L503 User Needs and Behavior in Theory and Practice

Learning Guide
Prepared by
Jean Umiker-Sebeok and Kim Gregson
School of Library and Information Science
Indiana University - Bloomington
Created Fall, 1996; Revised Aug., 1999


The Participatory Design Process

The challenge of designing usable computer-mediated tools
What is participatory design?
Steps in the participatory design process
General Description of the System and its Organizational Environment
Task Analysis
Comparing Usability Targets and System Performance
Revising/Creating the System
Challenges to evaluating interfaces in networked environments
Concurrent vs. linear models of design
Problems with participatory design today
Bibliography

The Challenge of Designing Usable Computer-Mediated Tools

As the Computer Science and Telecommunications Board report (1998) notes, "designing any sort of computer-mediated device for ordinary people for effective and pleasant everyday use has proven to be surprisingly difficult".  The report traces this difficulty to three features of this technology: The report goes on to say that there is ample evidence that, by practicing participatory design, and being sure to include novice as well as more experienced users as design participants, it is possible to design effective tools which are easy and pleasant for every citizen to use.
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What is Participatory Design?

What is usability?  Usability is "[a system's] capability in human functional terms to be used easily and effectively by the specified range of users, given specified training and support, to fulfill a specified range of tasks, within the specified range of environmental scenarios" (Shakel quoted in Dillon 1994)
Notice the word "specified" in the Shakel quote. If the system or service to be designed is to be usable, the criteria for judging the system to be "usable" must be specified in advance: Which users will be supported? for doing which tasks? in which contexts? with what kind of training and support?
  • Participatory design is task(function)-centered
  • The user's focus is primarily on getting things done, not on "information search and retrieval". The user does not want to have to think about the process of search and retrieval, and designers should keep this in mind.

    Steps in the The Participatory Design Process

    While there is an overall linear order to the design process (from understanding users' needs to designing a system to meet those needs), it is important to keep in mind that it is also an iterative process.  The Neale and Kies article gives you a glimpse of how it is difficult to proceed in a strictly linear order when using participatory design.  Professional designers might be able to work from the general to the specific, first identifying broad categories or lists of users, tasks, and environments and only then focusing more narrowly on the details of items in these categories (steps 1 & 2).  Ordinary users, however, are more likely to feel comfortable communicating in terms of "microscenarios", where they describe vignettes or stories about what they want to do with the system.  You should use methods of discussion which your users feel comfortable with rather than forcing them into thinking in ways that are foreign to them.  Your goal is to understand how THEY think and feel about things, and the stories they tell should provide valuable details about the kinds of information system they need.

    As a result of not forcing your clients into creating abstract lists which do not mean much to them and which you do not understand because you do not appreciate the context in which these categories occur in their lives, you may feel that you are being "drowned" in details without having the "big picture" about users' needs.  It will be up to you to generalize from the specific, if necessary, going back and forth from level to level until you have a full picture of what is involved.  For example, as you try to get a general picture of users, tasks, types of information, etc., record their "microscenarios" for future use in finding details about the scenarios, but try to verbally generalize from the story, asking for feedback about whether this is a correct interpretation.  Later, you can go back, when doing detailed scenario descriptions (see below), and use details from the microscenarios to complete the descriptions.  Meanwhile, the microscenarios will have given you important understanding of why certain tasks are important, how the user views his/her role vis-a-vis the task, elements of the task's environment, etc., all of which you will need as you proceed toward building a prototype of your system.  It is a delicate balance to keep on track and moving forward with your analysis while not stifling the natural expression of important contextual information.  See the Methods Learning Guide for more discussion of these issues.
     

    General Description of the System and its Organizational Environment

    Name and Location -- What is the name of the organization that is responsible for the system?  Where is it located?

    Mission -- What is the mission of the organization?

    Identification of Stakeholders --

    Stakeholders are those people who have a stake in getting and using the information from the system you are designing. Identifying these stakeholders is critical to the success of the design process. In most cases, there will be several types of people -- inside and outside the organization -- who rely on certain types of information, and they may all need the information in slightly different formats, time frames, or levels of detail. As a designer, you need to know who these people are and what are their needs and expectations. If you only focus on a narrow idea of the user, you cannot hope to design the system so that it meets the organization's needs.

    For example, let's say the chair of a department in a public library has asked you to design a system to help her/him produce monthly reports about departmental activities. You will need to know the expectations of all those people who need or want access to those reports: other library managers, members of the department in question, members of the library's governing board, government oversight committees, members of the public, etc.

    This all seems so obvious, right? Then why are we surrounded by stories of how stakeholders are ignored in the design process? Here's a recent, real-life example: A physician in Indianapolis is puzzled by the fact that so many of his patients are not paying their bills. He begins to investigate the problem by asking his office manager to show him a sample of the bills which are sent to patients. When he gets one, he studies it and is unable to understand what it is telling the patient to do. He asks the manager to explain the bill to him, and is told that, to do this, the manager will have to call the record up on the computer. Why? Because there the print is big enough to read, and the information is not compressed into an unreadable format!  Why, the doctor asks, doesn't the manager buy other software? Because, he is told, they just bought the system they have! When patients are queried, they indicate that they were so frustrated by the bills that they shrugged their shoulders and tossed them in the wastebasket. Now why, you might wonder, would the needs of customers be ignored in a system which is designed, among other things, to communicate with them and whose compliance is necessary for the continued existence of the organization?

    Environment --

    What are the organizational, economic, political, social, and disciplinary  environments within which the task takes place? The task needs to be accomplished in a way which is in accordance with social, economic, political and disciplinary context and standards.  To illustrate how the environment of a task is important, think about your own class project and the environment in which you are undertaking it:

    Organizational -- The main participants are you and your clients.  You are functioning within certain organizational constraints in terms of settings, people, expected or valued patterns of problem-solving and communicating (cf. Taylor's IUE).  In fact, you and your client probably both bring to bear on this "task" performance a host of organizations -- professional and personal -- which will affect how you accomplish your "task".

    Economic -- You do not have unlimited economic resources for accomplishing this task, nor does your client.  You have limited access to money for travel, supplies, equipment, communications, etc.  Also under this category would fall time resources.  You have to get the project done by a certain date, and you and your client both have limited amounts of time to devote to it.

    Political -- Take this term in a broad sense, as the ability to exercise power of any sort, which always involves the ability to martial people and material resources to suit your needs.  You have little power over whether or not you do the project (sorry!), but you have some power over how much help you get from other students, the Instructor, your spouse or coworkers, the clients or their colleagues, etc.  You may also have the power to get some time off from work to work on the project or to juggle your schedule so that it fits with accomplishing this task.

    Social -- Outside of their roles in the organization, you will need to interact with a number of people in order to accomplish your goals.  How you interact with them will be dictated by a number of social codes, including how to interact with members of the opposite sex (according to the gender codes you and they adhere to) or of other ethnic, religious, age groups, etc.  These social codes and relationships cannot be ignored when designing an information system.  Information is communication, and there is no such thing as socially neutral communication.

    Disciplinary -- You are expected to meet certain disciplinary standards in doing this project, standards set by the LIS field (standards such as the Customer Service Philosophy, professional participatory design practices, etc. These standards play a role both in determining how you accomplish the task and what constitutes a proper RESOLUTION or completion of the task.  (Their criteria for success may not be the same as yours!)

    Task Analysis


    Ah, the hidden complexities behind that seemingly simply word task!  A task is something people do because it overcomes obstacles to attain some value that is desired by the group.  With most organizational activities, there is a hierarchy of goals and steps taken to reach those goals.  On each level, a task can also be seen as a goal, and a goal as a task.

      Setting targets sounds simple, but it is a complex and difficult task, especially since you are likely to be working on a multi-disciplinary design team where different members may disagree about the issues.  Your client stakeholders will also have different ideas about which kinds of usability are more important, and where targets should be set. Tognazinni (1992) provides some suggestions about techniques that can help the design team set usability targets.
       
    1. Compare system performance with usability targets.

    2.  

       
       
       

      Based on your observations, how close does the system come to meeting all the targets on the list?  In what ways do they fall short? Why?

    Now that usability targets have been set, you can begin creating a prototype or working model of your system revision or creation.  Tognazinni describes two types of prototype:
    Be prepared to find many errors even after several testing cycles. Landauer 1995 provides numerous examples of how it can take many, many iterations before a system meets usability targets.

    Implementation, Use, User Reinvention

    Many descriptions of the design process stop with the last step, implying that the designer's job is done once the system is built and delivered to the client.  Especially in the dynamic and complex environments of networked systems, however, the implementation, use and user reinvention of the system are critical to the ultimate usability of the system.  Even the best information assets analysis and prototype testing can not anticipate all of the factors that will come to bear on the use of the system in the real world over time.  Implementation involves a complex process whereby the new system or service is introduced into the existing environment of the organization.  "During implementation, the new  technology must be adapted to work in particular user settings even as users must learn new behaviors and change old ones to take advantage of it....the effectiveness of the implementation process itself has a substantial impact on the usability and usefulness of social applications somewhat independently of their design features" (Computer Science and Telecommunications Board report 1998).  Any new information service or system will entail the learning of new behaviors and/or attitudes and accommodation to new social relationships.  This is never easy, and must be carefully attend to in order to assure the usability of the product or service.

    Because of the severe restrictions of time and experience we face in this class, you will not be involved with the project beyond the testing of your working model.  You should be aware of the importance of the steps we are omitting from the design process.

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    Challenges to Evaluation of Interfaces in Networked Environments

    The Computer Science and Telecommunications Board report (1998) lists two features of networked environments which make participatory design more complex:
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    Concurrent vs. Linear Models of Design

    In the types of networked design environments mentioned above, the authors of the Computer Science and Telecommunications Board report (1998) make a strong case for the replacement of a strictly linear design process, especially for the development of networked systems.  The design process described above describes design and evaluation, but does not mention implementation and use of the system, implying that these processes are discrete steps, which take place in a linear order rather than concurrently.  These authors argue that new, networked computer-based technologies emerge too rapidly to allow the leisurely use of "research with representative population samples to ensure the usefulness and usability of social applications before their implementation and use".  In such a situation, it would be better to think of the various design steps (DESIGN, INTERATIVE TRIALS, REDESIGN, IMPLEMENTATION, USE, USER REINVENTION) as concurrent or overlapping.  Beta testing of some software products takes uses an overlapping design model, taking advantage of the real-world experiences of hundreds of users while the system is still being designed.  Concurrent engineering "builds on rapid prototyping approaches that draw no sharp boundaries between prototype trials with representative users, field pilot projects, and early-stage implementation processes (...). Finally, it takes into account the unfeasibility of 'getting it right the first time' as a guiding principle for NII applications." Computer Science and Telecommunications Board report 1998).  This is another way of saying that the designer has to adopt the attitude that the design proces is never static or "finished".  Development is constant and rapid.

    For the purposes of this class, with its severe time limits and lack of prior design experience of students, we are going to adopt a pedagogical -- and linear -- approach to the class projects.  While keeping in mind that real professional design of an information system or service should take a concurrent or overlapping approach, for these first design experiences we will simplify the process.  First you have to learn a few simple scales before you can perform a symphony!

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    Problems with Participatory Design Today

    Some of the problems practicing user-centered design today include:


    Bibliography

    Blomberg, Jeanette et al. (1993) Ethnographic field methods and their relation to design, ch. 7 in Douglas Schuler and Aki Namioka (eds.), Participatory Design: Principles and Practices, pp. 123-153. Hillsdale, NJ: Lawrence Erlbaum Assoc.

    Carroll, John M. (1995). The scenario perspective on system development. In J.M. Carroll (ed.), Scenario-based Design: Envisioning Work and Technology in System Development. New York: John Wiley.

    Carroll, John M. and John C. Thomas (1988) Fun. SIGCHI 19(3): 21-24.

    Computer Science and Telecommunications Board (National Research Council) (July/August 1998) Design and evaluation: A review of the state-of-the-art. D-Lib Magazine http://www.dlib.org/dlib/july98/nrc/07nrc.html

    Czikszentmihalyi, Mihaly 1990 Flow. The Psychology of Optimal Experience. New York: Harper & Row.

    Dillon, Andrew (1994) Designing usable electronic text: Ergonomic aspects of human information usage. London: Taylor and Francis.

    Dillon, Andrew (1995) Artifacts as theories: Convergence through user-centered design. http://www-slis.lib.indiana.edu/PrePrints/adillon-artifacts.html

    Eason, K. (1988) Designing the technical system for human use, ch. 8 in Information Technology and Organisational Change, pp. 129-156. London: Taylor and Francis.

    Erickson, Thomas (1996) Design as storytelling. Interactions 3(4) (August).
    HCI95: People and Computers (UK) Conference.

    Holtzblatt, Karen and Sandra Jones (1993) Contextual inquiry: A participatory technique for system design, ch. 9 in Douglas Schuler and Aki Namioka (eds.), Participatory Design: Principles and Practices, pp. 177-211. Hillsdale, NJ: Lawrence Erlbaum Assoc.

    Landauer, Thomas K. (1995) User-centered design methods & User-centered development, chs. 12 & 13 in The Trouble with Computers, pp. 277-322. Cambridge, MA: MIT Press.

    Lewis, Clayton and John Rieman (1995) chs. 1-2 in Task-Centered User Interface Design: A Practical Introduction, ftp://ftp.cs.colorado.edu/pub/ cs/distribs/clewis/HCI-Design-Book/HCI95;URL: http://www.hud.ac.uk/events/hci95/tutorials.html

    Neale, Dennis C. and Jonathan K. Kies (1996) Scenario-based design for human-computer interface development. (6 pp.)

    Nielsen, Jakob and Darrell Sano (1994)  SunWeb: User Interface Design for Sun Microsystem's Internal Web.   http://www.sun.com/sun-on-net/uidesign/sunweb/ 

    Norman, Donald R. (1988) The psychopathology of everyday things (ch. 1) & User-centered design (ch. 7), in The Design of Everyday Things, pp. 1-33, 187-217. New York: Currency Doubleday.

    Sano, Paul (1996) Limitations & constraints for users, in Designing Large-Scale Web Sites, pp. 66-77. New York: John Wiley.

    Tognazinni, Bruce (1992) Brainstorming & Scenarios, chs. 13 & 14 in Tog on Interface, pp. 67-78. Reading, MA: Addison-Wesley.

    Tognazzini, Bruce (1996) Tog on Software Design. Reading, MA: Addison-Wesley.


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