methodology

The Alter Audio research is using iterative design and engineering models to examine how a rich, mobile audio experience can be produced for a general audience. We started with very simple software applications and basic audio content and have been progressing to increasingly sophisticated scenarios and sound suites guided by tests and increasing understanding the the stremgths and weknesses of the medium.

 

Tracklines: User Testing Protocols
Paula Gardner

Participant testing for Tracklines is based on a critical ethnographic model, whereby the researcher seeks to create a transparent testing process with the participant(s) (subject(s)). Participants will be explained the reason for the research, will have an active role describing /assessing their experience and finally, will be invited to comment back on researchers' findings, to ensure that the researcher has gathered "data" that is valid and relevant to the subject's interpretation of her/his experience.

 

Alter Audio: User Testing Protocols
Paula Gardner

User testing for Alter Audio is based on a critical ethnographic model, whereby the researcher is a participant-observer. Participants are explained the reason for the research, are part of the process of describing /assessing their experience and finally, will be invited to comment back on researcher findings, in order to ensure that the researcher has gathered "data" with validity and relevance. Overarching themes of the research are as follows: the process should be as transparent as possible to ensure participant trust, and understanding of their rights in the testing process. The research process seeks to absorb as much information from users in their own words and context as possible; it avoids subjecting participants to any paradigm or context that melds or constrains user response or experience. This research process assumes that users need to understand the parameters of the experience prior to use, in order to mirror the actual experience of users who will use the finished product. That is, researchers will explain the test in terms of the final end product - the game - and only avoid providing data that will color or impact the items and experiences to be tested that day. In this way, the data becomes contextualized in the actual game, users feel safe, and yet the test can be performed in order to obtain desired data.