acceptance, can lead to adding new services in the
product explored in design sessions.
As an open question, we can highlight that since
realism is important to explore new ideas and
validate a design proposal, it is important to improve
our ability to gather empirical data in the most
realistic settings possible. The field study presented
as part of our second experiment begins to address
this need by demonstrating the effectiveness of the
role-playing experience in situ. However, it remains
an open question how to improve our ability to
simulate real events occurring (such as interruptions
in the broadcast of a TV program) that have some
influence on the users’ behavior and on their
difficulty in using the technology.
8 CONCLUSIONS
In this text, we argue that understanding the users’
needs with technology is a difficult task to
accomplish for professionals responsible for the
development of innovative technologies.
We showed that feedback from users comes from
different ways, and professionals should provide
them with opportunities to express their emotional
reactions as if the technology were part of their
lives. Experience prototyping strategies matched to
theatrical techniques were used and provided the
professionals of this case study with useful
information about users and their context of use.
We also showed how to properly communicate this
understanding to the other members of the team as well
as to the users themselves. Several situations were
played, videotaped, and after analysis, interaction
scenarios were (re-) defined, illustrated and played in
participatory design sessions in an iterative way.
ACKNOWLEDGEMENTS
This work was funded by the IST EC-project
SAMBA.
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