5. ANÁLISIS Y DISCUSIÓN DE LOS RESULTADOS
7.2 Contexto
The use of technology artefacts as probes was first documented by Hutchinson et al. [70].
They describe a technology probe as a simple, flexible and adaptable piece of technology that is deployed in a real-world setting with the goal of:
1. Understanding the issues surrounding the use of a technology in a complex environment, such as a home.
2. Field testing the technology to determine its suitability for the deployment context.
3. Inspiring both users and designers with visions for new applications and design directions.
Ramachandran et al. [134] noted that the perspectives and social dynamics surrounding technology deployments in developing regions were often complex. Technology probes are
therefore attractive because:
• They can be deployed early in the design process.
• They are easy and quick to learn and understand.
• They are able to accommodate broad, diverse user groups.
Technology probes, unlike a low-fidelity prototype, are not an abstract representation of a design concept. Instead, the design is made tangible and affords the participants hands-on experience early in the design process, similar to a high fidelity prototype.
Technology probes are also a cost-effective way to explore the impact of a technology before significant resources are invested in a particular design solution. This makes them an ideal tool for gathering information about local perspectives on technology and how these change over time.
Ramachandran et al. [134] used simple technological artefacts as tools around which observations and interviews were conducted in India and Uganda. Their goal was to demonstrate the utility of the artefact to elicit a response and to stimulate technological discussions. The activities helped establish a local technological baseline, extract and build upon existing knowledge within the target community and discover the local community’s perspective and attitude towards the technology artefacts.
Three technology artefacts were used:
1. The Combadge, a mobile device that supported asynchronous voice messaging through a speech-based interface and wireless networking feature. The authors
adapted the device to support the local language, Tamil, by changing the output voice prompts.
2. The Lipman Nunt 8000, an off-the-shelf point of sale device that enabled micro-finance transactions to take place in rural villages. The mobile device provided GSM (Global Standard for Mobile) network connectivity, a printer for transaction receipts and a smart card reader to enable secure transactions.
3. The Concord 1200X and DSC Pro digital cameras were used by village school children to document their daily lives. They were then asked to share and describe
their photos and their experiences with the researchers.
Ramachandran et al. [134] noted that an important part of their approach was to treat artefact demonstrations as a community event, opening up the potential user base to any community members that were curious and intrigued. Their belief was that eager individuals would ultimately become future co-designers, experts and technological intermediaries within the community.
Their approach is noteworthy because it:
1. Extracts and builds upon users’ existing experiences of and perspectives on familiar technological artefacts.
2. Helps the designer gain an understanding of the social networks and key players within the community.
3. Extracts valuable contextual information early during the design process.
Summary
Technology probing strives to deploy a working prototype as early in the design process as possible, and then to extract user perspectives of and visions for the technology probe. 4Dev designers have focussed on deploying off-the-shelf technologies that were able to demonstrate simple and immediate utility to novice users. Their purpose is to allow a wide range of users an opportunity to experience technologies in situ, and then to observe the effects on the social dynamics of the community. The designer is then able to learn about the types of people who would be interested in such a technology and to extract inspiration for possible design directions.
By contrast, an empathic UCD process uses the initial design cycles to try and develop a detailed understanding of the local context and livelihoods needs, and then to identify a livelihoods problem that could be addressed through the design of an ICT.
The livelihoods impact of a technology probe is emergent. That is, the designer cannot know in advance what its possible livelihoods impacts might be. Instead, the probe is deployed within a particular social setting to learn how the users perceive it, how they interpret its utility and how they might apply it within their daily lives. By consolidating multiple perspectives, designers are able to gain an understanding of the probe’s potential impact on social dynamics, behaviour and livelihoods. Early design decisions can then be based on user
interpretations of a technology in situ, rather than the designer’s interpretation of the social setting.