© Mike Pell 2017
M. PellEnvisioning Hologramshttps://doi.org/10.1007/978-1-4842-2749-7_12

12. Test, Refine, Restart

M. Pell1 
(1)
Woodinville, Washington, USA
 

The truth stings, doesn’t it?

The hardest thing for anyone to hear about their idea is that someone else doesn’t “get it” or they don’t see the brilliance that sparked the creation in the first place. That’s life in the big city. We will always be surprised and enlightened by what we hear from other people about the concepts we’re envisioning. That’s the whole point of doing this. There’s no way we can anticipate what people will react to. Some of the key concepts may be totally lost on particular people and excite others. That thing you were positive would wow everyone? Nothing.
../images/442943_1_En_12_Chapter/442943_1_En_12_Figa_HTML.jpg

“The best laid plans” they say..

All that said, there’s an equally awesome side of putting your work out there. People react to it. Maybe even love it. That’s incredibly energizing. When you put a quick prototype in front of an audience and they do get it, all the hard work and time fades away. Connecting is what we all aspire to through envisioning.

Now that we have a prototype to test out and refine, let’s get to it.

Testing

In emerging fields like holographic computing, being able to test out a hypothesis quickly and iterate on the findings is critical. The entire space is moving, expanding, and evolving in real-time. Our testing approach needs to be adapted to that morphing environment.

The days of doing professionally moderated focus groups, controlled lab studies, and formal reporting are fading fast in favor of more immediate touch points with real customers. Not to mention many startups and individual efforts can’t afford to work in that way. Web and mobile development practices over the last decade pioneered low-cost A/B testing methodologies and continual flighting of small-scale tests. We can learn how to leverage those to gain insights into people’s thinking and feelings about our ideas. The key is picking the ones that are compatible with our quick pace.

“Excuse Me…”

Get comfortable interrupting strangers. The most effective way to quickly test out an early stage concept is to just show it to someone who has no idea you’re about to ask them anything about it. No bias. No expectations. No canned response. This form of guerilla testing is best done one-on-one, politely, respectfully, and in public spaces. Try to match the venue with your potential audience if possible. You also need to come up a test vehicle that suits that place. For example, you can’t just roll up into your local neighborhood Starbuck’s with a full-on VR rig setup without their approval. Conversely, you could easily show someone mockups on a tablet, laptop, or printed images without causing too much disruption. Using a self-contained headset like Microsoft HoloLens or similar is easy, but will cause a bit of a spectacle. Whatever, right?

When first approaching someone, quickly explain what you are doing, then ask if they’d be ok spending a few minutes giving you their reaction and advice. You don’t want to make anyone uncomfortable by approaching them unexpectedly, so be aware of any physical and verbal cues that this may not be the right person or time. If you notice any of them, apologize for interrupting and just walk away. Also realize that mixed reality is a very new concept to many people, so you might have to give them a bit of background without coloring their thinking or biasing their response. We’re looking for honest first reaction, not coerced feedback. Listen, don’t argue or dispute what people are saying. Just record their responses in some way and find your next willing participant.

A rewarding aspect of this kind of quick hit testing is the unexpected resonance or excitement when someone is blown away by your idea.

Recorded Session

Another effective way to get feedback on early stage ideas you’ve envisioned is to recruit people to come into a controlled space and record them (with permission) as they experience things for the first time. Just setup a relatively quiet space where you can talk with them as they are engaging. Shoot a video of them talking through what they see, hear, and feel – it will be invaluable when trying to objectively evaluate the result of the test. We often remember things a bit differently than it happens from the camera’s perspective. Good to have that other view to refer back to.
../images/442943_1_En_12_Chapter/442943_1_En_12_Figb_HTML.jpg

Use a video-capable DSLR camera on a tripod to participate yourself

Some prototyping methods produce output that can be used as physical props in the test process, such as printouts of images you created or video sequences. Best to let the test participant hold them or manipulate those themselves. It makes it a bit more direct and personal.

Whenever possible, digital prototypes should be used on-device to test out ideas. That might be as simple as a click through slide deck, or as immersive as a full on working technology prototype. Don’t be afraid to put things that are rough in front of people. Any level of fidelity works for these digital demos. These moments are where we get a more visceral reaction and truer indication of connection or not.

Either way, you’ll want to video record both the external view of the person experiencing it within a physical space, and also the internal or in-device first person view of whatever tech you are using. One exciting new development here is the ability to video record everything about the test session using advanced video compositing techniques that give us a complete view of the experience.

Using the Spectator View technology with the Microsoft HoloLens and an HD video camera, we can see and hear the person interacting with our holographic prototype from a third person perspective. It creates a movie like effect where we’re seeing the scene from an observer’s vantage point. Very helpful to take this viewpoint as it tends to be much easier to watch due to the stability of the camera versus the shakiness of a first-person camera viewpoint.
../images/442943_1_En_12_Chapter/442943_1_En_12_Figc_HTML.jpg

Using “Spectator View” with HoloLens captures people and holograms (source: Microsoft)

The same type of composited scene is possible with VR headsets and green screens using consumer grade equipment. The visuals generated from these are striking because of the immersive nature of the environments. Seeing the person, the digital content, and the space all together in one view is magical.
../images/442943_1_En_12_Chapter/442943_1_En_12_Figd_HTML.jpg

Green screen techniques allow other people to see your experience

Even though using VR provides a completely immersive experience versus seeing part of the physical room around you, it gives us a great workbench to experiment within and measure responses to.

Wide Release

The in-person and recorded session approaches don’t scale up very well, so if you need to validate the early stage idea with a much wider array of people, consider trying to get your prototypes out to diverse audience through social media or via recruiting within online discussion groups. This approach is a bit more unusual in the case of envisioning early stage concepts as it’s hard to have any sort of back and forth with the participant. Also, keep in mind it’s a completely uncontrolled environment and you’ll get the expected noise in with actual feedback.

The obvious challenges here is produce a prototype that can setup and experienced unsupervised. We also need to make it easy to share comments with us either during or after trying it out. There are lots of online services for setting up feedback channels, post surveys, and keeping track of suggestions for improvements. If you’re working at this large scale, invest some time in leveraging these mechanisms. This effort is obviously important to determining where you stand with this envisioned idea.

The upside of this approach is getting to a much wider audience for testing, much faster than any other way. The downside doing this testing in the open with little control over the sharing and discussion of these activities. Perhaps fine in some cases, detrimental to furthering the idea in others.

Results

Internalizing feedback objectively is extremely difficult. We’re emotional beings. Actions don’t lie. Criticism cuts deep. Try not to interpret or map what you saw and heard to a favorable outcome. It’s human nature to want our ideas to be liked. There’s an inherent bias to be big fans of our own ideas. That said, let it be what it is. Good or bad, people are going to say and do some things you never expected. That’s not a bad thing. Any feedback is valuable if you try to understand the comments as a quick read on a new idea. Everyone is different. People are unpredictable. What one person thinks or does never defines it for all. Don’t be discouraged by negative feedback or overly encouraged by positive reactions. Don’t dig in, be open to changing things up.

Refinement

Testing is just the beginning of the fun. Once we have some initial feedback from other people, it’s time to tighten things up and move forward. In some cases, that means making major changes in approach or execution. Don’t be afraid of doing that level of adjustment. These are early stage ideas, so we could have missed the mark. Other times we can get away with small tweaks and call it good. And as with everything else we do in envisioning, this phase needs to go fast. There are a few useful things to plan for during this phase of the envisioning process – making changes while you test, and trying different approaches in flight.

Quick Turn Changes

It’s optimal to be able to take in feedback, make a quick change, and then retest to see if there’s an improvement. That kind of quick turn refinement takes some prior planning though. It’s easily accomplished if you are using particular kinds of prototypes that allow for that. For example, if someone says they were confused by a certain response from a hologram, it would be great to jump in and make a change to try out on the next participant. If it’s a code prototype, there are ways to structure your code and assets to allow for fast changes. In a similar way, redrawing images, changing out physical props, or acting the part of an element in the experience to try something new can get you better data.

Alternate Methods

There will be times that it becomes very apparent the method you are using to test out your idea isn’t working. It may be that the medium doesn’t give you enough fidelity to get everything across that you’re trying for. Or conversely, the method you’re using is too literal when you needed more left to the imagination at this point on the envisioning process. Whatever triggers it, there are times when quick thinking is needed to save the day and keep gathering valuable feedback from people. Don’t be afraid to jump in and change things up, even if it requires some degree of improvisation or handwaving to hold the story together.

Whatever works is the best way to proceed. Just because a highly crafted video piece isn’t getting the point across well enough, doesn’t mean that you can’t just start drawing a storyboard out on a whiteboard to keep the person engaged and offering up ideas. Try anything you think might work. Don’t be self-conscious about doing this in front of the person. They’ll appreciate your creativity and drive to get more feedback and data.

Reflection

Once we have enough comments and video to analyze, there will be a general impression that comes through about the holographic experience you originally conceived. It’s important to note, good or bad. That general impression is often far more important than feedback on specific features or aspects. It lets you know if you’re on the right track or if you have missed making a connection with participant for some reason.

When someone says, “It was cool, but blah,” we tend to focus on what words follows the “but”. That part tells us what went wrong or was missing. Nobody likes hearing criticism of their big ideas, whether constructively conveyed or not, but it is valuable to try and work through objectively. Yet, the first part of that “It was cool…” is the general impression that is easy to dismiss if we’re too focused on the criticism part. Zoom out a few levels to try and give yourself some perspective on the entire body of feedback. It’s this process of stepping back and talking about feedback that allows us to actually reflect on what people are saying.
../images/442943_1_En_12_Chapter/442943_1_En_12_Fige_HTML.jpg

Reflection doesn’t help unless you actually give it the time and attention it truly deserves

Reflection will invariably lead to a decision about continuing on with the idea as its currently captured, or taking another shot at it with the benefit of all this feedback, or just moving on to something else.

Press On

If you and the team are encouraged by what you observed and discussed, there’s no question you’ll want to keep pushing on. Try to challenge yourself to not be satisfied with what you already have. Look for small refinements or big shifts to get an even better experience for people next time. And don’t forget to savor the win. You successfully envisioned something that connected with people. That deserves some celebration.

Reboot

Having a test go poorly because people don’t get the key aspects of the holographic experience is sometimes a blessing in disguise. It can result in you refocusing your effort on getting to the essence more quickly or clearly. There may be certain aspects you didn’t work out quite well enough that will now get attention. Or perhaps you overestimated how easy or clear something would come through to people. Whatever it is, you missed the mark. This is your chance to fix it – or it’s your chance to start over again. Embrace it. Love it, in fact. There’s not a Designer I have ever met that didn’t relish the chance to try something again once they’ve executed it once. You invariably learned something and will have the opportunity to do better next time. Rebooting the envisioning process with all of this new input will lead to some amazing new thoughts and executions.

Abandon

There’s a point in some prototyping projects when you have to make that tough decision to stop work and move on. No shame in that. In fact, I’d say you learn more from this “failure to connect” than any successful testing session. Having to move away from things you worked hard at or are emotionally invested in open up all kinds of new thoughts about how to do things differently next time. Those are the fuel we need to envision better next time. Walking away from a particular execution of an idea is not giving up on the idea, it’s pointing out that you didn’t choose the right way to depict or make the connection. Walk away, but explore why that may have happened.

Restart

The formal end of any envisioning exercise is to start again.

Regardless of how the testing, evaluation, and reflection on outcomes went, you just became a better Envisioneer by listening carefully to the feedback from people and deciding what to do with it. It’s never a waste of time to go through this process. You always can find some new aspect of the people, process, technology, or experience that informs a better idea. Then immediately restart the next envisioning process with what you learned this time.

Push yourself to try working a completely different way or use a new technique that will challenge you. Keep generating more ideas and testing them out. It’s the only way that your best ideas will come to light and eventually make their way into the hands of real people.

Sometimes (re)starting is the only way to finish.

..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset
3.146.37.35