From "A Journey Round My Skull's" photostream on Flickr
Digital ethnography is an increasingly feasible research technique as smartphones decrease in cost and more people carry them around. The photographic capability of smartphones is an important resource in making digital research ubiquitous, giving people the ability to capture images and record observations as they go about their everyday lives, and characterize those observations for ethnographers.
Of course, taking photographs and sharing them online as part of a diary or journal for ethnographic research predates smartphones. Smartphones simply increase the likelihood that an everyday experience is recorded as a representation of the moment in which it occurs. Nevertheless, the video recording capabilities of smartphones afford collaborators an opportunity for representing experience in a manner previously unavailable to ethnographic research.
I’ll discuss the range of implications for ethnography posed by the ubiquitous access to video recording capabilities by ordinary people in another post in the near future. For now, my discussion focuses on how to use video in ethnographic research to inform product/service design.
Video of people using products or services is one of the most challenging data resources used in ethnographic research. Playing and replaying video segments for review is time-consuming and, depending on the number of people involved and the type of activity recorded, difficult to distil into agreed-upon insights.
I recently read several chapters from Sarah Pink’s Visual Interventions: Applied Visual Anthropology, thoroughly enjoying all of them. One chapter in particular though, Video Ethnography Under Industrial Constraints, by Werner Sperschneider, really caught my attention. Werner spells out a technique (the Video Card Game) for analyzing video in design research that I remembered reading about several years ago but, at the time, didn’t really give a lot of thought to.
The Video Card Game draws from the “Happy Families” childrens’ card game, a game in which players collect families of four cards as they ask one another in turn for cards of a particular archetype. The goal of “Happy Families” is to collect a family of four cards, forming a stack. Collecting the most stacks makes you the winner.
Werner provides an overview of how researchers in user-centered design at the Danish industrial manufacturer, Danfoss A/S, initially created the Video Card Game as a method for combining ethnographic and visual research methods using video. Design researchers, Margot Brereton, Jared Donovan, Stephen Viller, at the University of Queensland, as well as Jacob Buur and Astrid Soendergaard, of the University of Southern Denmark, and the University of Aarhus, respectively, also provide case studies of its use.
Family Resemblance and the Video Card Game
The Video Card Game’s design provides a collaborative space of interaction for researchers, designers, and design collaborators to co-create insights for product and service design, using video as a primary source of insight. The rendition of the game offered here refers to it as the Video Card Family Game for the explicit purpose of making it clear that Ludwig Wittgenstein’s concept of family resemblance is a key criteria in the gaming process for deciding to which themes a video card belongs. Using the concept of family resemblance to analyze video enables design researchers to organize, prune, and interpret actions taken in their research with collaborators in the field, providing actionable ideation outcomes.
When playing the Video Card Family Game the key is remembering that, even though the cards give the video a tangible mode of expression, the images remain on relatively small cards, whether on the surface of a table or attached to a poster on the wall. One can imagine an interactive wall display like Microsoft’s Surface that minimizes the legibility problem. Short of such a solution however it is important to keep in mind the spatial limitations imposed by rendering video representations of action onto tangible video cards arranged on tables or walls.
Keep reading if you are curious about how the Video Card Family Game is played in the context of video analysis for design research.
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