User Engagement Presentation

advertisement
User Engagement in the eSciences
Dr Marina Jirotka
Workshop on Requirements Capture for Humanities ICT projects
The Classics Centre Oxford 12th October 2006
Overview

Importance of User Engagement

Different Forms of User Participation

The Problems of Analysis

Critical Issues from Related Research (CSCW)

Embedding User Requirements into System Design

Challenges for Future Research
Importance of User Engagement
Used as delivered
Used but after changes
Used but
extensively reworked or
abandoned
Paid for but
not delivered
Delivered but
never used
Only 2% of software used as
delivered
USA Government Accounting
Office
(Davis 1993)
53% of projects investigated failed
31% partially successful
Study of 500 IT managers in US & UK
76% experienced complete project failure
Sequent Computer Systems Inc
(1997)
planned time overrun 122%
average budget overrun 89%
Standish Group (1995-99)
Reasons for Project Failure
Study of 500 IT managers (76% complete project failures)
changing user requirements
Sequent Computer Systems Inc (1997)
incomplete requirements
lack of user involvement
unrealistic user expectations
requirements kept changing
product no longer needed
13.1%
12.4%
9.9%
8.7%
7.5%
inadequate resources
lack of management support
inadequate planning
10.6%
9.3%
8.1%
Standish Report 1995-99
Mapping Out Different Forms of User Participation

None

Users as Sources of Information/Opinion

Participatory Design

Users in the Workplace

Contextual Design

Co-Design
Users as Sources of Information/Opinion - Elicitation (1)

Traditional techniques - surveys, questionnaires, interviews

Often quantitative in nature

Advantages
• Large population can be surveyed
• Costs lowered, pre-coding and computerisation speed up analysis
• Can get information quite quickly

Disadvantages
• Response rate of questionnaires low (less than 50%)
• Answers may be incomplete, illegible and incomprehensible
• Need clear idea of what questions will elicit answers to research problems
and skill in interviewing
• Relationship between what we say we do and what we actually do is
problematic
Users as Sources of Information/Opinion - Elicitation (2)

Group techniques - brainstorming, focus groups, SSM, RAD/JAD workshops,
creative workshops

Often more in depth qualitative interviews with small number of people

Advantages
• Can get stakeholders together to discuss issues
• Guided discussion - more interactional
• Share different viewpoints and generate data for analyst and each other
• Possible to converge more easily on agreement of issues and prioritisation

Disadvantages
• Skill in managing and moderating
• Eliciting all views not only loudest and most confident
• Difficult to compare results in quantitative sense
Participatory Design

Scandinavian approach (Greenbaum and Kyng 1991)



Original goal of increasing worker involvement in technical change and
innovation
To improve IT system design by encouraging shared practice between users
and designers
Advantages
• Can use ‘low tech’ mock ups to elicit requirements
• Promotes opportunities to build up shared understandings
• Envision practices for how new system will be used in practice - scenarios

Disadvantages
• Often focus on early design and prototype not into development and deployment
• Not just involving users but how and when that is important
• Tacit knowledge
Scenarios
Scenarios are a powerful antidote to the complexity of systems and
analysis. Telling stories about systems helps to ensure that people –
stakeholders – share a sufficiently wide view to avoid missing vital aspects
of problems. Scenarios vary from brief stories to richly structured analyses,
but are almost Always based on the idea of a sequence of actions carried
out by intelligent agents. People are good at reasoning from even quite
terse stories, for example, detecting inconsistencies, omissions, and threats
with little effort. These innate human capabilities give scenarios their power.
Scenarios are applicable to systems of all types, and my be used at any
stage of the development lifecycle for different purposes.
Ian Alexander, 2004
p3, Scenarios, Stories, Use Cases, I. Alexander & N. Maiden (eds.) Wiley
Scenarios
• A linear sequence of steps taken by independently acting
agents playing roles
• Analysis is about: decomposition, abstraction,moves toward
the technical
• Problems
• Engineers’ enthusiasm for early analysis and technical
language
• How to maintain the engagement of users throughout the
development process?
• Scenarios are simple way to help bridge this gap
Scenarios - Suzanne Robertson

Elicitation, Analysis, Design, Testing, Agile methods

Normal, Alternative, Exception and What if

Get rough outline of business case
• Identify right users and stakeholders

Sketch normal case scenario
• Ask questions and refine scenarios

Identify alternative case scenarios

Identify exception case scenarios

Identify what if scenarios

Iterate

Derive requirements
Users in the Workplace

Context - observation, ethnographic techniques, workplace studies

Rich qualitative fieldwork to gain understanding of users work in organisational settings

Advantages
• Can make visible ‘real world’ naturalistic workplace activities vs operationalised accounts
• Use of video
• Focus on contingencies of workplace
• Focus on details of everyday activities and use of artefacts in interaction
• Resource throughout design and development process- transportability of experience
• Resource for: informing requirements, design and generation of scenarios, prototype evaluation and
deployment

Disadvantages
• Data not immediately amenable to formal representation for design
• Cannot predict future work practice from analysis of how things are now
• Need some skill in analysis and communication
Contextual Design

Understanding context indispensable to design (Beyer and
Holzblatt 1998)

Contextual enquiry - talking to people as they do their work

Interpretations and modelling with cross functional teams

Consolidation of information gained through previous steps

Visioning about work practices and development of storyboards

User environment design - using storyboards to develop software
floor plan that drives user interface design
Co-Design

Cooperative design (Trigg et al 1999) Co-realisation (Hartswood et al 2002 )

Focus on user led innovation and design-in-use

Co-development of technologies
• Re-specification of IT design and development
• Tightly coupled ‘lightweight’ design,, construction and evaluation techniques

Attending to evaluation of technologies

Appreciation of active user participation

Adapting to particular organisational setting

Commitment to long term engagement - putting users in control

Shift focus of technical work of design and development into users workplace

Role of broker / facilitator
Problems for Analysis

Many different analytic techniques

Task analysis, walkthroughs, naturalistic analysis

Providing a warrant for analysis

Contingencies of project - time , resources, money

Recording - practical issues for audio-visual recording

Iterative development of analysis involving users, designer in
data sessions, design sessions etc
The The Five Foci of Interface Development
after Grudin 1990
Mainframe
used by
operator
Mainframe
used by
programmer
Workstation
used by skilled
user
Personal
computer used
by individual
Networked
computers used
by groups
Groupware and CSCW

Groupware - systems and applications to support groups
CSCW - Computer Supported Co-operative Work (the
study, the field)
PLACE
TIME

Co-present
Distributed
synchronous
face-to-face
telephone
asynchronous
Post It sticker
letter
Example collaborative applications
PLACE
Co-present
GDSS
asynchronous
-
TIME
synchronous
Distributed
shared drawing tools
media spaces
VRE
electronic mail
bulletin boards
shared writing tools
workflow systems
VRE
Issues from CSCW Research

Synchronous or asynchronous

Distributed or co-located

Level of awareness of others required e.g. does the collaboration
require face to face contact or is voice contact sufficient

Artefacts used e.g. phone, whiteboard, email, video conferencing

How information disseminated across setting

Issues or barriers to collaboration

Public and private activities - what resources publicly available

Tacit practices - overseeing, overhearing, practices of writing and
reading etc
Embedding User Requirements into System Design

Conventional system design - requirements to design to development

Flexible cross functional teams

Iterative prototype development

Evaluate prototypes to feed into design and development (eDiaMoND)

Technological interventions - cultural probes - Gaver 1999 (IBVRE)

Involving users and designers in data sessions, design meetings,
preliminary reports and presentations

Managing user expectations

Plan for conflict and conflict resolution

Formal requirements inspections
Evaluation for Requirements -eDiaMoND

Evaluation of Screening
Workstation Prototype


Feed into requirements for next
iteration
Based on workplace analysis
QuickTime™ and a
DV - PAL decompressor
are needed to see this picture.
QuickTime™ and a
DV - PAL decompressor
are needed to see this picture.
Challenges

Securing user participation

Benefit to users

Time constraints

Incentives

Embed resources and commitment at project proposal stage

Commitment from project management

Ethical legal and institutional dynamics - global

Analysis still problematic

How fits into organisational practices

**System development culture **
References
The Standish Group (1995) The Chaos Report. www.projectsmart.co.uk/docs/chaos_report.pdf
Beyer, H. and Holtzblatt, K. (1998) Contextual Design. Defining Customer-Centred Systems. Morgan Kaufmann.
August, J. (1991) Joint Application Design. The Group Session Approach to System Design. Yourdon Press.
Greenbaum, J. and Kyng, M. (1991) (Eds) Design at Work: Cooperative Design of Computer Systems. Lawrence
Erlbaum Associates.
Heath, C.C. and Luff, P. (2000) Technology in Action. Cambridge University Press.
Checkland, P. (1981). Systems Thinking, Systems, Practice. John Wiley.
Hartswood, M., Procter, R., Slack, R., Voss, A., Buscher, M., Rouncefield, M., Rouchy, P. (2002) Co-realisation.
Towards a Principled Synthesis of Ethnomethodology and Participatory Design. In The Scandinavian Journal
of Information Systems.
Grudin, J. (1990) The computer reaches out: The historical continuity of interface design. CHI ‘90, April Seattle.
Working IT out in e-Science: Experiences of Requirements Capture in a HealthGrid project (2005) inn Proceedings of
HealthGrid 2005, Oxford UK.
Jirotka, M and Wallen, L. (2000) Analysing the Workplace and User Requirements: Challenges for the Development
of Methods for Requirements Engineering. In Workplace Studies: Recovering Work Practice and Informing
System Design (Eds) Luff, P., Hindmarsh, J., and Heath, C.C. Cambridge University Press.
Robertson, S. (2004) in (Eds) Alexander, I. and Maiden, N. Scenarios, Stories, Use Cases. Wiley
Download