Using user research in creativity

informing systems, service and product experience design

Catriona Macaulay, Daniela Busse

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    1 Citation (Scopus)

    Abstract

    Within the context of everyday creativity, there is a growing demand for new systems, products and services that mediate such activity. Some of these tools are emerging from commercial design worlds (iPhone apps, sound and image production software, etc.) and some from creative communities/academia (interactive storytelling tools, new programming tools for interactive artworks, physical computing devices, etc.). Across the design disciplines, and from academia to industry, practicing user research is becoming an increasingly important activity informing the design and development of any product, system or service. Whilst our understanding of the methods and techniques available for generating user research is maturing, the understanding of how to leverage its insights effectively is less well developed. Does user research within the design process in itself incubate or quash creativity and innovation? Is there such a thing as 'too data-driven design'? Can researchers (or those practicing research) be educated for depth of insight, not just method? By the same token, how can we be sure that the user research is actionable? What is the best way to communicate user research? Or is co-development and integrated user research the way to go anyway? What role does user research play in the overall development process? Is user research something best gathered from users or generated with users? Do different communities (e.g. academia and industry) define 'valid user research' in the same ways?

    Original languageEnglish
    Title of host publicationC&C '09
    Subtitle of host publicationproceedings of the Seventh ACM Conference on Creativity and Cognition
    Place of PublicationNew York
    PublisherAssociation for Computing Machinery
    Pages495-496
    Number of pages2
    ISBN (Print)978-1-60558-865-0
    DOIs
    Publication statusPublished - 2009
    Event7th ACM Conference on Creativity and Cognition - Berkeley, United States
    Duration: 27 Oct 200930 Oct 2009
    http://www.eecs.qmul.ac.uk/~nickbk/creativityandcognition09/index.htm

    Conference

    Conference7th ACM Conference on Creativity and Cognition
    CountryUnited States
    CityBerkeley
    Period27/10/0930/10/09
    Internet address

    Cite this

    Macaulay, C., & Busse, D. (2009). Using user research in creativity: informing systems, service and product experience design. In C&C '09 : proceedings of the Seventh ACM Conference on Creativity and Cognition (pp. 495-496). New York: Association for Computing Machinery. https://doi.org/10.1145/1640233.1640374
    Macaulay, Catriona ; Busse, Daniela. / Using user research in creativity : informing systems, service and product experience design. C&C '09 : proceedings of the Seventh ACM Conference on Creativity and Cognition. New York : Association for Computing Machinery, 2009. pp. 495-496
    @inproceedings{6eb9915f513e4b0580744337732cda79,
    title = "Using user research in creativity: informing systems, service and product experience design",
    abstract = "Within the context of everyday creativity, there is a growing demand for new systems, products and services that mediate such activity. Some of these tools are emerging from commercial design worlds (iPhone apps, sound and image production software, etc.) and some from creative communities/academia (interactive storytelling tools, new programming tools for interactive artworks, physical computing devices, etc.). Across the design disciplines, and from academia to industry, practicing user research is becoming an increasingly important activity informing the design and development of any product, system or service. Whilst our understanding of the methods and techniques available for generating user research is maturing, the understanding of how to leverage its insights effectively is less well developed. Does user research within the design process in itself incubate or quash creativity and innovation? Is there such a thing as 'too data-driven design'? Can researchers (or those practicing research) be educated for depth of insight, not just method? By the same token, how can we be sure that the user research is actionable? What is the best way to communicate user research? Or is co-development and integrated user research the way to go anyway? What role does user research play in the overall development process? Is user research something best gathered from users or generated with users? Do different communities (e.g. academia and industry) define 'valid user research' in the same ways?",
    author = "Catriona Macaulay and Daniela Busse",
    year = "2009",
    doi = "10.1145/1640233.1640374",
    language = "English",
    isbn = "978-1-60558-865-0",
    pages = "495--496",
    booktitle = "C&C '09",
    publisher = "Association for Computing Machinery",

    }

    Macaulay, C & Busse, D 2009, Using user research in creativity: informing systems, service and product experience design. in C&C '09 : proceedings of the Seventh ACM Conference on Creativity and Cognition. Association for Computing Machinery, New York, pp. 495-496, 7th ACM Conference on Creativity and Cognition , Berkeley, United States, 27/10/09. https://doi.org/10.1145/1640233.1640374

    Using user research in creativity : informing systems, service and product experience design. / Macaulay, Catriona; Busse, Daniela.

    C&C '09 : proceedings of the Seventh ACM Conference on Creativity and Cognition. New York : Association for Computing Machinery, 2009. p. 495-496.

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    TY - GEN

    T1 - Using user research in creativity

    T2 - informing systems, service and product experience design

    AU - Macaulay, Catriona

    AU - Busse, Daniela

    PY - 2009

    Y1 - 2009

    N2 - Within the context of everyday creativity, there is a growing demand for new systems, products and services that mediate such activity. Some of these tools are emerging from commercial design worlds (iPhone apps, sound and image production software, etc.) and some from creative communities/academia (interactive storytelling tools, new programming tools for interactive artworks, physical computing devices, etc.). Across the design disciplines, and from academia to industry, practicing user research is becoming an increasingly important activity informing the design and development of any product, system or service. Whilst our understanding of the methods and techniques available for generating user research is maturing, the understanding of how to leverage its insights effectively is less well developed. Does user research within the design process in itself incubate or quash creativity and innovation? Is there such a thing as 'too data-driven design'? Can researchers (or those practicing research) be educated for depth of insight, not just method? By the same token, how can we be sure that the user research is actionable? What is the best way to communicate user research? Or is co-development and integrated user research the way to go anyway? What role does user research play in the overall development process? Is user research something best gathered from users or generated with users? Do different communities (e.g. academia and industry) define 'valid user research' in the same ways?

    AB - Within the context of everyday creativity, there is a growing demand for new systems, products and services that mediate such activity. Some of these tools are emerging from commercial design worlds (iPhone apps, sound and image production software, etc.) and some from creative communities/academia (interactive storytelling tools, new programming tools for interactive artworks, physical computing devices, etc.). Across the design disciplines, and from academia to industry, practicing user research is becoming an increasingly important activity informing the design and development of any product, system or service. Whilst our understanding of the methods and techniques available for generating user research is maturing, the understanding of how to leverage its insights effectively is less well developed. Does user research within the design process in itself incubate or quash creativity and innovation? Is there such a thing as 'too data-driven design'? Can researchers (or those practicing research) be educated for depth of insight, not just method? By the same token, how can we be sure that the user research is actionable? What is the best way to communicate user research? Or is co-development and integrated user research the way to go anyway? What role does user research play in the overall development process? Is user research something best gathered from users or generated with users? Do different communities (e.g. academia and industry) define 'valid user research' in the same ways?

    U2 - 10.1145/1640233.1640374

    DO - 10.1145/1640233.1640374

    M3 - Conference contribution

    SN - 978-1-60558-865-0

    SP - 495

    EP - 496

    BT - C&C '09

    PB - Association for Computing Machinery

    CY - New York

    ER -

    Macaulay C, Busse D. Using user research in creativity: informing systems, service and product experience design. In C&C '09 : proceedings of the Seventh ACM Conference on Creativity and Cognition. New York: Association for Computing Machinery. 2009. p. 495-496 https://doi.org/10.1145/1640233.1640374