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Who is non-pro user?

Who is non-pro user?. certain experience and skill-set not necessarily computer-related tied to the medium computer skills play a role, but maybe they shouldn’t. Who is non-pro user?. how to characterize? do it for a living? lack domain skills?. Who is non-pro user?. Motivation.

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Who is non-pro user?

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  1. Who is non-pro user? • certain experience and skill-set • not necessarily computer-related • tied to the medium • computer skills play a role, but maybe they shouldn’t

  2. Who is non-pro user? • how to characterize? • do it for a living? • lack domain skills?

  3. Who is non-pro user?

  4. Motivation • push non-pro users to semi-pro users? • how to motivate? • how to facilitate this migration?

  5. Role of Tech? • non-pro users: don’t really care • just want an “easy” to use tool • maybe move to more sophisticated tools • “shortest path approach” • pro, semi-pro: want to create better content, but perhaps also interested in latest and most sophisticated tools

  6. Our role for non-pro users • non pro users: low domain knowledge, low computer knowledge • our role: provide motivation • provide more computer knowledge by improving interaction

  7. Methods • contextual inquiry, prototyping, user studies • social software, online blogging, offline dairies • need to encourage elderly people to contribute to online • young people post comments without asking

  8. Methods • web-apps: 80 registered users, only 10 active • public vs. private? • use social software to evaluate concepts or brainstorming • bring more tools to focus specific ideas • use lead users to develop ideas, and feed ideas back to non-pros

  9. Methods • use lead users: more domain knowledge, more computer knowledge • online methods are a good way to reach these people • user lead users to generate ideas • need to complement with traditional methods of observation and evaluation for non-pros

  10. Methods • online tools - use through the whole process • quick, continuous feedback • users communicate with each other • users/participants communicate with researchers/developers/designers • social software builds community, brings researchers closer to users

  11. Methods • all users introduce themselves to each other • how to balance communication between researchers and users, or within researchers, or within users

  12. How to motivate users? • how to keep users interested throughout the entire design process? • some users don’t need motivation • e.g., forums for tech support • reward system? peer-to-peer evaluation? • quick feedback

  13. online vs. offline • online: no direct interaction, more difficult to capture the environment • online: amount of participants can be higher, more spread possible geographically • online: non-pro users difficult to reach or even impossible

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