OVERVIEW 1. Gould & Lewis’ 3 Key Principles for Designing for Usability 2. HCD Before HCI 3. Poor diffusion of HCI research into practice 4. Three waves of HCI research and practice • The late arrival of design • The promise of research through design • The contribution of practitioner communities: Personas as an example 3 Key Principles THREE KEY PRINCIPLES FOR USABILITY Good and Lewis’ principles are thoroughly institutionalised in HCI value systems 1. Early [- and continual -] focus on users (and tasks, v1 only) [V2? & V3] 2. Empirical Measurement 3. Iterative Design V1: Gould, J., and Lewis, C. (1985) “Designing for usability: Key principles and what designers think,” Communications of the ACM, 28(3), 300-311. V2: Gould, J (1988) “How to Design Usable Systems in M. Helander (Ed.) Handbook of Human-Computer Interaction, 1st Edition, North-Holland, 757–789. V3: Gould, J., Boies, S.J. and Ukelson, J. (1997) “How To Design Usable Systems” in M. Helander, T.K. Landauer, & P.V. Prabhu (Eds). Handbook of Human-Computer Interaction, 2nd Edn, 231-254. For 12 years, principles had “stood up to the passage of time” Cockton, G. “Revisiting Usability’s Three Key Principles”, CHI 2008 Extended Abstracts, Eds. M. Czerwinski, A. M. Lund & D.S. Tan, 2473-2484. (academia.edu) WERE THESE THREE PRINCIPLES 1. 2. 3. 4. Derived from prior concepts? Grounded in primary experience? Synthesised from secondary literature? Proposed tactically to achieve political ends? 1. NOT CONCEPTUALLY DERIVED Exempt on grounds of home discipline, psychology Prefered provisional demonstration over argument “ours are not universal truths” “principles of design are arguable, of course” As empiricists, Gould and colleagues would not rely on derivation via conceptual analysis disdain for “power of reason” 2. NO PRIMARY EVIDENCE “sufficiently rigorous and conform to the traditional scientific approach” This claim fails as the examples neither test nor reveal the principles, hence no scientific grounding Principles are post hoc garnishes “principled type of thinking” emerged within evolving processes Few examples on the nature and proven impact of an early focus on users or tasks (pre-design), but many on prototyping (“hallway” and “storefront methodologies”) No examples of successful effective use of empirical measurement in driving iteration, which instead was driven by ‘unmeasured’ formative feedback, Unlike Whiteside, Bennett and Holtzblatt (1988) who suspended it (HCI Remixed, MIT Press) 3. SECONDARY LITERATURE IGNORED Two principles had for existed 30 years in design literature Designing for People Henry Dreyfus, 1955 Focus on people Joe and Josephine Iterative design No empirical measurement of performance! just anthropometrics Disdain for design(ers) impeded design-led HCI for over a decade (despite e.g., 1996 Terry Winograd’s Bringing Design to Software) 4. LOOKS POLITICAL “real control of the user interface to the people who had responsibility for [it]” The Three Key Principles gave key control over UI elements of the development process Enough to “ensure” and “assure” without recourse to marginalised “power of reason” Design was only controllable architecturally, due to separable UIs (ITS, an example of a marginalised “power of technology to succeed”), so was only practically feasible without back end reengineering (e.g. one failed project) AND LOOK WHAT THEY MISSED … Some prescient details of technology probes (2003), appropriation and experience design Executive appropriation: from remote dictation to voicemail User suggestions/ dissatisfaction: pending message box, self/others’ message editing; Illinois system: ‘empirically determined required improvements … adding functions’ Fun at EXPO 92: laughter, empowerment, quality of life, lingering to learn More effective than early focus on users/tasks 75% effort after installation (1997 Handbook v2) Hilary Hutchinson, Wendy Mackay, Bo Westerlund, Benjamin B. Bederson, Allison Druin, Catherine Plaisant, Michel Beaudouin-Lafon, Stéphane Conversy, Helen Evans, Heiko Hansen, Nicolas Roussel, and Björn Eiderbäck. 2003. Technology probes: inspiring design for and with families. CHI'03, 17-24, ACM. MORE CREDIBLE PRINCIPLES ARE 1. Ask and Consult 2. Watch and Listen 3. Fix what needs fixing In other words 1. Acknowledge two principles from Dreyfus: user/usage focus and iteration 2. Drop empirical measurement 3. And perhaps learn something about (engineering) design HCD before HCI 80AD: DE ARCHITECTURA Vitruvius clearly separated intended value from design concepts, that is, ends from means in architecture, as in other arts, two considerations must be constantly kept in view; namely, the intention, and the matter used to express that intention: but the intention is founded on a conviction that the matter wrought will fully suit the purpose; he, therefore, who is not familiar with both branches of the art, has no pretension to the title of the architect (1.1.3) Gwilt 1826 translation at penelope.uchicago.edu/thayer/e/roman/texts/vitruvius/1*.html MID 19TH CENTURY SHAKERS’ GUIDING DESIGN PRINCIPLES 1. Regularity is beautiful 2. The highest beauty lies in harmony 3. Beauty arises from practicality 4. Order is the origin of beauty 5. That which is most practical is also most beautiful DESIGN: A CONCISE HISTORY THOMAS HAUFFE, LAURENCE KING, 1998. http://www.shakerworkshops.com/cart /new_images_in_db/13F07.jpg 1950S: ERGONOMICS AND HUMAN FACTORS “Fit the Machine to Man, not Man to the Machine” Hywell Murray Visible, tangible, directly measurable Newtonian - size, weight, reach, force Occupational - stress, reliability, acceptability UCD WAS BLINKERED TO (THE PAST OF) DESIGN THE RESULT OF BLINKERS WAS … POOR DIFFUSION OF HCI RESEARCH INTO PRACTICE MANY STUDIES OF POOR DIFFUSION • Victoria Bellotti. 1988. Implications of current design practice for the use of HCI techniques. People and Computers IV, 13-34, Cambridge University Press. • Research into design for research for design • Buckingham Shum, S. 1996. Analyzing the Usability of a Design Rationale Notation. Design Rationale: Concepts, Techniques, and Use, T. P. Moran and J. M. Carroll, (Eds.) 185-215, Lawrence Erlbaum Associates. • Research through design for research for design DIFFUSION OF INNOVATION Process by which an an innovation is communicated through certain channels over time among the members of a social system. (Rogers) Perspective: the spreading of innovations as a phenomenon Innovation: idea, practice or object that is perceived as new by an individual or other unit of adoption (Rogers) Two reflections by Arnold Vermeeren for TwinTide COST project (2009-13) IBM Netherlands’ usability group wanting to install a usability lab ABN AMRO Bank wanting to introduce usability work into the process of developing their software for employees More factors than ‘just’: Matching an approach’s resources with the work Results from a process of adoption, adaptation, implementation INNOVATION DECISION PROCESSES 1. Agenda setting 2. Matching 3. Redefining innovation/restructuring organization 4. Routinizing INNOVATION DECISION PROCESSES ORGANIZATION VIEW 1. Agenda setting stage Problem in organization that needs to be solved Confrontation with innovation uncovers a thus far unknown need 2. Matching stage Figure out whether it seems worthwhile to adopt an innovation Imagining the consequences of implementing it in the organization 3. Redefining/restructuring stage Finding a solution for an imperfect match between organization and innovation Re-invent the innovation Restructure the organization 4. Routinizing stage Innovation becomes part of daily life DIFFUSION OF INNOVATION ORGANIZATION VERSUS INDIVIDUAL VIEW O RG A N IZ AT IO N V IE W Agenda setting Matching Redefine/restructure Routinize I N D I V I D U A L’ S V I E W Knowledge/awareness Persuasion Decision making Implementation Confirm INFLUENCES ON ADOPTION DECISIONS Adoption-relevant attributes of innovations, as perceived by members of social system: Relative advantage Compatibility Complexity Trialibility Observability Change agent success factors, relation of change agent to ‘client’ Empathy (do they respect each other) Homophily (are they alike?) Credibility (in the client’s eyes) Opinion leaders (importance of what they do?) CHANCES OF SUCCESSFUL DIFFUSION HAVE INCREASED After Three Waves of HCI, we’re almost there WAVE 0 (1970S) BEFORE HCI Practice-based research Research through design Example UI designs and elements Guidelines from practitioners Attacked in 1980s for lack of evidence base (by psychologists with a lack of design base) www.infomagic.net/~grog TIMESHARING WAVE 1 (1980S) Dominance of Cognitive Psychology Modelling devices, users and interactions Research for design Engineering Psychology mind-set optimised efficiency, effectiveness and satisfaction Pragmatic user testing filled gaps that psychology and engineering could not fill PERSONAL COMPUTERS http://www.sapdesig nguild.org/communit y/images/hum_inf_p roc.gif WAVE 2 (1990S) Turn to the social Ethnomethodology prominent Field replaces lab Contextual Design Field understandings produce greater improvements than lab testing Gould et al. experienced this too, but clung to their principles LOCAL AND WIDE AREA NETWORKS https://quriosity.files.word press.com/2010/06/whe nuserhitsmachinexeroxstill s.png WAVE 3 (2000S+) Affective psychology user experience Value, values and worth Critical design: Arts & Humanities Feminism, Post-Colonialism, Sexuality, … Sustainable computing Design lead Interaction Design And loads more … http://gil.poly.edu/wpcontent/uploads/2014/12/ob jectsview2Crisper.png INTERNET AND INTERACTIVE DIGITAL MEDIA Did someone say Design? ISO 9241-210: HUMAN-CENTRED DESIGN PROCESSES FOR INTERACTIVE SYSTEMS early focus on users and tasks iterative design empirical measurement http://www.system-concepts.com/assets/images/usability/usability%20diagram%20for%20blog.jpg But you can’t do design research, can you? ART & DESIGN RESEARCH Christopher Frayling. 1994, Research in Art and Design Royal College of Art Research Papers, 1(1) http://researchonline.rca.ac.uk/384/ Based on Herbert Read on Art Education Research into Art and Design Research for Art and Design Research through Art and Design HCI ousted ‘through’ and focused on ‘for’ with very little ‘into’. Definitions of research don’t help very much Art in Fact and Film Design then and Now Science: Ideal and Reality (bit arty really) Research for Art Science left art behind All art cannot be research … since a long time back Artist Designer Scientist Practitioner Practices Research Into Through, and For Design Research and the Object But some can Seeing into and through And there has been clear design research … Telling what The Best Bits ← → The Rushed Bits FRAYLING: THE BEST BITS What actually gets done, past and present in art, design and science Fictions, ideals, post-rationalisations, [identities], realities Institutions, especially ones for Art and Design Education (Read), and more recently for Art and Design research Insights and Issues Unconscious subjectivity in all practices, the creative in all practice, intuitions without any second thought, the fear and loathing of research, toxic mental lucubrations (artificial light), uncomfortable verbalisation, artefacts that speak for themselves, [faithful] expression and autobiography versus [forced distanced] reconstruction Research as a worthy objective Beyond preparation (e.g., reference materials) in the spirit of research to actual research for a worthwhile purpose beyond status, promotion and funding FRAYLING’S RUSHED BITS (1) Last page of 5 [my glosses on Originality, Significance and Rigour] We don’t need to be scared of (or protected from) research, let the debate begin Research into Art and Design Humanities and Human Science studies of art and design outside of the designer Searching for/after, original sense of research, looking for, not finding Objectivity, originality, significance and rigorous planning and practices are most possible here, writing reveals thoughts Research through Art and Design Creative practices make internal external for some purpose beyond a made object Exploring via creative practices and [erudite] critical reflection, but not rigorous planning throughout Subjectivity is inescapable here, making reveals thoughts review reveals originality and significance FRAYLING: RUSHED BITS Research for Art [and Design] Common place practices within practice, not necessarily original, significant or rigorous, can only be scholarly research when it has a purpose beyond one project, person or studio Searching or constructing support for creative practices Subjectivity is inescapable when constructing and using created resources Challenges for design rationale and evaluation of supportive resources Searching and making reveals possibilities that must be realised by others Dilemmas over autobiographical personal development as communicable knowledge, what someone is, rather than what they think [really?] Working paper fizzles out in consideration of research for art “Needs a great deal of further research” FILLING FRAYLING IN AND OUT Historical Aesthetics Perception Perspectives (PESTLE, Ethics, …) Current Practice INTO STEM opportunities, Action research in the studio (LAB) Reference materials for artwork Other research imperatives Re-usable design knowledge and methods THROUGH FOR YEE: MODES NOT EXCLUSIVE INTO THROUGH FOR Design FOR the world FOR Science Underpinning Conceptual Frameworks? Methodological innovation in practice-based design doctorates, Journal of Research Practice, 6(2), Article M15. Online Journal. OTHER FRAMEWORKS (YEE 2010) • Cross (1999): Research foci on • People (designers), process (designing), product (designs) • Fallman (2008) Holistic model (but still gappy) • Research within design practice (through for a project, does not meed Frascati definition of research), in design studies (into), and design exploration (through for critique, public, etc.) • Koskinen et al. (2011) (not in Yee 2010), research loci: • lab, field, showroom • Divergence or refinement? CONSTRUCTIVE DESIGN RESEARCH BRINGING IN DESIGN MEANS • Research into design • Research through design • As well as research for design • also making research for design really for DESIGN • not for some imaginary engineering design ideal with fully rationalised and evidenced decisions that are demonstrably optimal • False understandings have impeded diffusion of HCI research Designers are not waiting for researchers PRACTITIONERS MADE PERSONAS ROUTINE PERSONA LIFECYCLE Phase 1: Family Planning (planning a persona effort) Phase 2: Conception and Gestation (creating personas) Phase 3: Birth and Maturation (launching and communicating personas) Phase 4: Adulthood (using personas) Phase 5: Lifetime Achievement and Retirement (ROI and reuse of personas) A COMMUNITY EFFORT, PRACTITIONER CONTRIBUTIONS PERSONA EXAMPLE (1) http://www.adaptivepath.com/blog/2007/03/16/a-little-thing-about-personas/ PERSONA EXAMPLE (2) www.pleiportal.org/wp-content/uploads/2008/04/workshop-persona-example-med.jpg PERSONA EXAMPLE (3) http://blog.highlandbusinessresearch.com/2007/12/ PERSONA SKELETONS How to express your personas Decide on content and layout pages.cpsc.ucalgary.ca/~saul/wiki/uploads/CPSC681/topic-wanpersonas.pdf – quoted from Pruitt and Adlin book Five Histories HISTORIES OF HCI, HCD AND MORE • Pre-HCI Computing • Pre-HCI Design and Human Factors/Ergonomics • HCI and HCD and more human sciences • Art and Design Research • IxD and practitioner communities (e..g, UXPA, IxDA) So What? HUMAN SCIENCES ARE ENOUGH FOR • Research into Design • But HCI scientists have tried to research for design solely through the application of human sciecne (but even then they had to design) • This could use data from a research through design study • This could provide insights on adoption and diffusion for research for design initiatives. HUMAN SCIENCES NOT ENOUGH FOR • Research through Design • Experienced competent effective designers are needed to deliver complete coherent designs to a high standard of production Research for design • • Experienced competent effective designers are needed to demonstrate how new approaches can become methods in use Be Nice to Designers Learn about Learn from Learn with Suspect your discipline Know its limits Critique eveything Find and question assumptions Are you researching? (When) are you human-centred or focused? Whose design process is it? SUMMARY • User-Centred Design isn’t enough Not enough design (HCI smothered it) • Poor diffusion of HCI research into practice Not enough real design (HCI invents/simplifies) • After Three waves of HCI research and practice HCI has time for design realities (research into) HCI can benefit from design (research through) HCI may even support design (research for) If not, Interaction Design will continue to progress on its own Questions? THANK YOU