DesignEthnography MacNeil
DesignEthnography MacNeil
2009
DESIGN ETHNOGRAPHY:
STRATEGY FOR VISUAL
COMMUNICATIONS
DESIGN
ETHNOGRAPHY:
STRATEGY
FOR VISUAL
COMMUNICATIONS
pg. 03
ACKNOWLEDGMENTS
Leslie MacNeil Weber
2009 Graduate Thesis
Visual Communication Design
Division of Design
University of Washington
Many thanks to the University of Washington design faculty who have helped immensely in the
creation of this thesis, especially Kristine Matthews, Dominic Muren, and Axel Roesler. I would
also like to thank my fellow MFA colleagues, with whom I have formed great friendships over the
last two years. Special thanks to Preetham Kolari, who guided me through the process of creating
experience collages, and who helped to bring a researchers perspective to this thesis. I am also
grateful to all of the designers, anthropologists, and researchers who participated in the collages
and interviews required by this thesis. Special thanks to Linda Norlen, who helped tremendously
with the development of my writing.
A gracious thank you to my husband, Jason, who has provided incredible support during my
graduate school experience. And to my mom and dad, for continually providing me with
encouragement and guidance. Finally, an enthusiastic thank you to Karen Cheng, my thesis chair,
who spent countless hours reading (and re-reading) this document, providing valuable feedback
week after week. It was an honor to be able to work with you.
Thesis Committee
Karen Cheng Department Chair Thesis Chair
Kristine Matthews Assistant Professor, VCD
Dominic Muren Lecturer, Design Studies
Advisors
Preetham Kolari Senior Experience Researcher
Linda Norlen Design Educator, Writer
Axel Roesler Assistant Professor, IxD
pg. 05
CONTENTS
INTRODUCTION
1 THE VALUE OF
ETHNOGRAPHY
2 INCORPORATING
ETHNOGRAPHY
INTO VISUAL
COMMUNICATIONS
1.1
Overview of Ethnography
1.2
1.3
1.4
1.5
1.6
Case Studies
1.7
Conclusion
2.1
2.2
2.3
Experience Collages
2.4
Collaboration Model
pg. 07
(AIGA/Cheskin; 2006)
INTRODUCTION
People and culture are incredibly complex. Ethnography offers a way to make sense of this
complexity. It lets us see beyond our preconceptions and immerse ourselves in the world of others.
Most importantly, it allows us to see patterns of behavior in a real world contextpatterns that
we can understand both rationally and intuitively.1
Ethnography, a field of anthropological study and a research technique, helps visual communication
designers create materials that evoke meaning and inspire action in their audiences. Ethnography
enables a designers understanding by uncovering cultural contexts and social norms.
This thesis examines the intersection between the fields of ethnography and visual communication
design. First, the thesis describes the value of ethnography in developing effective strategies for
visual communication design. Second, the thesis describes how designers can most effectively
collaborate with ethnographers in all phases of the design process.
1
PEOPLE AND
CULTURE ARE
INCREDIBLY
COMPLEX.
ETHNOGRAPHY
OFFERS A WAY
TO MAKE SENSE
OF THIS
COMPLEXITY.
CCOO
NNTT
EEXX
TT
pg. 09
pg. 11
THE VALUE OF ETHNOGRAPHY
SECTION 1:
THE VALUE OF
ETHNOGRAPHY
pg. 13
Martyn Hammersley, one of the leading ethnographers and authors in modern anthropology,
characterizes ethnography as a form of social
research that has most of the following features: 3
Understanding: Phase in
the process when the designer
reflects upon the design and identifies positive and negative points.
NG
6 U N DE R
3 DE
S IG
DU
KE
IO
CT
MA
T IO
EA
DI
ZE
O
1 DISC VE RY
LI
UA
ID
ST
AN
CO
T
EP
pg. 15
4R
E F I N E M E NT
5P
REFLEC
RO
DESIGN PROCESS
pg. 17
NG
DI
TA
N
S IG
N
U
OD
R
P
e d or co mm uni cat e d?
le ?
CCOO
NNTT
EEXX
TT
E RS
UND
design
ct iona b
it be
t is a
DE
IO
CT
will
a
>Wh
KE
GENERATIVE
RESEARCH
CO
w
>Ho
MA
T IO
EA
EVALUATIVE
RESEARCH
ID
EXPLORATORY
RESEARCH
EXPLORATORY, GENERATIVE,
AND EVALUATIVE
Ethnography is useful in all stages of design:
it can advance exploratory, generative or
evaluative research. Exploratory research takes
place in the discovery and ideation phases of
design, helping to identify design opportunities
and project goals. Exploratory research answers
the question, what is the design or communication intent? It is used to investigate ideas or
concepts when the direction for the project has
not yet been defined. IDEO, a San Franciscobased design consultancy known for innovation
and unique problem-solving methods, often
uses exploratory methods with clients in the
beginning of a design process. One example of
exploratory research is affinity diagramming
arranging elements by their relationships to
reveal connections and to expose opportunities for design.7
EP
DISCOVE RY
>H ow
>What w
as
ca n
it b
the d
es
ign
i mp
he
IZ E
act
?
ha
ing
NC
AL
TU
st
>W
ul
is
at
rov
ed
Wh
y?
ti
ef
h
?W
m is
pro
REFLECT
ha
ti
s
su
nt?
R E F I N E M E NT
>W
si
co
ic
inte
e im
p
de
/
gn
n
mu
on
ati
pg. 19
OBSERVE
UNARTICULATED
CO-CREATION TECHNIQUES
Co-creation techniques actively involve an
audience in the hands-on development of
design. Elizabeth Sanders, founder of prominent
design research firms SonicRim and MakeTools, implemented innovative co-creation
design methods in the early 1990s. Sanders
is especially well known for her work with
participatory design practices; creative activities
that involve potential users in the process of
design. Participants create models and reflect
on what they have made, revealing their
dreams, fears, aspirations, and ideas in the
process.10 Other co-creation techniques include
activities such as drawing exercises, diagramming, and cognitive mapping (the drawing of
existing and virtual spaces).7
Experience collages are one example of a cocreation technique. Using words and images,
researchers ask participants to assemble
process diagrams for particular activities.
Participants then use the collage as a tool for
explaining the steps of their process. Collages
allow participants to analyze their actions in
depth, with a palette of words and images that
help to enable reflection and discussion. Words
and images that represent emotions are useful
for exposing hidden problems (or painpoints)
within a process.
OBSERVATION TECHNIQUES
Ethnography is a form of observational research.
Unlike interview and co-creation methods,
observational techniques are not dependent
on direct feedback from participants. Often
occurring in a participants natural environment, observational techniques provide a more
accurate portrayal of a persons day-to-day
activities than an interview conducted in an
unfamiliar setting.
There are several different techniques for
observational methods, including behavioral
mapping and tracking signs. Behavioral
mapping is an observational research technique
that tracks peoples movements in an effort
to determine traffic patterns and spatial
behaviors over time. A video camera may be
used to record information that can be assessed
by researchers to gain an understanding for
peoples patterns in movement. Behavioral
mapping is useful for large-scale urban
planning efforts, but also helpful for retailers
who are planning store and display layouts.
Sign tracking, observing evidence left by people,
is another way to understand generalities in
peoples activities without having to rely on
personal contact.7 One example, documented
by French philosopher Gaston Bachelard in
Inaccuracies in self-reporting
pg. 21
CO-CREATE
ASK
ARTICULATED
pg. 23
IN INDUSTRIAL DESIGN
The result of an industrial design project
is a tangible artifact. In industrial design,
ethnography can serve as an exploratory,
generative, and/or evaluative research tool.
As an exploratory technique, ethnography
can help designers discover opportunities by
identifying specific needs for artifacts (or
products) in peoples lives. Observations of
a persons interactions with artifacts can
lead to the identification of painpoints in
the processes of users, or ways that people
work around problems (consciously or unconsciously). With this knowledge, industrial
designers are able to envision new tools and/or
devices that address these unmet user needs.
As a generative tool, ethnography can be used
to determine how artifacts, tools and/or
devices should be designed. By considering
the context for the artifact, ethnography can
expose details about how the user will interact
with a device, allowing the designer to tailor
the design by selecting shapes, colors, functions, etc. In industrial design, generative
research often leads to the design of prototypes.
As an evaluative tool, ethnography can be used
to understand how individuals interact with
products that have already been built. Designers
can use this information to understand design
successes and failures, as well as improve upon
existing designs.
Ways of Thinking:
Beliefs
Biases
Education
Frame of Reference
Ideas
Influences
Interpretations
Knowledge
Meaning
Opinions
Organization (mental)
Perspective
Signified/Signifier
Symbols
Understanding
Values
IN INTERACTION DESIGN
Industrial design and interaction design are
experience-based design fields. Both result in
tangible products or interfaces that facilitate
tasks for users. Ethnography has recently
played in increasing role in interaction design,
especially as the field of Human Computer
Interaction has gained popularity since the
1990s.17 The goal of ethnography in interaction
design is to understand how users perceive
and use electronic experiences, and how
designers can create software that is uncomplicated, rewarding to use, and compatible with
a persons existing practices.
Like industrial design, ethnography can be
used in interaction design as an exploratory, a
generative, and an evaluative technique. As an
exploratory tool, ethnography is a method for
identifying the potential forms an interaction
might take. As a generative tool, ethnography
helps inform and refine design decisions by
understanding how specific users interact
with interfaces. Interaction design works with
constantly advancing technologies, and
ethnography can be used to understand how
to incorporate these new technologies into
existing systems in ways the user can readily
embrace. As an evaluative tool, ethnography is
helpful in assessing peoples use of the interaction to learn about future improvements.
INVITES
PHYSICAL / TACTILE
INTERACTIONS
INVITES
COGNITIVE
INTERACTIONS
INDUSTRIAL DESIGN
INTERACTION DESIGN
pg. 25
Movements
Norms
Nuances
Organization (physical)
Patterns
Routines
Traditions
Trends
VISUAL COMMUNICATION
Ways of Doing:
Customs
Communication
Documentation
Etiquette
Expressions
Gestures
Interactions
Lifestyles
pg. 27
Ethnography can play a valuable role in formulating strategies for visual communication
programs because it helps unlock insights about
the audience. It can be used to extract meaning
and gain an understanding for behaviors that
might otherwise be overlooked. For example,
in some societies it is not possible for abused
women to report their victimization simply
because it is intolerable within the societys
acceptable conventions. Whereas a typical
strategy for anti-violence might use messaging
that attempts to get women to report more
incidents of crime (an approach that is unlikely
to be effective), ethnographers are able to provide
a broad analysis of abuse within the scope of
cultural phenomena. It is this analysis that
allows ethnographers and designers to produce
strategies that appeal to the receptive nature of
an audience (e.g., targeting a male audience in
an effort to negatively rebrand the act of abuse).
In short, ethnography reveals cultural meaning
that allows designers to customize their efforts.
These and the following case studies demonstrate the value of ethnography in visual
communication design for exploratory,
generative, and evaluative research. Using
ethnography can help the field of visual
communication design gain insight that is
vital for its success.
25Mariampoliski, H. Ethnography for Marketers: A Guide to
Consumer Immersion. Thousand Oaks: Sage Publications,
Inc, 2006. / 26Portigal, Steve. Personal Interview, April 2009.
27Stinson, Tommy. Personal Interview, February 2009.
pg. 29
THE VALUE OF ETHNOGRAPHY
Case Studies
pg. 33
CASE STUDY 1:
ETHNOGRAPHY
AS EXPLORATORY
RESEARCH
pg. 35
CASE STUDY 2:
ETHNOGRAPHY
AS GENERATIVE
RESEARCH
31
pg. 37
CASE STUDY 3:
ETHNOGRAPHY
AS EVALUATIVE
RESEARCH
34
35
pg. 39
THE VALUE OF ETHNOGRAPHY
1.7 CONCLUSION
COMMUNICATION
EFFORTS EXTEND
ACROSS CULTURES
TO TRANSFER
VITAL AND URGENT
INFORMATION,
AND URGE PEOPLE
TO MAKE LIFE-SAVING
BEHAVIOR CHANGES.
pg. 41
pg. 43
INCORPORATING ETHNOGRAPHY INTO VISUAL COMMUNICATIONS
An introduction to ethnographic
techniques and processes, and
recommendations for designer+
ethnographer collaboration.
SECTION 2:
INCORPORATING
ETHNOGRAPHY
INTO VISUAL
COMMUNICATIONS
pg. 45
FIELD ETHNOGRAPHY
RAPID ETHNOGRAPHY
RAPID
LENGTHY
Years+
Months
Weeks
Days
Hours -
FIELD ETHNOGRAPHY
Field ethnography is the long-established
method as performed by Malinowski. This
technique primarily involves observations in
natural settings. Researchers spend months
and even years of field time conducting
research and immersing themselves in the
community that they are studying. By participating in the culture, observing interactions,
and engaging in informal conversations,
the researcher learns how the community
functions. Research gathering and analysis
may happen simultaneously throughout
the fieldwork.5
Because it is often difficult and quite costly
for modern research and design firms to
conduct fieldwork that lasts for more than
a few months, field ethnography is often
abbreviated. Cheskin, a market research firm
based in San Francisco, California, has a team
of ethnographers on staff who typically spend
from as short as four weeks to as long as
two-and-a-half months doing fieldwork.27
INTERVIEW ETHNOGRAPHY
In-depth, on-location interview sessions
are a more modern way for conducting
ethnography that involves less field time
for the researcher. Interview ethnography
involves a researcher who asks questions of
an interviewee about a very specific area
or subject of interest. Questions are unstructured (conducted in an open-ended format)
and may be done to simulate or act out a
process. The interview may be conducted
while the researcher shadows the interviewee
through various scenarios and processes.
PHOTO ETHNOGRAPHY
Another modern way of conducting ethnography, photo ethnography techniques also
require less field time than traditional field
ethnography. Photo ethnography involves
visual documentation as a means for
observation. This can be completed by having
a researcher take photographs at regular
intervals of time or by recording a process
with a video camera or other digital devices.
Photo ethnography may even be conducted
without a researcher at the scene of the
interview. Interviewees may be asked to use
photographs to document themselves carrying
out a task or a process, which is very effective
when a researchers presence would influence
the persons behavior. This information can
later be viewed by the researcher for analysis
of the situation.5
RAPID ETHNOGRAPHY
The newest ways for quickly conducting
ethnographic research, rapid ethnographies
consist of a collection of techniques that are
intended to provide insight while drastically
reducing (or removing) the amount of time
a researcher needs to spend in the field. Rapid
ethnography is often done when budget
constraints do not allow for more in-depth
investigations. Flickr ethnography is one
such recently founded ethnographic method.
Researchers conduct keyword searches on
Flickr, an online photo management/sharing
application, to gather images that provide
information about target user groups. Other
rapid ethnography techniques include additional online searches that may be completed
through Googles image search (in similar
fashion to Flickr searches) and data collected
through blogs and websites.
pg. 47
OC
PR
ER
2 . R E S E A RC H PL A N N I N
ES
PH
1.
OP
PR
OS
3.
AL
FI E
LD
ST
UD
1. DISCOVERY
IE
ET
HN
OG
RA
4.
DE S IG N E R
3. D
REFLEC
T
4 . R E FI N E M E N T
O
PR
DU
IG
I
CT
ES
ON
1. PROPOSAL PROCESS
Many agencies go through a proposal process as
a means of being selected by clients for specific
projects. Proposals often include an overview
of a research/design approach that the agency
recommends for the particular project.
2. RESEARCH PLANNING
Before conducting field research, which is often
costly for learning about a design audience, it
is first important to formulate a detailed plan.
Designers and researchers make decisions about
the fieldwork, deciding who should participate,
the methods for data collection, and the appropriate length and duration for the fieldwork.
3. FIELD STUDIES
Field studies, conducted in a participants
natural environment, may include observations,
interviews, videography, and other methods
of data collection.
4. ANALYSIS/SYNTHESIS
Data is analyzed and insights are extracted from
the ethnographic study during analysis/synthesis.
A strategy is developed and ideation begins.
5. DESIGN
The design phase begins with ideation and
concept development, then moves forward into
design, refinements, and finally, production.
NC
CO
E
FOUNDATION FOR DESIGN
+ ETHNOGRAPHY PROCESS
DI
ST
AN
ER
ND
HESI
6. U
YN T
CE S
&S
T IO
EA
SI S
ID
IZ E
M AK
S PRO
ALY
NG
AN
2.
L
UA
PT
5.
pg. 49
The collage activity asked each of the participating groups to complete a process map of an
ethnographic design process. Each participant
was asked to contribute to the question, how
can designers and ethnographers collaborate in
a design process?
To develop the activity, a method based on one
documented by Elizabeth Sanders, a prominent
design researcher, was referenced5. Additionally,
Preetham Kolari, Senior Experience Researcher
at Microsoft, provided a review of the collage
materials and guidance for the research. To
COLLAGE:
ARTEFACT
pg. 51
Seattle, Washington
Gavin Kelly Principal
Artefact is a creative consultancy that employs both designers and researchers. Ethnography is
a method Artefact regularly engages in as a means to formulate strategy for design. With both
designers and researchers working together, Artefact is able to use an iterative approach in their
process. By engaging in design ideation during the research phase, Artefact is able to test concepts
while still conducting fieldwork.
COLLABORATION OVERVIEW:
Collaboration is integral to Artefacts process. Kelly noted only positive collaboration efforts
between designers and researchers, mapping no points of negative collaboration.
Clockwise from top: 1/ results of final collage 2/ detail of the beginning of the process highlighting positive collaboration efforts 3/ design ideation occurs during research and fieldwork at Artefact
2
Positive Collaboration
Kelly mapped a majority of phases in the
design process as ones that included positive
collaboration efforts. Artefact generally pairs
a designer and a researcher to work side-byside on projects.
COLLAGE:
CHESKIN
ADDED VALUE
pg. 53
Clockwise from top: 1/ results of final collage 2/ a period of fuzziness often follows fieldwork 3/ detail of the middle of the process with blue, green, and red arrows
2
Positive Collaboration
There are several positive points of collaboration during Cheskins process. Specifically,
there is a gray period immediately following
the fieldworkwhen the pieces have not quite
come together and there is a shared feeling
of fuzziness and anxiety. When designers and
researchers collaborate during this period,
each brings unique problem solving skills and
different perspectives, leading to a sense of
excitement at the end of the phase when ideas
begin to flow and both parties continue to
work together.
COLLAGE:
MICROSOFT
ENTERTAINMENT
& DEVICES
pg. 55
Redmond, Washington
Sue Jin Kim User Experience Researcher
A design researcher at Microsoft, Kim regularly conducts ethnographic research to inform design at
Microsoft. Kim was trained as an interaction designer before moving into the field of design planning.
COLLABORATION OVERVIEW:
In general, Kim believes that collaboration efforts during the design process are positive. She maps
points of positive collaboration throughout the process. As an overarching goal, Kim believes there
should be more collaboration between designers and ethnographers through the entire process.
Designers tend to design in an exclusive or secretive manner, and the process would improve if
there were more interactions.
Positive Collaboration
In Kims process, positive interactions take
place throughout the process. She notes that
designers collaborate well by generating ideas,
finding insights in field research, and contributing in concept development and visualizations.
In the beginning of the process, Kim particularly enjoys working with designers who often
bring enthusiasm to the project.
COLLAGE:
MICROSOFT
SURFACE
pg. 57
Redmond, Washington
August de los Reyes User Experience Director
Reyes, a designer for Microsofts Surface (an interactive, tabletop display) teams with ethnographers
in the design process as an effort to arrive at a research question and articulate design problems.
COLLABORATION OVERVIEW:
Reyes identifies many points of positive collaboration. While there are also a few points of negative
collaboration, the main finding is Reyes desire for ethnographers to be involved in the entire
process including the initial phase (formulate hypothesis) and the final stage (design development).
Opportunities for Improvement
The only potential for an unproductive exchange
occurs during research planning. Difficulties
may arise when coming to an agreement on the
design problem and methods for gathering data.
Clockwise from top: 1/ results of final collage 2/ detail of the design stage, in which more ethnographer collaboration is desired 3/ more ethnographer collaboration is desired in the beginning
2
Positive Collaboration
Positive collaboration interactions occur
during planning, in situ research, analysis,
and synthesis. During the research planning,
collaboration is critical. Reyes considers this
time the most important point of exchange
because there is the potential for positive (as
well as unproductive) collaboration efforts.
COLLAGE:
PORTIGAL
CONSULTING
pg. 59
Pacifica, California
Steve Portigal Founder
Portigal Consulting provides ethnographic and other forms of customer research to develop
recommendations for the design of products and packaging, among others. Note: Portigals experience primarily reflects collaboration with clients, which may or may not include the design team.
COLLABORATION OVERVIEW:
Portigal believes that most collaboration efforts during the research process are positive. In fact,
he placed green arrows at every phase where collaboration occurs. Portigal also desires to have
more collaboration through much of the process.
Clockwise from top: 1/ results of final collage 2/ detail of the inputs in the beginning phases of research 3/ detail of the beginning stages, where both positive and negative collaborations occur
2
Positive Collaboration
Portigal noted that the most valuable collaboration efforts occur during fieldwork. Participating
in field studies helps the client see what is
actually happening and gives them enthusiasm
for the project. Because collaboration is very
productive at this stage, Portigal desires for
more of it.
COLLAGE:
ZIBA DESIGN, INC.
pg. 61
Clockwise from top: 1/ results of final collage 2/ detail of jump from the concepting to design, with desire for more collaboration 3/ detail of the fieldwork phase with blue, green, and red arrows
2
Positive Collaboration
There are several phases where collaboration
efforts are positive, including research protocol
and tool development, fieldwork, and frameworks/concepting. Field studies have particular
potential for positive collaboration because
designers gain direct exposure to the experience when they are present, which benefits
the design process that follows.
DESIGNER
pg. 63
RESEARCHER
Proposal
Research Planning
Field Studies
Analysis/Synthesis
Ideation
Design
Refinement
Production
Understanding
FINAL RECOMMENDATIONS
Based on the findings from the collage activities,
it is recommended that in order to produce the
best possible results in a design and ethnography effort, designers and ethnographers should
work in tandem throughout the entire process.
While each discipline brings strengths to the
process and should take the lead at various
stages, the presence of the other serves as a
real benefit throughout the process to ensure
understandings and insights are grounded.
pg. 65
ROLES ARE
OFTEN BLURRED.
DESIGNERS +
ETHNOGRAPHERS
SHOULD WORK
IN TANDEM.
COLLABORATION
IS IDEAL FOR ALL
PROCESS PHASES.
pg. 67
BIBLIOGRAPHY
ADDITIONAL SOURCES
DESIGN RESEARCH:
Geertz, Clifford. The Interpretation of Cultures. New York: Basic Books, 1973.
Bennett, Audrey, ed. Design Studies, Theory and Research in Graphic Design. New York: Princeton Architectural Press, 2006.
Hammersley, Martyn. Reading Ethnographic Research: A Critical Guide. London: Longman, 1990.
Bestley, Russel and Noble, Ian. Visual Research. New York: AVA Publishing, 2005.
Stocking, George W. The Ethnographers Magic and Other Essays in the History of Anthropology. Madison: University of Wisconsin Press, 1992.
Hanington, Bruce M. Generative Research in Design Education. Pittsburgh, Pennsylvania: Carnegie Mellon University School of Design, no date listed.
Laurel, Brenda, ed. Design Research: Methods and Perspectives. Cambridge: The MIT Press, 2003.
Ladner, Sam. Qualitative Versus Quantitative Research. Design Research blog, 2007.
ETHNOGRAPHY:
Dvila, Arlene. Latinos Inc. The Marketing and Making of a People. Berkley and Los Angeles: University of California Press, 2001.
Sanders, Liz and VanPatter, G.K. Science in the Making. NextDesign Leadership Institute, 2004.
Lindenbaum, Shirley. The Value of Critical Ethnographic Engagement: Comments on the Social Production of Health. New York: CUNY Graduate School, 24 Nov. 2004.
Bainbridge, Mike and Millman, Debbie. Design Meets Research. AIGA: 2008.
10
Sleeswijk Visser, Stappers, van der Lugt and Sanders. Contextmapping: Experiences from Practice. The Netherlands: Delft University of Technology, 2005.
11
12
Rhea, Darrel. The Rise in Popularity of Ethnography. Cheskin Added Value blog, 2003.
13
Dourish, Paul. Implications for Design. Montreal, Quebec: Donald Bren School of Information and Computer Sciences, Department of Informatics, 22 April 2006.
14
Dreyfuss, Henry. Designing for People, Third Ed. New York: Allworth Press, 2003.
Hanington, Bruce. Methods in the Making: A Perspective on the State of Human Research in Design. Design Issues: Volume 19, Number 4, Autumn 2003.
15
Wasson, Christina. Ethnography in the field of design. Human Organization: 59(4), 2000.
Sanders, Elizabeth. Ethnography and the Empowerment of Everyday People. White paper for Microsoft Corporation, 2004.
16
Sanders, Elizabeth. Ethnography in NPD Research. How Applied Ethnography can Improve your NPD Research Process. Visions Magazine; Aug. 2006.
Sanders, Elizabeth B-N., From User-Centered to Participatory Design Approaches. In Design and Social Sciences, edited by J. Frascara. Oxford: Taylor & Francis Books Ltd, 2002.
17
Faiola, Anthony. The Design Enterprise: Revising the HCI Education Paradigm. PowerPoint Presentation from SIGCHI Workshop; 2004.
Van Veggel, Rob JFM. Where the Two Sides of Ethnography Collide. Massachusetts Institute of Technology. Design Issues: Volume 21, Number 3; Summer 2005.
18
OGrady, Jennifer Visocky and OGrady, Kenneth Visocky. A Designers Research Manual. Gloucester: Rockport Publishers, Inc., 2006.
19
Joziasse, Frans. Corporate Strategy: Bringing Design Management into the Fold. In Building Design Strategy, edited by Thomas Lockwood
SOCIALLY-DRIVEN DESIGN:
Glaser, Milton and Ili, Mirco. Design of Dissent: Socially and Politically Driven Graphics. Beverly, MA: Rockport Publishers, 2005.
20
Lockwood, Thomas and Walton, Thomas. Building Design Strategy. New York: Allsworth Press; 2008.
Holland, DK. Branding for Nonprofits. New York: Allworth Communications, Inc, 2006.
21
Jensen, Anna Krarup. Strategic Design: Achieving Utopian Goals. Copenhagen: Danish Centre for Design Research, 2009.
Laundy, Peter and Vignelli, Massimo. Graphic Design for Non-Profit Organizations. Dubuque, IA: Kendall Hunt Pub Co, 1991.
22
McCullagh, Kevin. Strategy for the Real World. In Building Design Strategy, edited by Thomas Lockwood and Thomas Walton. New York: Allsworth Press; 2008.
Sanders, Elizabeth. Design Serving People. Cumulus Working Papers, Copenhagen: Publication Series G, 5 May 2006.
23
Koppel, Ted and Smith, Jack for ABC News. The Deep Dive. Princeton, NJ: Films Media Group, 2007.
24
25
Mariampoliski, H. Ethnography for Marketers: A Guide to Consumer Immersion. Thousand Oaks: Sage Publications, Inc, 2006.
26
27
28
29
30
31
32
33
Kotler, Philip and Lee, Nancy. Social marketing: Influencing Behaviors for Good. Los Angeles: Sage Publications, 2008.
34
Mazzarella, William. Shoveling Smoke: Advertising and Globalization in Contemporary India. Durham: Duke University Press, 2003.
35
DESIGN
ETHNOGRAPHY:
STRATEGY
FOR VISUAL
COMMUNICATIONS
Ethnography, a field of anthropological study and a research technique,
helps visual communication designers create materials that evoke meaning
and inspire action in their audiences. Ethnography enables a designers
understanding by uncovering cultural contexts and social norms.