INTRODUCTIONIn this paper I introduce three tools -Reflective Probes, Primitive Probes, and Playful Triggers. Building on notion of anomalous objects and odd experiences ( h i & Burrows 2006), these tools are derivatives of Cultural Probes (Gaver et a1 1999) that build off such work promoting multiple places for and uses of creative, inspirational and provocative artifacts in research and development endeavors. Cultural Probes, tools often including disposable cameras with instructions, maps, postcards, diaries, and stickers, were originally developed to address the methodological challenges posed by the study of home settings for the development of 'domestic technologies' (Hemmings et a1 2002). The mlturalpmbes appmach offers an "alternative to more traditional methods of user research from the social sciences, such as questionnaire studies, focus groups, or ethnographies" (Gaver et a1 accessed 2007). These tools offer a practical and creative way of learning more about people's everydayness in a context (home) where, due to privacy as well as time constraints, is not possible to conduct full participant observations. Initially developed as evocative tasks to elicit inspirational responses and to gain insights into people's needs, dreams, and ways of negotiating their surroundings through a designed-oriented approach, the Cultural Probes idea has since been deployed by many researchers and designers in different ways and diverse contexts (outside the home). probes as packets; as data collection; as participatory; as sensibility; and as citation. While I see benefits in this categorization, I here provide an alternative lens -combining an interpretation of HCI and non-HCI literature with lessons-learned through my design and research practice -that concentrates on the intended outcomes of probes adoption: what researchers want(ed) probes to enable. While Gaver et a1 (2004) state that probes were born to gather "fragmentary clues" about people's "lives and thoughts" -tools to (1) inspireothers argue that they can be used to (2) provide relevant information; (3) gather empathetic data; and (4) get data on usability issues and design. I overview these four categories in the following sections.
Cultural Probes to generate inspirational dataThe Presence (Hofmeester 1999) and Equator (accessed 2004) projects belong to this cluster, where cultural probes were primarily employed in concert with other ethnographic methods to generate inspirational insights. Presence used probes to explore technologies with the aim of increasing "the presence of the elderly in their local communities" by including them in the design process (Gaver et a1 1999). Building on Presence, Equator used probes to investigate the "integration of the physical and digital worlds by developing innovative systems" (Gaver et a1 accessed 2007) to "enhance the quality of everyday life" (Equator Project, accessed 2004). Although Probes were designed similarly, the two projects had different foci: Presence aimed at generating new understandings of technolo...