some were new in order to gather a wide range of feedback. We were able to get feedback on the previous updated MVPs and the new ones which we organized in our affinity maps.
Within this last sprint week, we conducted our last three interviews. These interviews enable us to refine small UI designs to create an understandable and useful app experience. We also refined our Proto-Persona into one focus to cater to our target persona. Even though we previously changed our personas to include a male and a female. Even though both genders would be interested in the app, it was notable in our interviews that women were more likely to continue using the app and incorporate it into their daily lives. We then took all our learning to finish the project prototype and UI design.
The sprints and Lean UX process was a fast-paced, continuous learning experience that pushed my team and I to think in depth of the design and experience of our app. It was challenging to work with such a limited time, but due to the consistent communication through stand-up meetings and retrospective meetings, we were able to stay on the same page and address issues together. One of the biggest contributions to our learning experience was interviews. Not only did their feedback give our team considerations that we missed, but it was valuable to connect with our potential users to understand their value, needs, and wants.
Even though I was the team leader, I would not have been able to do it without my team. They have taught me more about my style of leading and showed me new approaches to design. This project gave me the opportunity to learn Lean UX and the power of teamwork.
Interactive Retail Kiosk - best of online shopping and in person entertainment
Aura is an interactive retail kiosk prototype designed to integrate online shopping and a physical shopping experience. Our kiosk offers two features of order pick up and seasonal color analysis for convenience and entertainment.
For my senior capstone class, we were given the task to design a prototype utilizing Goal-Directed Design (GDD). I pitched the idea of an interactive retail kiosk, because I had the idea of seasonal color analysis as an entertaining feature for brands to incorporate into their shopping experience. From there, we formed teams, and I became the leader for this project.
Goal-Directed Design is a behavior-oriented design that provides a complete process for understanding users’ goals, needs, and motivations. First, our team started the research phase which consisted of a kickoff meeting, literature review, competitive audit, user interviews, and affinity mapping of our results.
During our research, we recognized the hassle that comes with online shopping through our literature review. Although online shopping is progressively favored, when issues like clothing size not fitting and shipping returns arise, online shopping becomes a hassle. Our team decided to incorporate pick up orders as the main feature. With the feature of pick up order, users can order online at their convenience, go to the store, and try on their order without the hassle of shipping returns and physically browsing. Customers wouldn’t have to commit financially, the streamline process would be smoother, and customer satisfaction would increase.
Another feature we included into the kiosk is seasonal color analysis. Seasonal color analysis is the process of examining a person’s skin tone, eyes, and hair to create a color palette that compliments them best. As it has gained popularity through social media, I pitched the idea as a source of entertainment and engagement to the decline of physical shopping experience. Through our competitive audit, we discovered that existing retail kiosks in malls are for payment or maps. We shaped our kiosk to create an engaging experience with our two features.
Our team conducted five user interviews to understand our potential users. Through these interviews, we were able to study behavioral variables such as activites, attitudes, motivations that would provide us depth to creating our personas. We created a visual continuum that helped us visualize the significant patterns between our interviewees. Then, we turned those continuum clusters into characteristics. As a team, we identified their frustrations, feelings, and attitudes, and defined our end goals, life goals, and experience goals. Understanding these helped us create personas that would shape our designs and flow.
After our user interviews and personas, we started building our low-fidelity wireframe. It allowed us to create a key path and secondary path that helped us organize the flow of interaction. This allowed us to create validation scenarios to visualize our user goals, behaviors, and needs into our low-fidelity prototype.
The black arrows indicate the key path and the purple arrows indicate the secondary path. By visualizing the screens, we are able to see the flow and any issues user could potentially face. Our team was able to fix the dead ends early on and prevent wasted time on screens that were not needed. The low-fidelity was crucial to solving our challenges of miscommunication. Verbally, I was able to delegate screens and design ideas, but seeing my team members designs, I was able to give refinements and references. As a leader, it gave me the opportunity to keep my team on the same page and uphold the standard.
Through our usability testing, we refined our prototype to fit the needs and readability of our users. The link to our prototype is what we created through our capstone course, but I would love to go back, continue refinement, and potentially add an app with 3D body analysis for a virtual dressing room.
View Prototype