System to facilitate socially interactive television viewing

Design Team Members: Melina McLarty and Katie and Cerar

Supervisor: Professor Stacey Scott

Background

Have you ever wanted your television to do more? There exist a number of ways that you can use your television to interact socially, but none of these approaches entirely encompass the spirit of socially interactive television. This project intends to use current technologies as a launching point to learn about the successes and failures of interactive television, and design something even better.
To give an idea of what technologies are already currently available in the vein of "interactive television", consider:

  • Cable TV Menus
  • Personal Video Recorders (PVRs)
  • Voting via text or email to affect the outcome of a show
  • Internet pages as companions to television shows

Although these technologies are great tools, this team intends to design something even better.

Project description

The need to belong, and form and maintain relationships, is a fundamental human motivation, guiding our everyday actions. To capitalize on the need to socially interact, this project will focus on how television should be redesigned to be interactive and social. Starting from scratch, the team will conduct research and user studies to determine what is wrong with the way television currently works, and what features would be most important to potential users. Then, armed with this information, a new design can be created.
This project will focus on three main problems: what functionality do people want, how can that functionality be provided, and what will this look like?

What functionality do people want?

To determine what kinds of functionality people want, the project team will be conducting studies and research to learn about what kinds of functionality are already in existence, and what is good or bad about them. They will also learn from potential users what kinds of functionality they wish existed, and why. They will also use other study techniques as outlined in the design methodology section to find out exactly what the ideal system might include.

How can that functionality be provided?

When the team has determined what kinds of features would be most important to include in socially interactive television, the next step is to figure out what technologies and interfaces would be best. The difference between typing on a remote and a keyboard are obvious, but which is best? The team plans to answer this question and others through more research and creativity.

What should it look like?

Finally, the interface will need to be designed. The specific look and feel of an application is just as important as the functionality that it provides. No one wants to use an ugly or confusing interface, so user studies will be very important at this stage to make sure that the final product is usable and compelling.

Design methodology

As explained in the project description, every piece of this project requires research and user studies to make sure the final product meets the goals set by the team. To accomplish this, a broad range of methods were chosen to explore all research and analysis aspects that could influence the design. These methods will not all be conducted fully, but their spirit will be used to collect data and feedback to create the best design possible.

Below is a select sample of some of the exciting research methods being explored:

  • Fly on the wall: Small groups of people will be observed as they watch television and their behaviours will be analyzed afterwards by reviewing video footage.
  • Card sort: Target users will be asked to sort a set of cards visually to indicate how potential features are related, this helps the designs determine feature prioritization.
  • Scenario testing: Target users will be presented with a bunch of scenarios detailed with storyboards or other media and feedback and initial reactions will be collected. 
  • Draw on the experience: Target users will physically alter the designs by encouraging them draw on paper prototypes and storyboards to indicate their ideas. 
  • Try it yourself: The design team will gain an understanding of the users by trying out prototypes.
  • Public feedback: Feedback from the general public will be collected when the design is showcased at the end of term symposium.

These methods will all mesh together to help the team better understand what their design should do, and how. Hopefully they will ensure the best final product possible.