Playing Cards and Drawing with Patterns
Situated and Participatory Practices for Designing iDTV Applications
Samuel B. Buchdid, Roberto Pereira and M. Cecília C. Baranauskas
Institute of Computing, University of Campinas (UNICAMP),
Av. Albert Einstein N1251, Campinas – SP, CEP 13083-852, Brazil
Keywords: Socially Aware Computing, Organizational Semiotics, Design Patterns, Participatory Design, HCI, iDTV.
Abstract: Making design has become a challenging activity, in part due to the increasingly complexity of the context
in which designed solutions will be inserted. Designing iDTV applications is specially demanding because
of the scarce theoretical and practical references, problems that are inherent to the technology, and its social
and pervasive aspects. In this paper, we investigate the design for iDTV by proposing three participatory
practices for supporting a situated design and evaluation of iDTV applications. A case study reports the use
of the practices in the real context of a Brazilian broadcasting company, aiming at developing an overlaid
iDTV application for one of its TV shows. The practices were articulated in a situated design process that
favored the participation of important stakeholders, supporting different design activities: from the problem
clarification and organization of requirements to the creation and evaluation of an interactive prototype. The
results suggest the practices’ usefulness for supporting design activities, indicate the benefits of a situated
and participatory design for iDTV applications, and may inspire researchers and designers in other contexts.
1 INTRODUCTION
In the last years, the amount and diversity of
technical devices have increased both inside and
outside people’s homes (e.g., tools, mobiles, cars,
airports), being increasingly interconnected (e.g.,
through bluetooth, wireless LAN, 4G) (Fallman,
2011). Systems are not working in isolation, but in
plural environments, bringing different people
together as citizens and members of global
communities (Sellen et al., 2009). As Bannon (2011)
suggests, in this scenario, there are problems that go
beyond the relationship between users and
technologies, requiring more than a man-machine
approach and ergonomic fixes to make useful and
meaningful design.
Therefore, designing interactive systems is
becoming a more complex task, not only in the
technical sense, but also in the social one (Fallman,
2011). However, Winograd (1997) highlights that
the majority of techniques, concepts, methods and
skills to make design for a new and complex
scenario are foreign of the computer science
mainstream. In this sense, it is necessary to look at
the technology comprehensively within the situated
context in which it is embedded, incorporating
knowledge of several stakeholders, areas, subjects
and theories (Harrison et al., 2007).
Within this scenario, the emergency of the
Interactive Digital TV (iDTV) (which includes
digital transmission, receiver processing capability
and interactivity channel) opens up a variety of
possibilities for new services for TV (Rice and Alm,
2008). However, as Bernhaupt et al. (2010) argue,
with new devices connected to TV, watching it has
become an increasingly complicated activity.
In fact, the iDTV has technical issues as well as
social characteristics that influence directly their use
and acceptance. For instance: the interaction limited
by the remote control, the lack of custom of people
to interact with television content, the high amount
and diversity of users, the usual presence of other
viewers in the same physical space, to cite a few
(Kunert, 2009). As Cesar et al. (2008) assert, the TV
is a highly social and pervasive technology —
characteristics that make it a challenging and
interesting field to investigate, but that usually are
not receiving attention from current works.
Despite not abundant, some literature has
proposed ways to support the design of iDTV
applications. Chorianopoulos (2006) analyzed works
on media and studies about television and everyday
14
B. Buchdid S., Pereira R. and Cecília C. Baranauskas M..
Playing Cards and Drawing with Patterns - Situated and Participatory Practices for Designing iDTV Applications.
DOI: 10.5220/0004887100140027
In Proceedings of the 16th International Conference on Enterprise Information Systems (ICEIS-2014), pages 14-27
ISBN: 978-989-758-029-1
Copyright
c
2014 SCITEPRESS (Science and Technology Publications, Lda.)
life, proposing design principles to support user
interactivity during leisure pursuits in domestic
settings. Piccolo et al. (2007) proposed
recommendations to help designers with
accessibility issues for iDTV applications. Kunert
(2009) proposed a collection of pattern for the iDTV
focused in usability issues. Solano et al. (2011)
presented a set of guidelines that should be
considered in iDTV applications for preventing
frequent usability problems.
Focused on the users’ aspects, Rice and Alm
(2008) proposed methodologies and interactive
practices influenced by the Participatory Design
(PD) to design solutions for supporting elderly
people to interact with iDTV. Bernhaupt et al.
(2010), in turn, used the Cultural Probes Method to
conduct ethnographic studies in order to understand
users’ media behavior and expectations, indicating
trends concerned with personalization, privacy,
security and communication.
Focusing on the broadcaster company’s aspects,
some works have adapted traditional methodologies
for software development (Gawlinski, 2003) and
Agile Methods (Veiga, 2006) to the companies’
production chain. The adapted methodologies
encompass the entire software development process
(e.g., requirement analysis, project, implementation,
testing and support); although robust in terms of the
technical process of software development, end
users are usually not considered in the process.
For TV broadcaster companies, the design of
interactive applications is a new component into
their production chains. Veiga (2006) argues that
designing iDTV applications is hardly supported by
existing methodologies (e.g., Cascade Model)
because it is different from designing traditional
software systems (e.g., desktop, web). Furthermore,
Kunert (2009) highlights that every emergent
technology suffers from a lack of references,
processes and artifacts for supporting their design.
Therefore, new simple techniques and artifacts that
fit broadcasters’ production chain and explore the
challenge of designing applications within the
broadcasters’ context are welcome.
Shedding light on this scenario, we draw on
Socially Aware Computing (Baranauskas, 2009),
Organizational Semiotics theory (Liu, 2000),
Participatory Design (Müller et al., 1997), and
Design Patterns for iDTV applications (Kunert,
2009) to propose three situated and participatory
practices for supporting designers to create and
evaluate iDTV applications: i) the Participatory
Pattern Cards; ii) the Pattern-guided Braindrawing;
and iii) the Participatory Situated Evaluation.
In this paper, we present the three practices and
the theories underlying them, and discuss the results
obtained from their usage in the practical context of
a Brazilian broadcasting company. The practices
were planned to facilitate the participation of
professionals from the TV domain that are not
familiar with iDTV applications design. A group of
9 persons, with different profiles, participated in
design workshops for creating an iDTV application
for one of the company’s programs. The results
suggest both the practices’ usefulness for supporting
design activities and the benefits of situated and
participatory design for iDTV applications,
indicating the viability of conducting the practices in
industrial settings.
The paper is organized as follows: the Section 2
introduces the theories and methodologies that
ground our work. Section 3 describes the new
practices created for supporting a situated and
participatory design of iDTV applications. Section 4
presents the case study in which the techniques were
applied, and Section 5 presents and discusses the
findings from the case study analysis. Finally,
Section 6 presents our final considerations and
directions for future research.
2 THEORETICAL AND
METHODOLOGICAL
FOUNDATION
Organizational Semiotics (OS) and Participatory
Design (PD) are two disciplines which represent the
philosophical basis for the design approach
considered in this work. Design patterns for iDTV
add to this theoretical basis contributing to shaping
the design product.
OS proposes a comprehensive study of
organizations at different levels of formalization
(informal, formal, and technical), and their
interdependencies. OS understands that all organized
behavior is effected through the communication and
interpretation of signs by people, individually and in
groups (Stamper et al., 2000; Liu, 2000). In this
sense, the OS supports the understanding of the
context in which the technical system is/will be
inserted and the main forces that direct or indirectly
act on it. If an information system is to be built for
an organization, the understanding of organizational
functions from the informal to the technical level is
essential (Liu, 2000).
The PD, originated in the 70’s in Norway, had
the goal of giving to workers the rights to participate
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in design decisions regarding the use of new
technologies in the workplace (Müller et al., 1997).
In this sense, PD proposes conditions for user
participation during the design process of software
systems. PD makes use of simple practices that use
fewer resources (e.g., pen and paper), and considers
that everyone involved in a design situation is
capable of contributing, regardless of his/her role,
hierarchical level, and socio-economic conditions.
Two examples of participatory practices are
Brainwriting (VanGundy, 1983) and Braindrawing
(Müller et al., 1997). Both practices are examples of
cyclical brainstorming conducted to generate ideas
and perspectives from various participants for the
system to be built. While Brainwriting was created
to generate ideas for system features, Braindrawing
was proposed for generating graphical ideas for the
User Interface (UI).
Drawing on OS and PD, the Socially Aware
Computing (SAC) proposes to understand the design
cycle by working on the informal, formal and
technical issues in a systematic way; moreover, it
recognizes the value of participatory practices to
understand the situated character of design.
2.1 Socially Aware Computing
The Socially Aware Computing (SAC) is a socially
motivated approach to design (Baranauskas, 2009)
that supports the understanding of the organization,
the solution to be designed, and the context in which
the solution will be inserted, so that it can effectively
meet the sociotechnical needs of a particular group
or organization.
Considering the Semiotic Onion (Figure 1), SAC
understands design as a process that must go through
the informal, formal and technical layers cyclically
— see the dashed cycle. According to Baranauskas
(2009), the design process should be understood as a
movement that starts in the society (outside of the
semiotic onion) and progresses through the informal
and formal layers in order to build the technical
system. Once (an increment of) the technical system
is projected, the movement returns impacting on
formal and informal layers alike, including the
people for whom the system was designed, the
environment in which it is/will be inserted, and the
society in general. SAC is an iterative and
incremental process. Therefore, each iteration favors
the problem clarification, knowledge-building, and
the design and evaluation of the proposed solution.
For understanding the organization’s situational
context and the system inside it, SAC uses concepts
and techniques inspired by PD and OS. More than
the end user, SAC considers and involves key
stakeholders and heterogeneous groups of people
who may influence and/or may be influenced by the
problem being discussed and/or the solution to be
designed.
Figure 1: SAC’s meta-model for design.
The practices conducted in SAC are held throughout
the design process within Semio-participatory
Workshops (SpW). According to Baranauskas
(2013), each SpW has well-defined goals and rules
within the design process, such as: i) socialization
and personal introductions of the participants. ii)
explanations about the SpW to be conducted, its
concepts and objectives. iii) the role of the SpW in a
whole design process (in the cases where there are
more than one SpW to be conducted). iv) a well-
defined schedule for activities. v) artifacts and
methods created/adapted to be articulated with the
practices, and so on.
SAC has been used to support design in several
different contexts, being applied in design scenarios
of high diversity of users (e.g., skills, knowledge,
age, gender, special needs, literacy, intentions,
values, beliefs) and to create different design
products in both academic and industrial
environments (Pereira, 2013). Specifically for the
iDTV context, SAC has being used to support the
consideration of stakeholders’ values and culture
during the design process (Pereira et al., 2012), for
proposing requirements and recommendations to
iDTV applications (Piccolo et al., 2007), and to
physical interaction devices (Miranda et al., 2010).
2.2 Design Patterns for iDTV
Design patterns were originally proposed to capture
the essence of successful solutions to recurring
problems of architectural projects in a given context
(Alexander, 1979). In addition to their use in the
original field of architecture, design patterns have
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been used in other fields, such as Software
Engineering (Gamma et al., 1995) and Human-
Computer Interaction (HCI) (Borchers, 2001), as
well as within different contexts, such as Ubiquitous
Computing (Chung et al., 2004) and iDTV (Kunert,
2009).
For new technologies, Kunert (2009) and Chung
et al. (2004) argue that design patterns present
advantages: i) they are distributed within a
hierarchical structure, which makes it easier to
locate and differentiate between patterns of different
granularity; ii) they are proposed in a simple
language; and iii) they incorporate references that
may indicate other forms of design guidance.
In the iDTV field, few studies proposing HCI
patterns are found in literature. For instance, Sousa
et al. (2006) previously identified a list of usability
patterns for specific interactive iDTV tasks, and
Kunert (2009) proposed a pattern collection that
focuses on interaction design for iDTV applications,
paying special attention to usability issues.
The pattern collection used in this work is the
one proposed by Kunert (2009). The patterns are
divided into 10 groups: Group A: Page Layout —
Defines the layout types to be used in the
application; Group B: Navigation — Defines what
types of navigation are to be used in the application;
Group C: Remote Control Keys — Defines the
main keys of the remote control; Group D: Basic
Functions — Highlights the basic functions that
should be considered in the design of interaction;
Group E: Content Presentation — Determines the
basic elements that form an application; Group F:
User Participation — Describes the interaction of
specific tasks; and the way how the approval for
connectivity should be handled; Group G: Text
Input — Defines the multiple ways to input text,
when to use each, and how to use them in an
application; Group H: Help — Defines the types of
help and how to provide them for users in an
appropriate way, according to the context of use;
Group I: Accessibility & Personalization — Deals
with accessibility and personalization issues; and
Group J: Specific User Groups — Illustrates
patterns for specific user groups (e.g., children).
Each of the 10 groups describes and illustrates first-
level problems that are divided into new design
problems of second and third levels. On the second
level, there are 35 interaction problems; for each
one, there is a corresponding pattern.
A pattern must follow a structure that is inherent
to the purpose of the language or to the set of
patterns on which it is inserted (Borchers, 2001).
Kunert’s iDTV patterns are characterized by: 1.
Reference: a unique identifier in the pattern
collection; 2. Name: usually describes the effect of
using the pattern (e.g., “Full-Screen without
Video”); 3. Examples: forms to use the pattern (e.g.,
images that illustrate the pattern being used); 4.
Context: an introductory paragraph contextualizing
the use of the pattern; 5. Problem: shows the forces
involved in the use of the pattern, aspects to be
considered, etc. 6. Solution: different and generic
ways of solving the problem; 7. Evidence:
references and usability tests used to demonstrate the
viability of the proposed solutions; 8. Related
Patterns: patterns that influence and/or are
influenced by the pattern in question.
There is not a strict order when choosing
patterns, however, Kunert (2009) suggests choosing
the layout and navigation patterns before the other
patterns, because this initial decision directly
influences the remaining ones.
3 THE PROPOSED
PARTICIPATORY PRACTICES
Drawing on the design patterns and the participatory
design techniques, we proposed three practices for
supporting design activities in a situated context: i)
Participatory Pattern Cards; ii) Pattern-guided
Braindrawing; and iii) Participatory Situated
Evaluation. These practices were articulated with
other design activities in an instantiation of
Baranauskas’ SAC design process (2009) in order to
favor the situated and participatory design of iDTV
applications — see Figure 2.
Figure 2: Design process.
The “A” detail in Figure 2 suggests that the
PlayingCardsandDrawingwithPatterns-SituatedandParticipatoryPracticesforDesigningiDTVApplications
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problem domain must be clarified and a solution
proposal must be discussed in a participatory way
before engaging in further design activities. When
the problem is clarified and a solution is proposed,
three participatory practices (“1”, “2” and “3”
details) support the production of the first version of
the prototype (“B” detail); one participatory practice
supports the inspection of the designed prototype
(“4” detail), and one extra evaluation may be
conducted with prospective end-users (“5” detail).
These activities contribute to build and evaluate a
prototype for the application, offering useful
information for further iterations of the process (e.g.,
the codification stage, the design of new
functionalities, redesign).
The Participatory Pattern Cards (PPC) (“1”
detail in Figure 2) was conceived to support
discussions about design patterns for the iDTV, and
the identification and selection of the patterns
suitable for the application being designed. For this
practice, we created 34 cards based on Kunert’s
(2009) Design Patterns for the iDTV. Table 1
presents a description for the practice.
Figure 3 illustrates an example of a Pattern Card
created for the practice. Each card has the following
sections: i) group, reference and name of the pattern,
Table 1: Description of the PPC practice.
Participatory Pattern Cards (PPC)
Materials (input)
1. A set of 34 cards representing Kunert’s collection of
patterns: the cards are organized in 5 predefined
groups (e.g., patterns for the application’s layout;
patterns for the text input mode);
2. All the material produced in previous activities (e.g.,
a brief description of the design problem, a general
description of a solution proposal, a list of
requirements).
Methodology
1. Cards overview: participants are introduced to the
Pattern Cards, their different types and usage
examples;
2. Selection of patterns: for each card group,
participants should individually select the cards that
would potentially be used in the application.
3. Consensus: a brainstorming section where the
participants present the selected patterns and discuss
the pros and cons of each one in order to decide the
ones they will adopt;
4. Justification for the choices: once a consensus was
reached, participants must justify their choices based
on the project’s scope and requirements.
Results (output)
1. A subset of patterns that will potentially be used for
the application.
As byproducts, the practice: i) brings participants closer
to the iDTV domain; ii) draws attention to the limited
resources and technology that will be provided for the
system to be designed; and iii) may inspire design ideas
for future projects.
ii) an example of the pattern being used in a
given situation; iii) a brief description of the
problem; iv) forces (advantages and disadvantages)
that act directly and indirectly on the problem to be
solved; and v) the solution to the problem.
The PPC practice is useful to clarify the
constraints and potentials of iDTV technology and to
choose design patterns in a participatory way,
contributing to the construction of a shared
knowledge among the participants.
Figure 3: Example of a Pattern Card created from Kunert’s
(2009) collection of patterns.
The Brainwriting (“2” detail in Figure 2) is a silent
and written generation of ideas by a group in which
participants are asked to write ideas on a paper sheet
during a pre-defined time (e.g., 60 seconds). Once
this time was elapsed, each participant gives his/her
paper sheet with ideas to other participant and
receives another paper sheet to continue the ideas
written on it. This process is repeated several times
until a predefined criterion is satisfied — e.g., the
fixed time has run out; each paper sheet passed by
all the participants (Wilson, 2013). On the one hand,
Brainwritting is a good method for producing
different ideas in a parallel way, allowing the
participation of all without inhibition from other
participants. On the other hand, it focuses on the
question/problem being discussed rather than on the
person discussing it (VanGundy, 1983), avoiding
conflicts between the participants.
The Pattern-guided Braindrawing (PgB) (“3”
detail in Figure 2) is an adapted version of
Braindrawing that aims to generate ideas for the UI
of the application being designed, taking into
account the Design Patterns for iDTV. Table 2
presents a description for the technique.
The PgB allies the benefits from PD and Design
Patterns, being useful to materialize the ideas and
proposals produced in the previous steps into
prototypes for the application. Therefore, while the
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participatory nature of both PPC and PgB techniques
motivates participants to generate design ideas that
rely on the perspectives of different stakeholders, the
use of Design Patterns informs these ideas and
guides their materialization.
Table 2: Description of the PgB practice.
Pattern-guided Braindrawing (PgB)
Materials
(input)
Paper sheets for drawing, colored pens, chronometer.
Methodology
1. Situating: participants are arranged in a circle; the
design problem and the results from the previous
activities (e.g., requirements, PPC) are briefly
reviewed;
2. Generation of design elements: keeping visible the
design patterns selected in the PPC and a list of
requirements for the application, participants start
drawing the application’s interface on a paper
sheet. After a pre-defined time (e.g., 60 seconds),
participants stop drawing, move the paper sheet to
the colleague seated on their right side, and receive
a paper sheet from a colleague seated on their left
side, continuing to draw on the received paper
sheet. This step repeats until all participants
contributed with ideas to all the paper sheets at last
once, i.e., a complete cycle;
3. Synthesis of design elements: From their own
paper sheets (the ones the participants initiated the
drawing), participants highlight the design
elements that appeared in their draws and that they
find relevant for the application.
4. Consensus: Based on the highlighted design
elements from each paper sheet, the group
synthesizes the ideas and consolidates a final
proposal that may include elements from all the
participants;
Results (output)
1. Different UI proposals that were created in the
participatory activity: each proposal presents
elements drawn by different participants, differing
from each other because they were started by a
different person;
2. A collaborative proposal for the application’s UI,
guided by design patterns, and created from the
consolidation of the different proposals by the
participants.
A picture of a television device and a screenshot of
the TV program may be used as background of the
Figure 4: Example of a template for the PgB.
paper sheets used in PgB — as illustrated in Figure
4. This contributes to bring reality to the participants
during the activity, situating them according to the
device’s physical limitations, the program layout and
content.
The third practice created was the Participatory
Situated Evaluation (PSE) (“4” detail in Figure 2).
The PSE is an adapted version of Thinking Aloud
method (Lewis, 1982) that aims to bring together all
participants for the evaluation of an iterative
application — Table 3 presents a description for the
practice. This practice is useful to promote a
collective analysis and discussion about the
produced prototype; to identify shared doubts and
difficulties, as well as ideas for improving the
application. It avoids the prevalence of individual
opinions, favoring the collective discussion and
making sense about the application being evaluated,
and optimizing the time spent by the participants
during the activity.
Table 3: Description of the PSE practice.
Participatory Situated Evaluation (PSE)
Materials
(input)
Laptop, interactive prototype, video camera, and
software to record users interacting with the
prototypes.
Methodology
1. Situating: participants are arranged in a circle; the
interactive prototype is introduced to the
participants and the evaluation activity is
explained; participants can either conduct pre-
defined tasks (e.g., voting in a pool) or explore the
application in a free way;
2. Interacting with the prototype: a participant is
invited to interact with the prototype; using the
Thinking Aloud method (Lewis, 1982), the
participant speaks aloud for the group while
interacts with the prototype, reporting his/her
thoughts (e.g., general impressions about the
prototype, intentions, goals, difficulties, questions,
reasoning). The other participants can talk to each
other and to the person who is interacting with the
prototype, speaking their thoughts alike.
3. Consensus: based on the doubts, ideas, feelings and
difficulties found during the activity, the
participants elaborate a list of problems and
suggestions for improving the application.
Results
(output)
1. A mapping of the interaction and interface
problems identified through the activity;
2. Suggestions of improvements presented in the
group’s suggestion list.
User Evaluation (“5” detail in Figure 2) proposal:
the Thinking Aloud technique (Lewis, 1982) can be
used to capture users’ impressions and opinions. The
participants’ interaction, voices and facial
PlayingCardsandDrawingwithPatterns-SituatedandParticipatoryPracticesforDesigningiDTVApplications
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expressions can be recorded, and participants may
be invited to answer an evaluation questionnaire,
providing their overall impressions about the
prototype. The activity and data usage should be
conducted in accordance to ethical principles in
academic research.
4 THE CASE STUDY
The case study was conducted in a real context of a
television broadcasting company, named EPTV
(Portuguese acronym for “Pioneer Broadcasting
Television Stations”). EPTV is affiliate of a large
Brazilian broadcasting company. Currently, EPTV
programming reaches more than 10 million citizens
living in a microregion of about 300 cities (EPTV,
2014).
Terra da Gente” (TdG, “Our Land”, in English)
is one of several programs produced by EPTV. The
program explores local diversity in flora and fauna,
cooking, traditional music, and sport fishing.
Currently, the program runs weekly and is structured
in 4 blocks of 8 to 10 minutes each. It counts on a
team of editors, writers, producers, designers,
technicians, engineers and journalists, among other
staff members. In addition to the television program,
the TdG team also produces a printed magazine and
maintains a web portal. Both the magazine and the
web portal serve as complementary sources of
material for the TdG audience (TdG, 2014).
The activities reported in this paper were
conducted from January to July, 2013, and involved
3 researchers from Computer Science and 6
participants playing different roles at EPTV:
TdG Chief Editor: is the person who coordinates
the production team (e.g., editors, content
producers, journalists, designers, etc.) of the
television program and the web portal.
Designer: is the responsible for the graphic art of
the television program as well as of the web
portal, and who will be responsible for the graphic
art of the iDTV application.
Operational and Technological Development
Manager: is the person who coordinates the
department of new technologies for content
production.
Supervisor of Development and Projects: is the
person who coordinates the staff in the
identification and implementation of new
technologies for content production and
transmission.
Engineer on Technological and Operational
Development: is the engineer of infrastructure,
and content production and distribution.
Technical on Technological and Operational
Development: is the person responsible for the
implementation, support and maintenance of
production systems and content distribution.
Researchers (3 people): are researchers in
Human-Computer Interaction and the responsible
for preparing and conducting the workshops. One
of them is expert in the SAC approach and other is
an expert in iDTV technologies.
All the participants, except for the researchers,
work in the television industry. The participants (P1,
P2...P9) collaborated in the workshops proposed to
the problem clarification, problem solving,
requirement prospecting, as well as the creation of
prototypes for the application and their evaluation,
within a SAC approach.
Regarding the familiarity of participants with
iDTV applications, from the 9 participants, 2 are
experts; 2 are users of applications; 5 participants
had already used/seen iDTV applications. Regarding
the frequency which the participants watch the TdG
program, 5 participants have been watching the TdG
program, but not very often: 1 participant watches
the program every week, 1 participant watches the
program in average twice a month, and 2
participants watch at least once a month.
4.1 Designing an Application for TDG
This section presents the main activities conducted
to create the first prototype of an iDTV application
for the TdG program. Before these activities,
participants had collaborated for the problem
understanding, and for the clarification, analysis and
organization of requirements for the application to
be designed — as proposed by the SAC approach,
and that are out of scope of this paper (“A” detail in
Figure 2). The materials produced by the previous
activities were used as input for the design activities
presented in this paper, and were reported in
(Buchdid et al., 2014).
Before the beginning of each activity, the results
obtained from the previous activities were presented
and discussed in a summarized way, and the
techniques to be used, as well as their methodologies
and purposes were introduced to the participants.
For instance, before the PPC activity, examples of
different existing iDTV applications, and the
patterns from Kunert (2009), were briefly presented
and discussed with the participants.
The PPC activity was the first participatory
practice conducted to design the application
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20
prototype (“1” detail in Figure 2). Its input were the
documentation produced in the problem clarification
activities, the participant’s knowledge about the
project, and Pattern Cards based on the Kunert’s
patterns (2009) — see Figure 5.
Originally classified into 10 different categories
(from “A” to “J”), the patterns were grouped into 5
major groups in order to facilitate the participants’
understanding: 1. Layout (Group A); 2. Navigation
(Group B); 3. Operation (Groups C, D and G); 4.
Content presentation (Groups E and F); and 5. Help,
accessibility and personalization (Groups H and I).
Patterns such as “B3 Video Multi-Screen” and “J1
Children” were not considered because they were
out of the projects’ scope.
Figure 5: Participants holding Pattern Cards.
The dynamic for this practice followed the
description presented in Table 1. While each group
of pattern was presented and discussed, participants
were asked to select the ones that would potentially
be used in the application. This practice lasted 90
minutes and was important to generate discussion
and ideas to the application; they also led to a shared
knowledge about iDTV potentialities and limitations
among the participants.
Guided by the discussions and the results
identified in the PPC practice, the Brainwriting
(“2” detail in Figure 2) was used to identify what the
participants wanted in the application and what they
thought the application should have/be. The dynamic
for this activity is similar to the PgB presented in
Table 2: each participant received a paper sheet with
the following sentence: “I would like that the “Terra
da Gente” application had...”; the participants should
write their initial ideas and, after a pre-defined time
(e.g., 60 seconds), they should exchange the paper
sheets and continue to write on the ideas initiated by
the other participants. After each paper sheet had
passed by all the participants and returned to the one
who started writing the idea, participants should
highlight the concepts that appeared in their paper
sheet, and expose them to the group for discussion.
The group reached a consensus creating a list of the
main functionalities that should appear in
application. This activity took 90 minutes.
The PgB practice was conducted based on the
ideas generated during the Brainwriting and took
into account the patterns selected in the PPC (see
“3” detail in Figure 2). The dynamic for this activity
is presented in Table 2: each participant received a
template in a paper sheet (see Figure 4), and they
were asked to explore the initial call for the
application, the layout and other specific content that
they would like to see in the application. Participants
started drawing the application interface, exchanging
their paper sheets periodically and continuing to
draw on the paper sheets of the other participants
until they received their paper sheet back. This
activity generated several ideas for the iDTV
application that were consolidated by the team in a
final proposal. This activity lasted 30 minutes.
Based on the results obtained from these
activities, the first prototype for the application was
built (“B” detail in Figure 2) by a researcher who
has experience in the development of iDTV
applications. The Balsamiq
®
tool was used to create
the UI and the CogTool
®
was used to model the
tasks and to create an interactive prototype. The
Pattern Cards were used again in order to inspect
whether the application was in accordance with the
design patterns, guiding the layout definition (e.g.,
font, elements size and position, visual arrangement
of these elements) and interaction mechanisms (e.g.,
remote control’s keys that were used).
The PSE was conducted in order to evaluate the
produced prototype — “4” detail in Figure 2. The
activity was conducted according to the structure
presented in Table 3. The interactive prototype was
presented to the participants, and one of them
explored the application using the “Thinking Aloud
technique. The other participants observed the
interaction, took notes, and were able to ask, suggest
and discuss with the evaluator at any time. Both the
user interaction and the group dynamic were
recorded, providing interesting information about
the general perception of the participants and
possible features to be redesigned before
programming the final application. This practice
lasted 50 minutes and, after concluded, participants
answered a questionnaire evaluating the prototype.
Finally, a User Evaluation was conducted in
order to evaluate the prototype with prospective
representatives from the target audience that did not
participate in design activities — “5” detail in Figure
2. This activity was important to serve as a
PlayingCardsandDrawingwithPatterns-SituatedandParticipatoryPracticesforDesigningiDTVApplications
21
parameter to the PSE evaluation, assessing whether
the prototype made sense to a more diverse
audience. For this activity, 10 participants explored
the prototype: 3 participants are 21-30 years old, 5
are 31-40 years old, 1 is 41-50 years old, and 1
participant is over 60 years old. Regarding their
formal education, from the 10 participants: 1 has
high school, 3 have bachelor’s degree, 1 has
specialization course, 3 have master’s degree and 1
participant has a doctor’s degree. None participant
had previous experience using iDTV applications; 8
participants were aware of them, but had never seen
any application; and 2 participants had seen them
before. Furthermore, from the 10 participants, 6
have been watching the TdG program, but not often;
3 participants watch once a month; and 1 participant
do not watch TdG.
5 RESULTS AND DISCUSSION
In this section, we present and discuss the main
results from the practices we proposed in this paper
to create the interactive prototype for the TdG TV
program.
5.1 Results of Design Practices
During the PPC practice, the participants selected
20 patterns that could be used in the application
design. At least one pattern from each group of
patterns was considered by the participants.
Table 4 presents some of the patterns selected by the
Table 4: List of Patterns used in the activities.
Gro
u
p
s
Patterns PPC Explanation PgB
Operation
C3 Ok-key
It must be the main method of
interaction together with arrow keys
C4 Colour keys
To be used in case of voting and
multiple-choice question
C5 Number keys
Would not be used due to the
difficulty of use
C6 Special keys
Hard to find on remote control
D1 Initial call to
action
An unobtrusive call that does not
disturb who does not want to use the
application
...
...
..
G3 Mobile phone
keyboard
Must not occupy much space on the
screen. It will only be used in case of
text input
Help and cia
H1 On-Screen
instruction
It is not necessary because the
application is simple
H2 Help section
Help only in the Option menu
I1 Accessibility
Universal Design
I2 Personalisation
It is very sophisticated to this kind
of application
participants. The “Groups” column presents the
general group of the selected pattern; the “Patterns”
column presents the name of the pattern; the “PPC”
column indicates whether the pattern was selected
during the PPC practice; the “Explanation” column
explains the reason why the pattern was selected;
and the “PgB” column indicated whether the pattern
was identified in the prototype produced in the
Brain-Drawing practice.
For instance, the pattern “C3 Ok-key” was
selected to be “the main interaction method together
with arrow keys” in the PPC practice, and was
identified in the prototype produced in the PgB. The
pattern “C6 Special keys”, in turn, was not selected
in the PPC, but appeared in the prototype created by
the participants: It can be partially explained by the
fact that the participants got more used to the
patterns and may have perceived the need/benefits of
patterns they did not select during the PPC.
Therefore, this is both an indication that the PPC
does not narrow the participants’ views during the
creation of prototypes, and an evidence that the PgB
facilitates the revision of the selected patterns during
the creation of prototypes.
From the Brainwritting practice, 11 concepts
were created to be included in the application: 1.
Gallery/Making of: pictures from the TV program
and information about the backstage; 2.
Localization/Mapp: geographic coordinates of the
place in which the TV program was recorded;
additional information about roads, flights, trains,
etc. 3. Receipt/Ingredients: it presents the
ingredients of the receipt that will be prepared
during the TV program. 4. Information/Curiosity:
offers information and curiosities about the fauna
and flora existing in the place where the TV program
was recorded. 5. Evaluation Pool: a pool that allows
users to answer whether they liked the program they
are watching. 6. Quiz: a question-answer based-
game about subjects directly related to the TV
program content. 7. Fishing Game: a ludic game
intended to keep users’ attention through a virtual
fishing while they watch the TV program (e.g., a
little fish will appear on the screen and the user must
select a different key to fish it). 8. Fisherman Story:
a specific Quiz that allow users to answer whether a
given story is true or false. 9. Abstract: a summary
of the current TV program. 10. Prospection Pool: a
pool that allows users to vote in the subjected that
will be presented in the next program. 11. Chat:
asynchronous communication on the TV program.
The first 6 concepts were selected to be used in
the PgB activity. In addition, the participants were
invited to explore ideas to application’s trigger
ICEIS2014-16thInternationalConferenceonEnterpriseInformationSystems
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(Pattern: “DI Initial Call to Action”) in the same
activity. The other concepts were not considered
because they were similar to a selected concept (e.g.,
Fisherman Story is similar to the Quiz), because they
were considered uninteresting (e.g., Summary), or
because they would require high attention and
cognitive effort to be used (e.g., Chat).
All the six selected concepts appeared in the
individual prototypes created by the participants of
the PgB practice as well as in the final prototype
consolidated by the participants. For instance, the
“Gallery/Making of” concept appeared in 7
individual prototypes (see the column “Frequency”
in Table 5), and was represented in 4 different forms
(column “Forms”). The 9 individual prototypes also
represented the “Localization/Mapp” concept in 4
different forms. Furthermore, the “Fishing Game”
appeared 3 times even not being one of the chosen
concepts; indicating that the activity favored the
appearance of different and diverse ideas.
Table 5: List of concepts represented in the individual
prototypes.
Concept Frequency Forms
Gallery/Making Of 7 4
Localization/Mapp 9 4
Receipt/Ingredients 7 4
Information/Curiosities 7 4
Evaluation Pool 5 3
Quiz 5 3
Application’s Trigger 6 6
Fishing Game 3 3
The individual prototypes generated in the PgB were
consolidated into a final prototype that, in turn, was
used as the basis for creating an interactive
prototype for the TdG iDTV application. The six
concepts cited previously, as well as the patterns
presented in Table 4, and general ideas elaborated by
the participants were reflected in the interactive
prototype. The Figure 6 presents details indicating
attributes and components of the final prototype
produced by the participants that were reflected in
the interactive prototype created by the researchers.
For instance, the logo (“A” detail) and menu
position (“B” detail); the selected remote control
keys and their positions on screen (“C”); and the
content for each application section (“D”).
The design patterns selected in the PPC practice
were reflected in both the final prototype produced
by the participants and the interactive prototype
created by the researcher. For instance, the patterns
“C4 Colour keys” and “H2 Help section” were
selected in the PPC activity and were considered in
Figure 6: Example of attributes and components generated
through the PgB practice.
the individual prototypes — see Table 4, and were
also considered in the interactive prototype — see
details “C4” and “H2” in Figure 7.
5.2 Results of the Evaluation Practices
Both the PSE and the evaluation with prospective
representatives from the audience produced
suggestions for redesigning the interactive
prototype. For instance, during the PSE it was
identified that users could leave the application at
any moment/any level of interaction; however, the
evaluation indicated that it could cause interaction
problems, such as the user accidentally leaving the
application while trying to see a picture from the
backstage. The participants recommended disabling
the “Exit” functions when the user enters in a second
level menu/function. Furthermore, the “Help”
function also should be applied only to the general
application (not in specific sub-menus), because the
application is very easy to use and the button could
disturb the user in specific activities.
Other useful feedbacks were obtained from the
PSE practice, such as the suggestion to use numbers
in the pool’s options in order to facilitate the
selection, and not confuse users with other
application’s functions that use colors key; and the
recommendation to not deploy the “Quiz” and the
“Pool” features simultaneously in the application in
order to not overload users with similar features.
The participant who explored the interactive
prototype in the PSE practice was clearly pleased for
not having difficulties while using it, highlighting
the simplicity and consistency of the interactive
prototype. Using his words: “(…) if even me was
able to understand and use the prototype, then it
means the prototype is very intuitive.” [laughs] — he
had never used an iDTV application before.
PlayingCardsandDrawingwithPatterns-SituatedandParticipatoryPracticesforDesigningiDTVApplications
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Figure 7: Patterns highlighted on the mockups from the PgB and on the final prototype.
The participants’ responses to the evaluation
questionnaire also indicated a positive opinion about
the interactive prototype. From the 9 participants
who answered the questionnaire, 7 (78%) responded
they really liked the prototype, and 2 (22%)
answered that they liked moderately. No indifferent
or negative response was provided, indicating that
the prototype met the participants’ expectations.
The test with representatives from the audience
reinforced a favorable opinion about the interactive
prototype. The 10 prospective users were able to
understand and explore the prototype, indicating its
simplicity. From their responses to the evaluation
questionnaire, 5 users (50%) answered they really
liked the prototype, 4 users (40%) answered they
liked moderately, and 1 users (10%) answered with
indifference. Although we need to test the
application with a higher number of users in order to
have data with statistical relevance, obtaining 90%
of positive responses is a good indication given that
they did not participate in design activities and had
no prior contact with iDTV applications.
5.3 Discussion
During the participatory practices, the constructive
nature of the process allowed to see how different
viewpoints were conciliated, different proposals
were consolidated, a shared understanding about the
problem domain and the application was created,
and how the discussions were materialized into a
solution proposal. Ideas and concepts that were
discussed when the project started could be
perceived during the practices and were reflected in
the final prototype.
The interactive prototype reflected the results
from both PPC and PgB practices, allowing the
participants to interact with the prototype of the
application they co-created. The examples of
existing applications presented to the participants
were useful to illustrate different solutions regarding
the patterns, inspiring the design of the new
application and avoiding design decisions that would
not satisfy them. The PPC practice was especially
useful to: i) present the constraints, limitations and
challenges of designing for iDTV; and ii) introduce
participants to design patterns for iDTV, which may
support their design decisions.
The PgB, in turn, was useful for supporting a
pattern-guided construction of UI proposals for the
application from the material produced in the
previous activities. This practice is especially
important because it favored the consideration of
Design Patterns in the prototype design, and because
it allowed all the participants to expose their ideas
and to influence the prototype being designed,
avoiding the dominance of a single viewpoint. For
instance, the “Pool” and the “Quiz” were concepts
that emerged from the Brainwritting and were
materialized during the PgB practice, but were
strongly discussed among the participants because
some of them did not approve these features.
However, after listening pros and cons of
keeping/removing these concepts from the project’s
scope, the participants decided to keep both concepts
in the final prototype.
One of the most important points in this project
is its situated context. The conduction of
participatory practices in a situated context
contributed to understand different forces related to
the project and the organization in which it was
being conducted. In each new practice, it was
possible to clarify tensions between the participants,
the context in which the EPTV operates, the high
importance of the TdG program for EPTV
organization, the relation between the affiliate and
its headquarter and, mainly, the role that the
application may play in the TV program.
ICEIS2014-16thInternationalConferenceonEnterpriseInformationSystems
24
Participants have different views and understandings
regarding the competition (for the user attention)
between the application and the TV program, and
different opinions about what the application should
offer to users and the way it should be offered. Such
complex context would be difficult to understand in
a non-situated design, and such conflicts would be
hard to deal with if participatory practices were not
part of the methodology.
Regarding the prototype evaluation, the PSE was
important to foment discussions on the design
decisions. Furthermore, the feedback from
prospective users was important to verify decisions
made with outsiders: people who did not participate
in the design process (e.g., how to present the recipe:
only the ingredients should be included? The
preparation mode should also be displayed?).
The practices reported in this paper demonstrate
that it is possible to conduct situated and
participatory design in industrial settings. There is
usually a myth that these practices are expensive and
difficult to be conducted. In fact, in less than 4 hours
a prototype was built from the documentation
produced in the previous practices and from the
discussion between the participants — including the
time spent to present examples of existing
applications and the lecture for presenting the
patterns. Some of the participants had a vague idea
about how to design iDTV applications and none of
them had designed this kind of application before.
Furthermore, the four workshops conducted at
EPTV took about 12 hours. It means that all the
process, from the problem clarification to the
prototype evaluation, took them less than two days
of work. It is clear that a great effort from the
researchers was needed in order to summarize,
analyze and prepare the practices as well as to
prepare the presentations and build the interactive
prototype. Indeed, this effort is expected because a
lot of work must be done in parallel to the practices
organization and conduction. Therefore, this
experience shows that it is possible, viable and
worth the time used to make participatory design in
a situated context.
The experience at EPTV also indicated that a
situated and participatory design contributes to the
development of solutions that are in accordance to
both the people directly involved in design practices
and the prospective end users of the designed
solution. On the one hand, the participatory
evaluation indicated that the participants approved
the interactive prototype they co-designed; it was
expected because of the participatory and situated
nature of the process conducted. On the other hand,
the evaluation with representatives from the target
audience reinforced the positive results, indicating
that the application was understood and well
accepted by users that were not present in design
activities and that had never experienced an iDTV
application before.
These results suggest that a situated and
participatory design perspective favors the
construction of solutions that make sense to people,
reflecting an understanding about the problem
domain and the complex social context in which
these solutions will be used.
6 CONCLUSIONS
Designing iDTV applications is a complex activity
due to several factors including the ecosystem of
media that compete and cooperate with the TV. In
addition, the production chains of the broadcasters
are still not prepared to the design of iDTV
applications. This paper proposed three different
practices and presented activities for supporting a
situated and participatory design of iDTV
applications; a case study situated in real scenario of
a TV organization illustrated the proposal in action.
The results obtained from the case study
indicated the benefits of using the practices for
supporting the involved parties to understand the
situated context that the iDTV application will be
inserted, and to design an application that reflects
that understanding. The results suggested that the
interactive prototype designed was widely accepted
by both the participants and prospective end users,
pointing out the situated and participatory process as
a viable and useful perspective for designing iDTV
applications.
Although the results so far are very positive, the
prototype still needs to be broadcasted as an iDTV
application in Terra da Gente TV show. Thus,
further work involves the next steps of implementing
and testing the final application and releasing it for
use by the TV program viewers. We also intend to
conduct further studies within the perspective of the
Socially Aware Computing, to investigate the
potential impact of the practices presented in this
paper to the TV staff and iDTV end users.
ACKNOWLEDGEMENTS
This research is partially funded by CNPq
(#165430/2013-3) and FAPESP (#2013/02821-1).
PlayingCardsandDrawingwithPatterns-SituatedandParticipatoryPracticesforDesigningiDTVApplications
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The authors specially thank the EPTV team by the
partnership, and the participants who collaborated
and authorized the use of the documentation of the
project in this paper.
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