Experience Design Frameworks for Digital Economy
Submitting Institution
University of the West of England, BristolUnit of Assessment
Communication, Cultural and Media Studies, Library and Information Management Summary Impact Type
SocietalResearch Subject Area(s)
Information and Computing Sciences: Artificial Intelligence and Image Processing
Studies In Creative Arts and Writing: Film, Television and Digital Media
Language, Communication and Culture: Communication and Media Studies
Summary of the impact
Research at UWE Bristol in new media and games has engaged business and
policy communities.
The resulting knowledge exchange has underpinned the AHRC Creative Economy
Hub REACT
(Research and Enterprise for Arts and Creative Technologies) which has
stimulated £200k value of
new business for SMEs in its first year of operation. The research has
enabled start-ups, micro
businesses and SMEs in the digital economy to use our critical and
creative methods to improve
their products and services. It has also made a significant contribution
to the development of policy
on games for young people.
Underpinning research
The research at UWE was conducted between 2002 and 2012 by Professor Jon
Dovey, (Senior
Lecturer 1996-2002, Principal Lecturer 2002-2003, University of Bristol
2005 - 8, UWE Professor
2008-present), Helen Kennedy (Lecturer 2002-2003, Senior Lecturer
2003-2008, Deputy Head of
Dept 2008-2011, Assoc Head of Dept 2011-2012, Director of DCRC 2012-2013)
and Dr Seth
Giddings (Senior Lecturer 2001-present).
This research argues for the development of a new paradigm in media
studies for understanding
digital media as lived experience and not as text [R1, R2, R3,
R4]. This paradigm led on to the
development of new policy insights and a new design framework for digital
media producers which
emphasises the embodied media user in a ubiquitous computing environment
[R5, R6].
The research highlighted a tension between a textual approach to the
development of a new
critical language for digital media [R1: pp 13-38] and an Actor-Network
Theory influenced account
of the embeddedness of digital technology in everyday life [R1: pp
219-279]. The embodied
experiences that mobile media and gaming produce demand the new
theorisations of the
audience/ user experience [R2, R3 & R4]. This work was based in
observation of users and
producers of games and other digital media: it foregrounds embodied play
as a key characteristic
of user engagement with digital media technologies.
Giddings developed innovative research methods [R3 & R4] for
examining the materiality of the
interactions between people and digital media in order to address the
problem of how to account
for experience rather than interpretation. This emphasis on embodiment and
evidence in work on
games and play directly informed our approach to the research and KE work
in the field of
Pervasive Media.
In 2004 Dovey led a series of workshops for the DTI-funded Hewlett
Packard & University of Bristol
`Mobile Bristol' research project which applied and developed the critical
language developed in
the research [R1 & R2]. These workshops developed a design framework
for digital media
producers which deployed a set of design dimensions aimed at giving
producers the opportunity to
think through the user experience in the emergent era of Pervasive Media.
Pervasive Media exploit
new conjunctions of sensors and actuators derived from the field of
ubiquitous computing, where
devices not only respond to human inputs from interaction (with a mouse
and keyboard etc) but
can also sense other features of their context such as location (or
temperature, light, sound etc).
UWE research argued that these affordances require a new understanding of
the embodied user.
The workshop team developed a framework [R5] that offered producers the
opportunity to develop
their ideas along a series of dimensions — Immersion, Control, Mapping,
Space, Time & Sociality —
in order to design their projects for embodied users in actual
environments. Dovey's subsequent
Knowledge Transfer Fellowship (AHRC 2010-12) developed 12 case studies in
Pervasive Media
production and a series of short essays (on eg Attention, Context, Memory,
Place and Play) to
support designers in developing projects [R6].
References to the research
R1. Lister M, Dovey J, Giddings S, Grant I and Kelly K. New Media — A
Critical Introduction.
(Routledge 2003 and 2009) — co-authored book.
R2. Dovey, J. and Kennedy, H. Game Cultures: Computer Games as New
Media (Maidenhead:
Open Univ Press, 2006) — co-authored book.
R3. Giddings, S. `Events and Collusions: A Glossary for the
Microethnography of Video Game Play'
in the special section on `Technologies Between Games and Culture', Crogan
and Kennedy
guest eds, Games and Culture: A Journal of Interactive Media 4:2
(April 2009): 144-157
http://dx.doi.org/10.1177/1555412008325485
.
Key grant
AHRC KE Fellowship `Aesthetics and Value of Pervasive Media' PI Dovey
(£208,742, 2010-12).
Details of the impact
4.1 Knowledge exchange with start-ups and designers
The research above underpins the formation of active knowledge exchange
relationships with
micro businesses and start-ups in the digital media innovation sector
which has enabled them to
start up, develop their market profile, produce better media products and
services, and increase
their market share. Co-creating a critical language for Pervasive Media
enabled new start-ups and
designers to articulate their offer to the market with more clarity and
the design dimensions
approaches enabled them to deliver better products and services [S5, S6].
4.2 Pervasive Media Studio and Calvium
The experience design framework developed by the 2004 workshop team (and
published in R5)
was incorporated in Hewlett Packard's (HP) MediaScape training materials.
(MediaScapes were
the forerunners of Pervasive Media.) The improvement in HP's ability to
communicate the potential
of mobile media led to Dovey being invited in 2008 to bring the UWE
Digital Cultures Research
Centre team (including Fleuriot, Giddings and Kennedy) to become co-
founding members of the
Pervasive Media Studio. This is Watershed Media Centre's innovation lab
partnering University
research and digital start-ups. (It was cited in the `Creative Britain:
New Talents for the New
Economy' Feb 2008 DCMS report as a `ground-breaking new innovative place
of learning'.)
The Director of Watershed's Pervasive Media Studio confirms that "The
partnerships,
collaborations and knowledge built up through your research into
Experience Design and Games in
the emerging ecosystem of Pervasive Media has been invaluable in
catalysing and supporting our
network of artists, creative and technologists." She adds that the
research "has shaped policy [and]
strengthened our business performance" [T1].
The design framework also at the core of the approach to mobile media
design adopted by
Calvium Ltd, a new spin-out company from the HP Bristol Labs that also
became a founding
member of the Studio. Their Creative, Sales and Marketing Director says
that the research and
partnerships from the workshops "have had a lasting impact on the
development of our own
business (Calvium) and on the wider innovation community round the
Pervasive Media Studio. [...]
Calvium now have a thriving consultancy and app development business built
around our own
Experience Design framework honed from the early experimental work".
4.3 Creative innovation network
The original design frameworks and common-language approaches to embodied
experience
design were key contributors to the formation of a vibrant creative
innovation network. The
stakeholders in this network are Creative Industry start-ups, SMEs,
cultural industry agencies,
media professionals and practice-based researchers in media, design and
digital innovation. The
research insights from the 2004 workshop have been debated face to face,
discussed and
developed through the DCRC and Pervasive Media Studio networks and events.
These have
reached a range of audiences (of up to 300 people) including business and
the general public. The
design framework and common critical language developed by the research
have been shared as
follows:
a) SME creative economy partners who have participated in workshops or
case studies. Specific
examples of these companies include Mobile Pie (games) [see T4], Thought
Den (design),
Interactive Places (heritage), Play it Again Sam (music), Duncan Speakman
(artist), Guerilla
Dance Company, Calvium (app platform developers) [see T2], Stand and Stare
Theatre, Matter
to Media, ProtoType Theatre, igLab (games) and Moksha (design). These
companies have
been enabled to improve their sales through experiencing the co-created
methods of the
design framework. For example, the MD of Mobile Pie (a games development
studio) confirms
that "Having such direct access to an academic team has proven immensely
useful to our
business over the years, helping us to make sense and understand the wider
implications our
work in such a fast moving industry" [T4].
b) Summer schools for 24 Creative Producers run in 2010 and 2011 (in
conjunction with iShed).
Producers gained an in-depth understanding of how to transfer their
existing skills into the
emergent domains of Pervasive Media by understanding embodied user
experience [S1].
c) iShed's `Sandbox' production programme has led to the creation of 44
innovative digital media
products, all of which have incorporated UWE's `design dimensions'
approach in their planning
stages.
4.5 Pervasive Media Cookbook
The Knowledge Transfer Fellowship described in section 2 above led to the
publication in 2012 of
the online `Pervasive Media Cookbook' (http://pervasivemediacookbook.com/).
This
was co-produced with the Pervasive Media Studio. It included 14 case
studies of different kinds of
Pervasive Media project. The Cookbook republished and updated the
research's original design
framework, together with other materials, providing the world's first
`how-to' guide to producing
Pervasive Media. The Cookbook has expanded the market in this field of
digital innovation by
offering the first guidebook aimed at first-time producers [S2].
4.6 REACT
The accumulated experience of the UWE team in knowledge exchange based in
the research
above underpin UWE's leadership of REACT (Research and Enterprise for Arts
and Creative
Technologies), one of the AHRC's four £4.8m Creative Economy Hubs. Dovey
is its Director.
REACT has hosted 300 academics and businesses in `Ideas Labs', formed 100
new relationships
between academics and business and produced 30 digital media projects.
These build on the
approaches to experience design and co-creative research relationships
developed from the
original 2004 workshops (see section 2 above). REACT has taken the
approach to digital media
experience design arising out of the research and built on it in the
fields of heritage, publishing and
future documentary. This has led to partnerships producing prototype
products and services that
enhance the product portfolio of Creative Economy businesses. Companies
supported by REACT
have produced an additional £500k worth of business in the year since
their completion. Partner
companies have invested 5800 hours of paid time into the projects so far
produced. The creation of
new academic/business relationships is at the core of REACT's achievements
[S3].
For example, the Creative Director of Splash & Ripple writes that
"REACT enabled me to get our
first commission... The fact that the Sandbox was informed by research
into Experience Design
principles that we could put into action was a really great help in
developing our ideas for the
project." Her involvement with REACT "has directly resulted in many new
leads and a £100k
commission for the National Trust. My business is now established as a new
brand within the
Heritage Market" [T3].
Sources to corroborate the impact
Testimonials (available from UWE, Bristol and numbered in same
order on REF system)
T1. Director, Watershed Pervasive Media Studio, Bristol (see 4.2)
T2. Creative, Sales and Marketing Director, Calvium Ltd (see 4.2 and 4.3)
T3. Creative Director, Splash & Ripple (see 4.6)
T4. Richard Wilson, MD, Mobile Pie "Having such direct access to an
academic team has
proven immensely useful to our business over the years, helping us to make
sense and
understand the wider implications our work in such a fast moving
industry." (see 4.3)
Other sources
S1. Creative Producers Summer School Video: evidence of impact in
improving participants
ability to test and iterate for embodied experience design e.g. Freelance
Digital Producer
talking at 1 min 40 sec (see 4.3b).
S2. Cookbook Launch Video: impact of common language work on producers'
ability to
conceptualise Pervasive Media projects by creating a `tangible' `road map'
e.g. Technical
Director, App Development Micro Business, at 0.12 sec (see 4.5).
S3. `Being Reactive' Video Documentation evidence of benefit to business
of REACT process
"What this has given me a chance to do is to step away from day to day
work and think
about products, content, things that I can use in the future." MD, Calling
the Shots speaking
at 2 min 50 sec (see 4.6)
S4. "How To — Urban Gaming' Article in Wired Online (24.09.12)
based on the Design
Dimensions (R5) written by Pervasive Media Studio Director Clare
Reddington showing
continuing impact of design framework in the high-profile tech-sector
publication. See
citation at the end of the article `These design dimensions are
inspired by work undertaken
by The Digital Cultures Research Centre.' http://www.wired.co.uk/news/archive/2012-
09/24/how-to-urban-gaming-tech (see 4.2)
S5. Online citation for Reference 5 from design blogger `What Dovey and
Fleuriot do in the
chapter is develop what they call "descriptive dimensions of mobile media
design" The list
is an immensely useful checklist for anyone planning on creating any
kind of interactive
mobile media art with an emphasis on location and mixed realities.'
(see 4.1)
http://the3inchcanvas.wordpress.com/2012/04/09/dimensions-of-mobile-media-design/
S6. Evidence that the Cookbook had impact on the businesses of the
partners in the case
studies. 90% of Cookbook project partners said they had learnt new aspects
of their
practice, changed the way they worked and could communicate their work
better as a result
of the Knowledge Transfer Fellowship. (Survey Monkey) (see 4.1)