Hostname: page-component-76d6cb85b7-8p85h Total loading time: 0 Render date: 2026-07-14T21:33:25.242Z Has data issue: false hasContentIssue false

User research enabled by makerspaces: bringing functionality to classical experience prototypes

Published online by Cambridge University Press:  11 March 2020

Matilde Bisballe Jensen*
Affiliation:
Department of Mechanical and Industrial Engineering (MTP), Norwegian University of Science and Technology (NTNU), Trondheim, Norway
Martin Steinert
Affiliation:
Department of Mechanical and Industrial Engineering (MTP), Norwegian University of Science and Technology (NTNU), Trondheim, Norway
*
Author for correspondence: Matilde Bisballe Jensen, E-mail: mbisballe@gmail.com
Rights & Permissions [Opens in a new window]

Abstract

This paper sheds light on the new possibilities for user research activities facilitated by access to makerspaces. We present four case studies of user research conducted in two university-based makerspaces as examples of makerspace-driven user research. Further, by comparing the cases to three classical user research activities, namely observation, prototyping, and user journey mapping, we highlight the main aspects of this new context of user research. We find that accessibility to makerspaces enables user researchers to build low-fidelity yet high-functionality prototypes for exploring users’ preferences and motivations in controlled and repeatable ways. These prototypes fall into the category of experience prototypes, but they have greater functionality than the prototypes previously used in this field. Thus, a user researcher can explore a topic more systematically and in a more hypothesis-driven manner. In summary, this study encourages stakeholders in the early stages of product development to consider a makerspace as a resource for user-related requirement elicitation rather than for only specific product iteration.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution, and reproduction in any medium, provided the original work is properly cited.
Copyright
Copyright © Cambridge University Press 2020
Figure 0

Table 1. Tools provided in the 13 makerspaces investigated by Jensen et al. (2016b).

Figure 1

Table 2. Types of insights one searches for when conducting user research

Figure 2

Fig. 1. First experimental prototype of CH.AI.R: an analog office chair transformed into a data-tracking smart device.

Figure 3

Fig. 2. Illustration of the fundamental differences between the user journey of an analog office chair and CH.AI.R.

Figure 4

Fig. 3. Example of a laser-cut plate used to prototype a shape-changing interface.

Figure 5

Fig. 4. The Breathing Room as presented at CHI 2018 (Sjöman et al., 2018).

Figure 6

Fig. 5. Examples of prototypes. A simple car simulator (a1) was set up for testing whether air-blow could be used as a communication tool controlled by the simple Arduino-based control panel (a2). (b1 and b2) show the moving footrest implemented and tested in the car.

Figure 7

Fig. 6. Example of a prototype of the footrest indicating the awareness of the autonomous car.

Figure 8

Fig. 7. The first prototype of the haptic glove (left). A user tests a glove providing haptic feedback in a virtual environment (right).

Figure 9

Fig. 8. A user tests the glove connected to a display of three shapes. The user gets haptic feedback through the glove when ‘touching’ an object in the virtual world.

Figure 10

Table 3. Types of user insights individually elicited by the four cases