Many companies are facing the task for radical innovations—totally new concepts and ideas for products and services, which are successful at the market. One major factor for success is a positive user experience. Thus, design teams need, and are challenged to integrate, an experience-centered perspective in their human-centered design processes. To support this, we propose adjusted versions of the well-established user research methods focus groups and cultural probes, in order to tailor them to the specific needs and focus of experience-based design, especially in the context of solving “wicked design problems”. The results are experience focus groups and experience probes, which augment the traditional methods with new structuring, materials, and tasks based on the three principles experience focus, creative visualization, and systematic guidance. We introduce and describe a two step-approach for applying these methods, as well as a case study that was conducted in cooperation with a company that illustrates how the methods can be applied to enable an experience-centered perspective on the topic of “families and digital life”. The case study demonstrates how the methods address the three principles they are based on. Post-study interviews with representatives of the company revealed valuable insights about their usefulness for practical user experience design.
With working from home becoming more normalized, creative workshops are increasingly taking place in digital and hybrid form. However, participants are usually less engaged and motivated in these contexts. This is due to less physical presence and activity, complex technical systems and a lack of social interaction and communication. This leaves the facilitators with the challenge that these creative workshops are sometimes not experienced as positively, and therefore participants are not able to work as creatively. An important approach that can strengthen these factors in workshops is the use of warm-ups as a type of playful intervention. Although some research on and compilations of warm-ups exist and may help the situation, they do not yet provide direction on how to specifically promote a positive experience in creative workshops with warm-ups. An important link here is user experience research, which assumes that positive experiences are due to the fulfilment of psychological needs. Based on research about warm-ups and playful interventions in general, we derive categories for classifying warm-ups that can potentially address several specific psychological needs. Then, 28 warm-ups are selected according to their applicability in analogue, digital and hybrid application spaces. Moreover, those 28 warm-ups are assigned to the two most relevant classifying categories. The results are mapped in the form of a ready-to-use Warm UP Set, which is then evaluated for applicability from the facilitators’ perspective and regarding the influence on the emotional experience of the participants. The evaluation shows that the developed Warm UP Set with its categories seems to be suitable to support facilitators in systematically inducing positive experiences in participants in creative workshops.
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