Creative User is an integrated audience research and documentation
project, exploring one of the key concerns for many cultural
practitioners: how to engage the public user (participant/audience)
of responsive media in a process of interaction and creation.
The question and concept of ‘Creative Use’ is at the heart
of development in responsive media where the user becomes
an ‘Inter-Actor’ required to influence, activate or create
project draws on the shinkansen methodology of integrating
artistic and audience development in the processes of production
User Research supports the improvement and enhancement of
User Experience in the field of responsive media creation.
It has a focus on the learning needs of developers of ‘Expressive
User Interfaces’ through the provision of bespoke programmes
of user research – testing, feedback, evaluation and sharing
processes of user
creation and interaction from the user perspective.
Role of the user as an Inter-Actor
of creative use by the public
Centres of user interest and satisfaction
Education and marketing requirements
for improvement and enhancement of the user experience:
Ways and means of enhancing human creativity and interaction
Information and communication requirements for both novice
and specialist users
Adaptations/evolutions required to maximise usability and
quality of user experience
Explore appropriate methodologies
for creative user research
Build creative user testing into the fabric of the development
data on the user – profiles, roles, behaviour, feedback,
Share and network research with those involved in the production,
promotion and development of responsivity.
Phase 1: Future Physical Programme
Creative User Research revolved around case studies.
Case studies encompassed a range of different forms,
content, locations, venue/contexts, users and project stages
(process, production and presentation).
July 02 through to April 2003
CELLBYTES and CLUSTER – workshop
and club events – telematics based
TRAJET – workshop and installation – sensor based
tx0om – process and playspace – sensor/AI based
texterritory – process and
performance – sms based
Wear Me – exhibition and live event – wearable computing/smart
creativeuser day @ Respond - a one day symposium
for developers and researchers in April 2003.
COAST DIGITAL– workshop and site specific artwork
– GPS based
USER PROFILING and FEEDBACK at various live
events and online through the Future Physical website.
methodologies in use were:
1. Archive Documentation: recording of events in Future
Physical by video, photography and writing.
2. Live to Web Reporting: a real time and on site activity
posting process notes, reviews , participant listings and
video recordings of events to the site for virtual viewing
and debate involvement.
User profiling - quantitive data gathering through
questionnaire at live events and on web site – user demographics,
attendance behaviour, interest areas and satisfaction indicators
User Feedback: qualitative data gathering through live
events and web site –public vox pops, developer interviews,
user feedback sessions
User Testing: workshop experiments with targetted professionals
and community groups.
The user data collected
during the course of Phase 1: Future Physical programme will
be published in the form of a web site and DVD report.
It will define key user concepts, issues and development and
communication requirements in areas of p.r., design and education.
Evaluation and dissemination is supported by a NESTA Learning
Award. Publication release date: Spring 2004.
Debbi Lander, Development Director,
1 Research supported by shinkansen,
2000 framework of the European Commission and Arts Council