Reflections on using the story completion method in designing tangible user interfaces

There are many design techniques to support the co-design of tangible technologies. However, few of these design methods allow the involvement of users at scale and across diverse geographic locations. While popular in psychology, the story completion method (SCM) has only recently started to be adopted within the HCI community. We explore whether SCM can generate meaningful design insights from large, diverse study populations for the design of Tangible User Interfaces (TUIs). Based on the results of two questionnaire studies using SCM, we conclude that the method can be used to generate meaningful design insights. Drawing on a systematic review of 870 TUI papers, we then contextualise the strengths and weaknesses of SCM against commonly used design methods, before reflecting on our experience of using the method across two distinct domains. We discuss the advantages of the method (particularly in terms of the scale and diversity of participation) and the challenges (particularly around constructing meaningful story stems, and developing the correct level of scaffolding to support creativity). We conclude that SCM is particularly suitable to be used in the early stages of the design process to understand the socio-cultural context of deployment. • Explores the potential of using the Story Completion Method (SCM) for designing tangible technologies. • Presents two large questionnaire studies which demonstrate the ability of SCM to generate meaningful design insights. • Drawing on 870 TUI papers, contextualises the method with other commonly used design methods. • Discusses the scale and diversity of participation as advantages of SCM. • Concludes that SCM is particularly suitable to be used in the early stages of the design process.

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Publication Details

Journal
International Journal of Human-Computer Studies
Published
2024-08-23
DOI
https://doi.org/10.1016/j.ijhcs.2024.103360
Primary Topic
Innovative Human-Technology Interaction
Type
article
Field-Weighted Citation Impact
0.00

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article

Reflections on using the story completion method in designing tangible user interfaces

Avelie Stuart, Catherine V. Talbot, Amel Bennaceur, Mark N. Levine et al.
International Journal of Human-Computer Studies
Innovative Human-Technology Interaction
article

Reflections on using the story completion method in designing tangible user interfaces

Avelie Stuart, Catherine V. Talbot, Amel Bennaceur, Mark N. Levine, Lydia Harkin, Clifford Stevenson, Vikram Mehta, Emilie Giles, Blaine Price, Arosha K. Bandara, Bashar Nuseibeh, Dmitri Katz, Daniel Gooch
article en

Abstract

There are many design techniques to support the co-design of tangible technologies. However, few of these design methods allow the involvement of users at scale and across diverse geographic locations. While popular in psychology, the story completion method (SCM) has only recently started to be adopted within the HCI community. We explore whether SCM can generate meaningful design insights from large, diverse study populations for the design of Tangible User Interfaces (TUIs). Based on the results of two questionnaire studies using SCM, we conclude that the method can be used to generate meaningful design insights. Drawing on a systematic review of 870 TUI papers, we then contextualise the strengths and weaknesses of SCM against commonly used design methods, before reflecting on our experience of using the method across two distinct domains. We discuss the advantages of the method (particularly in terms of the scale and diversity of participation) and the challenges (particularly around constructing meaningful story stems, and developing the correct level of scaffolding to support creativity). We conclude that SCM is particularly suitable to be used in the early stages of the design process to understand the socio-cultural context of deployment. • Explores the potential of using the Story Completion Method (SCM) for designing tangible technologies. • Presents two large questionnaire studies which demonstrate the ability of SCM to generate meaningful design insights. • Drawing on 870 TUI papers, contextualises the method with other commonly used design methods. • Discusses the scale and diversity of participation as advantages of SCM. • Concludes that SCM is particularly suitable to be used in the early stages of the design process.

International Journal of Human-Computer StudiesVol. 192
The Open University (GB), University of Exeter (GB), Arts University Bournemouth (GB), Nottingham Trent University (GB), Lancaster University (GB), Bournemouth University (GB)
Engineering and Physical Sciences Research Council
Openalex Percentile: Top 87%
Innovative Human-Technology Interaction
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