UX Analytics Lab 「UX Storytellers」読書会 #8
24 Jan 2016 at 13:00 @ ajike
Yukio Yoshida
Section
Chris Khalil
Director of User Experience at News Digital Media
Sydney, Australia
How to Love and Understand Your Audience by Probing Them
P333~
UX Book club - Observing the User ExperienceSoyeon Lee
?
Observing the User Experience 2nd edition
Summary of Chapter 8 and 9
Chapter 8 is introducing about object-based techniques like photo elicitation, collage, mapping, and card sorting so you can make vague people's thinking clear and concrete.
Chapter 9 is about field research. It introduces the reasons why field research is effective and how to plan, record a actual research.
This book includes very specific guides about planning, budgeting, time scheduling, and proceeding interviews so UX practitioners can absolutely use this book when they are about to meet real users and stakeholders.
UX Book club - Observing the User ExperienceSoyeon Lee
?
Observing the User Experience 2nd edition
Summary of Chapter 8 and 9
Chapter 8 is introducing about object-based techniques like photo elicitation, collage, mapping, and card sorting so you can make vague people's thinking clear and concrete.
Chapter 9 is about field research. It introduces the reasons why field research is effective and how to plan, record a actual research.
This book includes very specific guides about planning, budgeting, time scheduling, and proceeding interviews so UX practitioners can absolutely use this book when they are about to meet real users and stakeholders.
2. ? DeNA Co., Ltd. 2
安達 涼
~2009: 東京大学計数工学科
~2011: 東京大学情報理工学系研究科 修士
~2017: PhD in Social and Decision Neuroscience @
California Institute of Technology
2018/4~: 株式会社 ディー?エヌ?エー
DeNA ソリューション事業部AI技術開発部
@ryoatsat
ryo.adachi@dena.com
? DeNA Co., Ltd.
自己紹介
6. ? DeNA Co., Ltd. 6
Social Data Science とは?
● Social DS = Social Science (社会科学) * Data Science (データサイエンス)
● 一橋大, 広島大, 立教大, Oxford, LSE, …
*一橋大学HPより引用
7. ? DeNA Co., Ltd. 7
DeNA会社紹介:事業展開
エンターテインメント領域と社会課題領域の両軸を展開する
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デジタルコンテンツはどう消費されるか?
デジタルコンテンツとの出会いと消費のサイクルをモデル化することで、
ユーザーのエンゲージメントを向上させる施策につながる
? “出会いと消費”のサイクルをどうモデル化するか?
? 最もよく使われるのはE/E(探索=Explorationと深化=Exploitation)
探索 深化 E/Eは一般的な概念である
● 音楽を聴く [1]
● 推薦システム [2, 3]
● UGCユーザーの行動 [4, 5]
● SciSci[6]
[1] Mok L. Proceedings of the International AAAI Conference on Web and Social Media, 2022.[2] Wang C. In The World Wide Web Conference, 2019.[3]
Pereira BL. in ACM Transactions on Recommender Systems, 2023.[4] Hamilton W. Proceedings of the International AAAI Conference on Web and Social
Media, 2017.[5] Gómez-Zará D. Computers in Human Behavior, 2024.[6] Liu L.Nature Communications, 2021.
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トップ?オブ?トップの配信者たちは探索され尽くさない、ランクを上げる過程で他の配信者よりも
新規視聴者を獲得
ライバーのパフォーマンスとターンオーバーレート
*3グループは傾向スコアでマッチされたグループ
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最初の推しライバーとの出会いがE/Eの行動に変化をもたらすトリガーになる
お気に入りライバー発見前後でのターンオーバーレートの変化(Oshi)
Oshi(推し)
A romanization of the Japanese word for "push" (推
し). Among streaming communities, specifically
Virtual Youtuber communities, it is used to refer to
a streamer whom a person supports
wholeheartedly, and in a manner greater than
others within a particular industry or group. a
manner greater than others within a particular
industry or group.... From Urban Dictionary