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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Design Thinking for Search User Interface Design</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Methods</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Arne Berger Chemnitz University of Technology Strasse der Nationen 62</institution>
          <addr-line>09107 Chemnitz</addr-line>
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The paper describes with the help of a brief example how design methods, namely those formed in design thinking can help search user interface design to innovate throughout the software development process.</p>
      </abstract>
      <kwd-group>
        <kwd>Design Thinking</kwd>
        <kwd>User Interface Design</kwd>
        <kwd>Design Qualitative Studies</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>Since Tim Browns ingenious talk on TED [1.], Design Thinking
(DT) had a huge impact on the business and design world. By
injecting the way designers think into accustomed business
processes, CEOs hoped to gain an advantage in competition.
Designers on the other hand hoped their overall influence might
increase. However, the field has more to offer than bringing
creative techniques to supposedly uncreative domains. The first
publications on the matter appeared as early as the late 1960s [2.,
3., 4.] as a way to externalize the enigmatic design process. Since
then, the creative application of design methods (DM) has proven
its effectiveness, fun and relevance countless times. [5., 6.]
Despite its persistent application in typical creative domains, the
radical application of DM for digital age products is still a young
discipline.</p>
    </sec>
    <sec id="sec-2">
      <title>Design Thinking vs. Design Methods</title>
      <p>The difference between DT coined and developed at Stanford [7.]
and DM as defined by Jones amongst many others [3.] needs to be
precised in another publication. For now, the author (a Designer)
is grateful to see the broad spectrum of DM finally being brought
to attention due to the success of DT. However, there are way
more methods to use than the 51 methods as suggested by DT [8.]
and there are way more feasible design processes than defined in
DT. Because of the briefness of this paper and for the sake of a
Copyright © 2011 for the individual papers by the papers' authors.
Copying permitted only for private and academic purposes. This volume
is published and copyrighted by the editors of euroHCIR2011
better understanding, DT is used as an expression for the design
process, while DM is used as an expression for any design method
from the DT or any other DM toolbox.</p>
    </sec>
    <sec id="sec-3">
      <title>2. CURRENT STATE OF DESIGN</title>
    </sec>
    <sec id="sec-4">
      <title>METHODS IN SEARCH USER INTERFACE</title>
    </sec>
    <sec id="sec-5">
      <title>DESIGN</title>
      <p>The possibilities of DM are still badly implemented into product
development. However, a subset of DM, namely User Centered
Design (UCD) is fairly well implemented in the domain of
interface design, including that of search user interface design.
UCD significantly helps evaluating user needs but often fails to
innovate. UCD methods mainly consist of a relatively strict set of
methods compared to what DT and DM have to offer [9.]. Those
methods are capable of gaining insight and evaluating interfaces
but do not encourage an innovation process for future user
interfaces.</p>
      <p>As an user interface design professional working in an academic
development environment that is mainly formed by information
retrieval experts, the following description of a typical workflow
abstracts the prototypical UCD process of developing search user
interfaces.</p>
    </sec>
    <sec id="sec-6">
      <title>2.1 Current Process of Search User Interface</title>
    </sec>
    <sec id="sec-7">
      <title>Design</title>
      <p>1. Users tasks and problems are observed via Site Visits or
Website Analytics [10.]. Those methods help to gain insight into
specific user problems. The combination of both nowadays is the
holy grail of gaining insight into users issues [10.].
2. Information retrieval experts and search user interface
designers use methods like brainstorming to plan a software
product. It is used mainly as a conversation starter, but also
functions as a way to frame the current state of technical
possibilities.
3. Users problems (step 1.) are interpreted and tried to be solved
with the help of the technical possibilities (step 2.) which are then
implemented.
4. The usability of the search user interface proposed in 3. is
evaluated via user studies comparable to the ones in step 1.
Iterations: The abovementioned steps are iteratively repeated
several times. With the help of prototypes the interface is refined
before a final implementation takes place. However these steps
only help to streamline the interface. They are not fully useful for
innovating an interface according to DTs possibilities.</p>
    </sec>
    <sec id="sec-8">
      <title>2.2 Critics of the Current Process</title>
      <p>We believe that the process of nailing down the problem and
suggesting a vital solution after framing technical possibilities and
observing users is insufficient. Those well established methods
have the main advantage of providing hard numerical measures.
Which is even more so, when measures like precision and recall
are used to learn how efficient a system is. Via those standardized
measurements a comparison between different solutions is easy to
draw. Relying on those hard measures only shows insights, which
can be formulated in numbers and concluded from those.
On the other hand, soft properties of a search user interface like
»what user really want«, »fun of use«, »suitability to unusual
tasks« and in parts »user satisfaction« are next to impossible to
measure via hard numbers. Although efforts exist [11.]
measurability of qualitative soft properties is hard to be
standardized. Outcomes therefore are less clear cut and often fail
to be comparable via statistics. As the academic viewpoint in the
field tends to analytic comparison, soft properties are seldom
explored, described and measured. Therefore subsequent findings
often fail to be implemented.</p>
      <p>Based on the before mentioned, we propose the radical application
of DT in search user interface design via »participatory
prototypes«. This concept integrates users and developers alike.
We demonstrate its process briefly in the next chapter and explain
its application in three following examples.</p>
    </sec>
    <sec id="sec-9">
      <title>3. PROPOSED DESIGN THINKING</title>
    </sec>
    <sec id="sec-10">
      <title>PROCESS FOR SEARCH USER</title>
    </sec>
    <sec id="sec-11">
      <title>INTERFACES</title>
      <p>In the business world (see introduction) DT is foremost a process
used for innovating new products.</p>
      <sec id="sec-11-1">
        <title>The DT process is defined as following [8.]</title>
      </sec>
      <sec id="sec-11-2">
        <title>Understand: Understand problem and context.</title>
        <p>Observe: Externalize future users problems via e.g. extreme user
interviews or empathy maps.</p>
        <p>Define: Interpreting and weighting the gained knowledge from
the previous steps via e.g. ad-hoc personas.</p>
        <p>Ideate: Using common or uncommon creative techniques, e.g.
body storming for generating many ideas.</p>
        <p>Prototype: Visualize and communicate ideas with the help of fast
and cheap prototypes with paper, Lego bricks or the product box
method.</p>
        <p>Test: Future users test those prototypes, via e.g. story telling
techniques.</p>
        <p>We believe that DT can and should be incorporated in any
possible stage of a development cycle. Interface design prototypes
are extraordinary easy to manufacture and cost next to nothing.
We suggest to apply the DT process more closely to the
development of search user interfaces to benefit from its many
advantages, esp. to force the pace of innovation.</p>
      </sec>
    </sec>
    <sec id="sec-12">
      <title>3.1 Prototype Categories</title>
      <p>As the label »prototype« may be misleading, we tend to think of
anything capable of producing feedback as a prototype. To make
further understanding easier we classify prototypes as following in
the order of their advancement:</p>
      <sec id="sec-12-1">
        <title>Function: none, may not be technically feasible</title>
      </sec>
      <sec id="sec-12-2">
        <title>Workflow: only conceptual</title>
        <sec id="sec-12-2-1">
          <title>Visual Design: none</title>
        </sec>
        <sec id="sec-12-2-2">
          <title>Medium: analog Modality: any</title>
          <p>Usually user generated, often not understandable without the
creators explanations. It only describes a preliminary workflow of
operations and functions and is not necessarily technically
feasible.
3.1.2 Low-Fi Prototype (e.g. Paper Prototype)
Generated by: user, designer</p>
        </sec>
      </sec>
      <sec id="sec-12-3">
        <title>Function: none, may not be technically feasible</title>
      </sec>
      <sec id="sec-12-4">
        <title>Workflow: preliminary, mimicking operations</title>
        <sec id="sec-12-4-1">
          <title>Visual Design: none</title>
        </sec>
        <sec id="sec-12-4-2">
          <title>Medium: analog Modality: any</title>
          <p>Usually presented via the Wizard-Of-Oz technique it incorporates
as many operations as possible and always fakes function.
3.1.3 Mock-Up</p>
        </sec>
        <sec id="sec-12-4-3">
          <title>Generated by: designer</title>
        </sec>
      </sec>
      <sec id="sec-12-5">
        <title>Function: none, may not be technically feasible</title>
      </sec>
      <sec id="sec-12-6">
        <title>Workflow: mimicking operations closely</title>
        <sec id="sec-12-6-1">
          <title>Visual Design: none</title>
        </sec>
        <sec id="sec-12-6-2">
          <title>Medium: digital</title>
        </sec>
        <sec id="sec-12-6-3">
          <title>Modality: any</title>
          <p>Is often (and should be) visually unapealing, mimicking
operations closely, but fakes function.
3.1.4 Dummy (often refered to as Click Dummy)</p>
        </sec>
        <sec id="sec-12-6-4">
          <title>Generated by: designer</title>
        </sec>
      </sec>
      <sec id="sec-12-7">
        <title>Function: none, may not be technically feasible</title>
      </sec>
      <sec id="sec-12-8">
        <title>Workflow: mimicking operations</title>
      </sec>
      <sec id="sec-12-9">
        <title>Visual Design: existing, often visually polished</title>
        <p>3.1.5 High-Fi Prototype
Generated by: designer, developer
A visually polished prototype most often proposed by developers
is a functioning program that may have bugs or quirks and is
mainly used in order to get rid of those.</p>
      </sec>
    </sec>
    <sec id="sec-13">
      <title>3.2 Observations for Prototypes</title>
      <p>As this brief listing suggests most of the prototyping work in
search user interface design is done by a designer. Thus helping to
maintain a conversation between what users want and what
developers can implement.</p>
      <p>There are usually no direct prototypes from the users. Users
comments or observations are interpreted multiple times. First
they are made operable via prototypes, crafted by designers,
which subsequently are interpreted by the developers.
Prototypes from the perspective of a developer are used only for
evaluation during the end of the implementation cycle. As a lot of
code and effort went into these, heavy changes are omitted and
hopefully eliminated with earlier prototypes.</p>
      <p>While the main goal of DT is to encourage interdisciplinary user
groups to create innovative prototypes, it does not focus on direct
prototypes from users or developers.</p>
    </sec>
    <sec id="sec-14">
      <title>3.3 Implications for Process</title>
      <p>We want to continously implement user prototypes into the
development and we also encourage a process where developers
explain technical feasibility via prototypes even in very draft and
early stages.</p>
      <p>This realization came through practical usage of various DM in a
couple of projects. The following chapter briefly describes how
we introduced participatory prototypes to search user interface
design for the creation of playlists for mobile video consumption.
Two other successful projects include Design Thinking for a
customized faceted navigation and Design Thinking for a
multitouch interface for searching in large multimedial
repositories.</p>
    </sec>
    <sec id="sec-15">
      <title>4. DESIGN THINKING THE CREATION</title>
    </sec>
    <sec id="sec-16">
      <title>OF PLAYLISTS FOR MOBILE VIDEO</title>
    </sec>
    <sec id="sec-17">
      <title>CONSUMPTION</title>
      <p>We wanted to address a problem, know to many smartphone users
on the move. We understand that, weather commuting or going
out with friends users usually avoid constructing complex search
queries to find suitable content to watch.</p>
      <p>To define the problem, we asked users what they miss and want
from a mobile TV application. Two main points emerged:
With services like youtube consumers are left having to refine a
search query several times or to use non-customized item lists
such as »most viewed«. On the other hand, in traditional TV a
moderator weaves a golden thread and guides viewers via this
potentially emotional connection through a series of video clips.
After an ideate session the most promising prototype was a mixed
breed of playlists, woven together by emotional metadata. To gain
insight into users mindsets regarding the construction of those
personalized playlists we applied various DM.</p>
      <p>To find out which emotional content attributes users are looking
for, we asked participants to map out a virtual space of content
properties and show how they thought to navigate within it. This
method usually helps to discover pathways and interests in which
people make sense of a particular content space. The results
eventually help to make sense of how to construct queries for
filter specification.</p>
      <p>Users were asked to individually draw a map or diagram of what
comes to their mind when being on the move and having a mobile
video handset available, whether sitting on public transportation
alone or being in a pub with friends. The six users had 15 minutes
time to draw a map or scheme and were asked to freely associate
parameters to form a personalized playlist. Given the mindset of
being on the move, users formed questions from a simple
vocabulary and subsequently wanted to change only certain
parameters after watching a few video items. A discussion with all
participants followed.</p>
      <p>
        The results lead to the assumption that users are interested in
direct mood filters. Most of the user generated maps feature mood
clusters or the simple question »how« in a list of questions.
Based on those findings the developers of the future interface with
the help of a designer proposed a low fidelity prototype containing
a filter named »How« together with more filters based on the four
cardinal questions Who, Where, When, What. This was done
because all those metadata fields could be filled with metadata
readily available in the existing database. To prove the concept it
was introduced to twelve users. Users’ feedback on this approach
was insightful in two ways. On one hand, users at large expressed
their general approval on the advantages that might arise by
constructing exhaustive content filters with just a few steps of
interaction. On the other hand, the pre-structured characteristic
was heavily criticized. However, the rigidly defined prototype
inspired participants to incredibly rich feedback. This proposal in
combination with open ended questions has proved to be a fast
and convenient way to gain user feedback on a large variety of
issues without a lot of explanation. The main insight is, that all
users found and used the filter option »how«. Most user feedback
was given on only this feature. Findings are discussed in depth in
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>TV Anytime [13.] is a metadata standard that defines metadata for
broadcasts. It is common to use in describing video items and also
features 53 moods. For the sake of technical interoperability we
wanted to stay within the realm of this particular metadata
standard but also wanted to make the proposed moods more
accessible for users. Based on those technical restrictions and the
previous results we individually asked 45 potential users to sort
the moods into self-defined categories that made sense to them.
At least two completely different ways of sorting prevailed. One
group of users preferred an order that resembles a classification
into movie genres, while a second group was interested to sort
them according to emotional dependencies. While a number of 45
users was significant enough to reveal two groups, users assigned
to the first group were too few to manifest significance. Focusing
on the larger group (35 participants) seven mood categories were
filled unanimously. Apart from very few moods all other moods
are mutually joint to groups. This could make the previous
discussed low fidelity prototype more flexible in navigating
complete mood sets. Based on those findings, users proposed an
interface that asks questions in an order that is more determined
by them. A subsequent High-Fi prototype was built, incorporated
1000 video items. It allows the selection of a variety of moods as
well as a combination of filters derived from the five cardinal
questions. A formal user study is now underway.</p>
    </sec>
    <sec id="sec-18">
      <title>5. Acknowledgements</title>
      <p>This publication was prepared as a part of the research initiative
sachsMedia (http://sachsmedia.tv), which is funded by the
German Federal Ministry of Education and Research under the
grant reference number 03IP608. The authors take sole
responsibility for the contents of this publication.</p>
      <p>References
[1] http://www.ted.com/talks/tim_brown_urges_designers_to_thi
nk_big.html (accessed Apr 29, 2011)</p>
    </sec>
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