Difference between revisions of "Remote Concerts"
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| − | In both use cases and scenarios certain keywords are marked. This indicates that the | + | In both use cases and scenarios certain keywords are marked. This indicates that the respective aspect relates to an identified requirement. |
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</br>''Typical use case and scenario of an artist on GiGGD.'' | </br>''Typical use case and scenario of an artist on GiGGD.'' | ||
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</br>''Typical use case and scenario of a simple user on GiGGD.'' | </br>''Typical use case and scenario of a simple user on GiGGD.'' | ||
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</br>''Typical use case and scenario of an engaging user on GiGGD.'' | </br>''Typical use case and scenario of an engaging user on GiGGD.'' | ||
Revision as of 14:14, 15 July 2021
Contents
Project Description
This project is about in what way can online concerts be conducted and billed so that visitors are satisfied and artists can earn a living. The main objective of the project is to overcome the in-site aspect of concerts, while keeping all the salient aspects of the real-life experience, for both artists and concert attendants.
Group Collaboration
At the beginning of the project we discussed our strenghts and weaknesses and how we want to collaborate during the project. Belbins Team role model serves as a basic concept how we define our roles.
Background knowledge on music industry
We shared a basic understanding of the Music Industry to help put into a wider context the lived experiences of artists in relation to their industry. In doing so, we understood some of the complexities, in relation to the Music Industry, in operating a concert platform.
Contextual Inquiry
Contextual inquiry can be seen as a combinational use of different methods with the goal to disclose work structures, explore usage and environment of existing technology, and get ideas about future development of a product or system.
It usually can be accomplished within four steps:
- narrowing down the question or purpose
- choosing data collection method
- investigating in the context
- analysing and interpreting the findings
Since music events depend on visitors and artists our Contextual Inquiry gets devided on these sub groups.
We define users' perspective as the user experience as part of attending:
- a virtual music event
- a virtual non music event
- a live music event
We define artists' perspective as the user experience as a part of performing within the context of:
- a virtual music event
- a virtual non music event
- a live music event
Objectives
In general we are interested in learning about the user experience of artists and visitors of a virtual music event.
More specifically we want to understand:
| Users' perspective | Artists' perspective |
| motives behind attending and not attending a music event (virtually or live) | motives behind taking or not taking a gig (virtually or live) |
| engagement and interaction with other people including the artist from that event | impact of audience feedback in virtual and live settings |
| technological tools behind virtual music events (mostly during the event) | technological tools behind virtual music events (preparation and actual event) |
| experience and improvements to virtual music events | experience and improvements to virtual music events |
Data Collection
To learn more about the objectives we use interviews, surveys and observation.
| method | Users' perspective | Artists' perspective | ||
| experienced in virtual music events (a) | not experienced in virtual music events (b) | experienced in virtual music events | not experienced in virtual music events | |
| surveys | 1. What are factors that make live music events enjoyable? What motivates you to attend a live music event? 2. Have you participated in virtual music events?
|
no survey | ||
| interviews |
1. What usually motivates you to attend a live music event?
|
1. As an artist, what does it mean for you to perform a gig?
| ||
| oberservation | observation domain: 1. Audience Interaction 2. Audience Feedback 3. Technology
| |||
Results
In the following chapters participation rates and representative examples of results will be presented for each of the utilized data collection methods. In the interpretation, section will be a description of our insight-making process and the final results of it.
Surveys
Users' Perspective
Survey period: 27th May 2021 - 2nd June 2021
Platform: google forms
Distribution: collaboration with Rave the Planet, a company that organizes festivals
Participants: 60
implementation of user survey on google forms
Interview
| Users' perspective | Artists' perspective |
|
Interview period: 5th May 2021 - 14th May 2021
|
Interviews period: 8th May 2021 - 25th May 2021
|
implementation of interview protocols in google documents
Observation
Overall five virtual music events have been visited and observed:
8th May 2021 - Shanghai Community Radio (SHCR)
10th May 2021 - xJazz festival
11th May 2021 - xJazz festival
14th May 2021 - xJazz festival
15th May 2021 - xJazz festival
screenshots of the observed platforms
Link to the observation protocol google sheet: https://docs.google.com/spreadsheets/d/1OPbP6Pw3i8EA2uU3igCzpzu3MsA5_y9Cde5_2QXqS_4/edit?usp=sharing
implementation of observation protocol on google sheets
Insight-making
Our insight-making process for the interview was as follows: Each of us read through all the interviews and recorded the most important bits of information on a virtual notepad.
Subsequently, we group all the information on a table into different categories. This table serves as a basis for further work like personas, scenarios and focus group.
A similar insight-making approach has been used for the observations. The protocol google sheet was read and summed up into cohesive insights which were then grouped into the three domains.
implementation of the insight making process
final interpretation of the results
Link to the Miro-table.pdf: https://drive.google.com/drive/u/0/folders/1awNgOwgO7652lOXdgrelSLz9XZ6mpv0W
Focus Group
general information
date: 14th June 2021
participants: Users (2) and artists (3)
oberserver: Prof. Kolrep
material
- script and agenda
- Zoom room
- Nuudel time slot poll
- miro board
Procedures
| Item | Description | Time |
| Introduction | background of the student project camera and muting rules confidentiality for recording |
2min |
| Information | presentation of most important findings so far | 8min |
| Ice Breaker | participants are asked to shortly introduce themselfs, tell what made them happy last week and then choose the next person to continue |
7min |
| Round Robin | The Focus Group is presented with a question. After 1min reflection time, one participant (No.1) is asked to share their thoughts out loud,then pass it on to the next person (No.2). This person will have 30 seconds thinking time before contributing an additional point, idea, or thought, building off the thought of the person before.
|
25min
|
| Brain Storming | Participant were asked to write their thoughts about how their ideal remote concert platform would look like on sticky notes in a miro board. There was no restriction of which aspects can be included, however we gave the following hints features, visuals, functions and service. |
10min |
| Wrap Up | expressing our thanks to the participants | 3min |
Results
Everything the participants were mentioning is potentially valuable to us. Therefore 2 of us were focusing on taking notes. In addition we have a recording of the whole sessions to re-watch.
On top of that we have the miro board with all ideas provided by the participants during the brain storm activity.
results of the brain storming phase
Modeling
User Stories
Based on our data from Contextual Inquiry and Focus Group we were able to form user stories. After the initial collection was done, we indicated user stories that were adressing the same aspect as another in grey colour, so we could focus on unique aspects.
Requirements
With the data collection via interview, observation, survey and focus group we were able to identify requirements for our future platform. For some of them we already noted ideas for future implementation in form of product qualities.
Identified requirements of artists.
Identified requirements of users.
Personas
We tried to capture and represent our participants from the different methods into these personas.
Translation of our findings into three personas, one artist and two user.
Use Cases and Scenarios
In both use cases and scenarios certain keywords are marked. This indicates that the respective aspect relates to an identified requirement.
Typical use case and scenario of an artist on GiGGD.
Typical use case and scenario of a simple user on GiGGD.
Typical use case and scenario of an engaging user on GiGGD.
Findings
This is a short summary of our main findings. In the next chapter, these findings translate into tangible ideas for future implementation and a first visualization.
Outlook - Future Implementation
Future elements of our platform.
First visualization of our platform.
Methods evaluation
At the end of the first part of the project we evaluated the usefulness of the different methods. Each team member rated all methods on a 5 point scale and elaborated on their decision.
We calculated a rounded average and summarized the mentioned aspects.
Internal evaluation of the usefulness of the methods for this particular project.