OBJECTIVE: To identify the challenges of using a method that combines agile and cocreation, provide solutions for these challenges, and evaluate its usage.
METHODS: The setting for this research was the Agile Cocreation of Robots for Aging (ACCRA) project. The research consisted of three phases: 1) evaluating the Agile Cocreation method to identify challenges in its usage, by analysing documents from the project (e-mails, meeting notes), 2) solving the challenges to improve the method, by designing solutions in a cocreation session; and 3) evaluating the usage of the improved version via a survey among engineers and user researchers involved in the project.
RESULTS: We identified three main challenges and developed three solutions, which were used in the next phase of the project. First, to engage all stakeholders in cocreation, we implemented more fun and playful materials. Second, to bridge the differences between engineers and user researchers we invested in face-to-face meetings. Third, to manage knowledge in the project we intensified our meeting schedule to weekly meetings. In the quantitative evaluation of the improved cocreation method, the engineers and user researchers were positive about the agile cocreation method and about our improvements.
CONCLUSIONS: When developing HIT, a method that combines agile and cocreation is useful because it helps to identify user needs and to translate these needs into technology. To identify the needs of these users and other stakeholders it is important to involve them as active partners in cocreation using fun and playful materials. Engineers and user researchers should bridge their differences and meet face-to-face as much as possible.
目标:为了确定使用结合敏捷和共同创造的方法的挑战,为这些挑战提供解决方案,并评估其使用情况。
方法:这项研究的背景是敏捷协同创造机器人衰老(ACCRA)项目。该研究包括三个阶段:1)评估敏捷创建方法,以识别其使用中的挑战,通过分析项目的文件(电子邮件,会议笔记),2)解决挑战,改进方法,通过在cocreation会话中设计解决方案;和3)通过参与项目的工程师和用户研究人员的调查评估改进版本的使用情况。
结果:我们确定了三个主要挑战,并开发了三个解决方案,用于项目的下一阶段。首先,让所有利益相关者参与共同创造,我们实施了更多有趣和好玩的材料。第二,为了弥合工程师和用户研究人员之间的差异,我们投资了面对面的会议。第三,为了管理项目中的知识,我们将会议时间表改为每周一次的会议。在对改进的共创法进行定量评价时,工程师和用户研究人员对敏捷共同创造方法和我们的改进持积极态度。
结论:开发HIT时,结合了敏捷和协同创造的方法是有用的,因为它有助于识别用户需求并将这些需求转化为技术。为了确定这些用户和其他利益相关者的需求,重要的是让他们作为积极的合作伙伴参与使用有趣和有趣的材料的共同创造。工程师和用户研究人员应该弥合分歧,尽可能面对面。