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4

User Study: Field Trial

4.1 Study Goal

4

User Study: Field Trial

4.1 Study Goal

I conducted an in-field study (Brown, B. et al., 2011) to show the value of muRedder as an everyday music player. In this user study, I wanted to investigate the value of music and the experience of listening to music using devices with the ephemerality and physicality in the process of the digital music consumption. For the approach to answer these questions, I provided a well-finished device as a research product for users and conducted a field-trial.

4.2 Methodology

4.2.1 Participants

I recruited 10 participants and they were all in their 20s (aged 24-27, 5 males and 5 females, referred to as P1 to P10). They had clear music preferences and were used to search the songs and listening to music through the one-line platform like digital streaming services. In addition, they basically listened to music at least an hour every day. Table 1 shows the pattern of music consumption and usage context about users.

Participant Length

(Hour/day) Context Listening

Pattern(day)

P1 7 Showering, moving, working Repeat 6 songs

P2 6.5 Make-up, relaxing, working Repeat selection

P3 7 Moving, others Random

P4 4 Moving, working, showering Repeat selection

P5 1.5 Make-up, moving, showering Repeat 3 songs

P6 1 Moving, showering, working Repeat one song

P7 1 Moving, Relaxing, gaming Repeat one song

P8 3 Moving, waiting Random

P9 1.5 Eating, make-up, cooking Repeat selection

P10 2 Working, moving, gaming Random

Table 1. Music consuming habits of participants (time spending for music listening per day, context, listening pattern during a day)

All users were personally used participants, 4 people (2 males and 2 females) were who live alone, 3 people (1 male and 2 females) were who share the one space with two people and 3 people (2 males and 1 female) were who live with families. Through three different types of participant groups, I wanted to identify what experiences they influenced in various contexts (Figure 48). I also considered the situations that the participants who live with others share listening music together.

Figure 48. muRedder in situ. (a) P1’ individual dorm, eight tickets are shredded, (b) P5’s house (c) P8’s living room, one ticket is shredded.

Before installation, I asked the participants about favorite singers and song lists that listened recently.

Based on this information, I selected 9 songs by dividing then into three groups (Figure 49). The first three songs received a list of songs that participants usually listen or like. The second three songs were lives music or concert music of the participants’ favorite singers. The last three songs were suggested based on their favorite songs and singers.

Figure 49. Nine songs in the ticket book and three categorizations of the songs

4.2.2 Deployment and Interview

On the first day of user study (Figure 50), I visited the participants’ home (Figure 51) and installed the device in the space where they often stay. I showed how to use muRedder with one of the three songs he or she like and tested it for participant. I prepared the instruction how to use muRedder for participants and provided the daily diary to record the situation like when they used it, what songs they listen and the overall usage of muRedder. Interviews were conducted three times during the field

trial (one week). First day, the second day, and the seventh day (last day) were conducted. Each interview lasted approximately 15 minutes. In addition, post-use interview was conducted one week later after the end of the experiment by using Google sheet. We interviewed the following contents (Table 2).

Figure 50. Field study schedule and detail

Figure 51. The process of interview at participants’ home

Table 2. Summary of interview questions during the study Interview date Interview contents

Day 1 (Installation)

Music-related information of users (how much listed, when usually listen, taste of music) Day 2 Expectation towards muRedder, novelty effect through its initial usage experience

Day 7

(Final date of use) Usage context of muRedder, the most memorable situation, order of listened songs, emotion of shredded song particles, and differences of previous music-consuming experience with muRedder

Post-use interview What was missed during the use of muRedder, further recommendations (e.g., target, context)

4.2.3 muRedder Data Logging

The muRedder usage information was stored as a “.txt” file in the micro SD card inside the muRedder device. In the saved text file, log information such as the date, time and ticket name that the participant uses the song was recorded when detecting the ticket with the RFID reader. Through this information, I identified how much time the participants used muRedder during the field trial. In addition, I collected information about specific situations, contexts, and emotions through the diary I provided.

4.2.4 User Data Collection and Analysis

Figure 52. Collected data and analysis flow

A total data of interviews was collected 454 minutes with interview recording. All recorded data was transcribed and analyzed through affinity-diagramming and iterative process of grouping. Through grouping, the interview contents were initially divided into 17 groups, and I categorized them into two topics. The two topics are: 1) ephemerality impacts the experience of listening to music; 2) physicality has influenced the selection of songs and consuming music. Afterwards, I conducted a detailed grouping of interview answers with similar answers and common points in each feature. This is as follows: 1) meaningful insight to listen to music; 2) usability of muRedder. I classified the part of novelty effect separately. Almost grouping data was based on what the participants mentioned after they were originally inspired or influenced (Figure 52).

4.3 Findings

Through interview data, software log information, and daily diary note (Figure 53) that recorded the situation when using muRedder, I was able to identify the detailed context of using muRedder and the number of used tickets in that situation (Table 3). The context using muRedder was very diverse and different depending on the life style of the participants. In this summary of context data, the participants used the muRedder commonly when they were relaxing (e.g., before going out/sleeping/working, after showering and eating). In addition, they listened to the music while immersed rather than background music.

Figure 53. P5’s the sample of daily diary and use case of muRedder

In terms of ticket usage, 8 people among ten participants used all 9 songs provided during 7 days of the field trial, P10 unused one ticket, and P8 used only 4 tickets. There was no obligation to use all the ticket for users.

Table 3. Context and the number of muRedder usage

Context Detailed No. of users No. of Songs

Relaxing After showering, drinking, work, gaming, examination, dining, visiting reading room, bored to study, and before sleep

9 40

Before going out Before going to work, play, church, reading room, and play basketball 7 10

Only watching the shredding process 3 11

Eating Preparing meals and while eating 4 9

Cleaning 2 2

4.3.1 Immersed in Listening to Music

MuRedder was mostly used by participants during relaxation time, and 9 participants created the specific time to listen to music in a subjective way.

l P8 stated, “I thought of this (muRedder), the most when I am just sitting at home (sofa at living room) rather than (when) busy. I almost play most of that (songs to muRedder), when I want to be quiet and didn’t want to watch TV.”

In addition, I applied ‘Counterfunctionality’ (James Pierce & Eric Paulos, 2014) (James Pierce & Eric Paulos, 2015) to muRedder and limited the function of digital product by damaging physically.

Almost participants (N=9) mentioned that they could listen to the music repeatedly with on-line steaming services, whereas muRedder has experienced irreversible experience through the ephemeral media that cannot listen again after using it. Thus, they said they could enjoy listening to music in the foreground way rather than listening to it like the surrounding music.

l P2 mentioned, “The value of music enhanced. Because it (music) disappears. This makes me to concentrate more on the music. On the other hand, when I listen through this (mobile phone) during working, and if my favorite song is half-way past, I just go back and listen again.”

l Also, P10 answered, “Just thinking about it (muRedder)… When it (live music) comes out, I just concentrate on listening more and think ‘It (song) was recorded when performing somewhere’. This is not just playing the songs and letting it go while thinking something else, but (through muRedder) it feels like I’m listening something”

In addition, P6 said that he saw the remained music trace that he had listened, and mentioned that it was like his artwork and that he could concentrate more on listening to music whenever he watched it.

He also felt that his artwork was gone when the music traces were discarded.

4.3.2 Prudent Selection of Ephemeral Physical Songs

I found that the ephemerality and physicality of the music ticket, and the physical interaction through the ticket book made the users to select the songs and play the music using muRedder more prudent.

All participants mentioned that they would choose the song with more thought. This was because it was designed to be irreversible on listening experience.

l P5 stated, “I think each song is special. Because, once it is heard, it vanishes... Well… I picked it (the song) more carefully than when I did on my cell phone.”

l P7 also said, “Interesting thing is that if I listen one of them, and it’s gone, then I became prudent on selection. When I listen from mp3 player I felt less excited, because I don’t have those worries (the selection). I think it was fun to worry when I listen to that speaker (muRedder). Because, it makes me to choose the song carefully.”

Interestingly, the limited possibilities and ephemerality of digital music contents showed “fun of worry” during the experience of using muRedder.

4.3.3 Tangibility Draws an Ownership toward Music Contents

Some participants (N=3) recalled that the use of muRedder allowed music tickets to bring a sense of ownership that digital music files could not give.

l P10 noted, “I have this ticket, and something like… Yes. this is the thing that is actually there. It has a value to be one’s collection, and somewhat safe. For example, the things made in a digital way can be eliminated later.”

l Similarly, P4 stated, "It feels like I own the tickets that feel like the album jacket in CD shape. Normally if I listen to digital music, I do not feel like I own it (the music)."

Furthermore, he expressed the needs for the consumption of ephemeral ticket and production.

l He also mentioned, “(In the context of a café) I am sure that you want to play the song you want, but eventually the selection is up to the owner of the cafe. So, for example, if you have muRedder set up in the cafe and let the customers to print out a playlist, it would be a lot of fun for people to print it out and cut it out, and put it in the muRedder"

These findings have shown that an improvement was required by materializing the digital content in standardized interaction of everyday artifacts (Van Campenhout et al., 2007) through the use of a single interface such as a smart phone. In cases involving music artifacts, I identified that the approach of this study helps the users focus on the media itself. In addition, I could see that users had a desire to own music contents, and could expect that ephemeral and physical properties would be applied to music.

4.3.4 Sharing Music Consuming Experience

muRedder was used to share the experience of music consumption with other people who were related with the participants. Despite enjoying listening to music alone, 8 participants have listened to music through muRedder with others. Three participants who living alone introduced the concept of muRedder and gave a chance to choose a song ticket when a friend came to play at home.

l P1 mentioned, “As soon as I entered the house after dinner, I usually select the song list, but this time I wanted to boast muRedder (to my boyfriend), so I asked him to choose the song ticket what you want.”

Three participants who share the space with housemate listened to music together.

l P9 stated, “(Housemate) asked me if I should listen to another song, and I just wanted to listen to (the song which P9 wanted to listen later) in this morning. I listened it together.”

The housemate of P3 listened to new song through muRedder with the participant and directly downloaded that song. P5 listened to music through muRedder with her housemate and boyfriend.

She also invited her friends and used muRedder to show off and liven up the mood of drinking party.

Two participants who live with family had the experience of listening to music with muRedder.

l P7 noted the experience to use the song ticket through muRedder with his mother in his room, “When I put the ticket, the song played and my mother was amazed, and she grudged the one-time song.”

l P8 said the experience of listening to music with mother, father and brother through muRedder in the living room, “My dad said it (song ticket) was like a CD, and it was funny and practical by using paper...These days are a bit far from CD so that I feel like it (song ticket) has no practicality because we are generation who listen to everything if we have a smart phone and it’s different from emotion of CD. My dad had listened to music with CD a long time ago and he thought that part was wonderful and good.”

In this finding, the possibilities when people shared listening to music with others through muRedder.

It may be used for event others could select the tangible song ticket they have, and used to concentrate on the music when they listen to it first time. It also may be used to increase the atmosphere when many people gather in the party. In addition, I have seen the value of new music consumption

experience comparing with the experience of these days generation and the experience of people who have experienced analogue music experience.

4.4 Summary of Findings

Figure 54. Summary of findings

Our findings have been divided into 2 categories. The first was about the ephemeral feature of muRedder. It means that this feature creates new value for listening to music and concentrate on music consumption process. In addition, because of the ephemeral music content, the users could concentrate on the content itself and create a new context and environment when listening to music.

The second was due to the physical feature of muRedder. There is new value in helping to select music prudently, and the way of physical song ticket gives the ownership of the music content.

Applying ephemerality and physicality to digital content shows that there are new values and possibilities.

5

Discussion and Design Implications

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