Tom’s War Story: House Rules
Tom Wood is one of the partners at Foolproof, an experience design firm based in the UK.
About 10 years ago I was trying to understand online poker playing behaviours on behalf of a gaming company. We’d recruited for a study across their various target segments, but the hardest to find were the high-value, semi-professional players. They prized their anonymity and guarded their playing secrets.
One of the respondents I did find was a part-time property developer, part-time drummer, but his passion was poker. He was close with players from the city’s professional soccer team who were happy to lose large amounts of money in order to pick up skills in poker: an important accomplishment for the professional sportsman in the UK.
The interview did not go well at first. The respondent was a regular online player but his behaviour when using the subject site was stilted and he seemed so disengaged that I began to worry that he was out of his depth online. Eventually I decided to reframe and go back the beginning of the discussion, where we had talked about his usage habits on his regular site. This time, because he was getting more relaxed in my company, I suggested doing this by watching him play. The key behaviour this revealed was how he found a table he wanted to join. This involved simultaneously watching a large number of games in progress – an almost incredible skill. What he was studying was the weaknesses of the players at the various tables: their inexperience, bravado, impatience, petulance. His whole demeanour changed, and I had a feeling like being a naturalist watching a lion selecting the impala that it is going to turn into lunch. Compelling but horrifying at the same time. It was clear that the subject site I’d asked him to use had poor affordance for this important process, but because it was a basically unchivalrous activity he had been guarded about discussing it.
This change in tack got me this and other insights which informed our design advice. And resolved me never to take up poker.
Most experience design folk enter the field because they understand that they themselves don’t have all the answers. I’m fond of this story because it was when I properly realised that I didn’t even have all the questions. I suspect that this job made me a better researcher, and certainly made me approach certain types of work in a completely different way. At Foolproof we always preface our discussion guides with words to the effect that the discussion guide is just that, a guide – and that we reserve the right to take any approach we need to in order to meet the research objectives.