Neha Gupta's profile

Acquiring Entertainment

Acquiring Entertainment
A batch of 6 ethnographers worked on a project to get a user-perspective on digital entertainment tools, methods and acquisition theories focusing on movies, music and games. We aimed to feed insights into the Design Research team of NCR based in Scotland (Dundee and Edinburgh). After working with NCR, a cross-platform research with Intel PaPR and BADSK (Germany) led to generation of creative and exploratory research ideas. 
My team of 2, Rachel and I, took up participants who were not technology-savvy. We used physical and online interviews to get data regarding buying, collection, storage, sharing and distribution habits of digital entertainment users. We also tracked online content through blogs, videos and journals. 
The data was compiled into creative, pictorial representations and sent to clients every week into the project. These tablet-made pictures were a fresh outlook to the otherwise lengthy reports in the Client's conventional  research teams.
Snap of a Affinity Mapping session, process used to build themes out of the data collected through primary research. I contributed to the analysis with my knowledge of the users and my conduct of virtual journalism and ethnography which helped generate themes that then went through a "Funnel Session" before making it to the final stage of digital design.
After Data Synthesis and analysis sessions, we started working on the final deliverables which were namely - User Personas, Lab Report, Research Methods Video and Research Insights Video. In the snapshot above is an alias persona of a user with a "story". I was an intensive part of the creation of the personas and lab report.
The lab report took form of a professional documented repertoire of the background of the research, methodology, process, insights (briefly explained) and scope for future exploration. The two videos were created using Final Cut Pro and cannot be shown here.
These are the Designs from the "Meta-analysis sessions" generated in discussion with teams from Intel PaPR and BADSK before the Client Workshops.
In the end, there was a workshop with the Clients where they explored possibilities of Strategic Design Research in the field of Acquired Entertainment.
Acquiring Entertainment
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Acquiring Entertainment

Mapping the Digital Entertainment experiences of technology-savvy and non-technology-savvy users.

Published: