CS631p
- Human-Computer Interaction |
Spring
2001 |
Lecture
4 |
Work Contexts in Design
Context: Interplay between design
of computer systems and applications within
social and organizational settings.
Work contexts affect design of interfaces
Application design
must consider the organizational setting in which it is used.
e.g.
Past - stand-alone computers
exchanged printed documents created with any word processor.
Present: - Now documents are
shared electronically requiring standards
Past - engineers and scientists
used computers - text-based interfaces
Present - people with a wide
variety of skills use computers - wide range of interfaces
Interface designs have shifted from
generic windows to domain-specific application interfaces
Developers must combine interface design skills with
knowledge of specific work domains.
Two Case Studies
-
Office application with ten thousand
copies distributed throughout corporation (W.S. Orlikowski)
Questions Posed:
-
Whether and how the use of collaborative tools change the
nature of work and pattern of social interactions in the office?
-
What are the intended and unintended consequences?
Relevant Organizational Elements:
-
Peoples' mental models about technology and their work.
-
Structural properties of the organization (e.g. policies,
norms, and reward systems)
Perspective:
-
When people do not understand the point of groupware, they
will interpret the system as more familiar, stand-alone software such as
a spreadsheet or wordprocessor.
-
If corporate culture is antithesis of groupware (e.g. competitive,
hierarchical) the technology will not facilitate collective use.
Corporate Structure:
Three categories of employees:
-
Consultants - do most of daily work
-After time either
promoted or fired and replaced
-After more
time become partners or leave company
-
Partners responsible for overall management of firm
- Prior to study partners observed that operations were
highly redundant - people reinventing the wheel
- Solution - acquire Lotus Notes for consultants (Lotus
Notes: groupware with email and shared database)
-
Technical team of technical support engineers
- Undertook installing notes at sites around world.
Problems:
-
Partners wanted more cooperation among consultants but
consultants needed to prove individual worth
-
Sharing information over network threatened consultants positions
and was in conflict with reward system.
Findings:
-
CIO marketed Notes within organization to high-level managers
-
E-mail used enthusiastically, "sharing" feature not.
-
Technologists too busy deploying notes to educate populace
-
Little education about Notes - bread misunderstanding and
skepticism
-
Education did not emphasize "collaborative nature"
-
Users saw Notes as personal productivity tool
-
Corporate structure did not change to support Notes:
-
Reward systems based on "billing"
-
No new procedures on data access or confidentiality
-
Questions about security
-
Firms culture of competition not changed
NOTE:
- Corporate Culture is independent of quality of hardware/software
system
- Conflicting motivations of users was not taken into
account
But - Notes was great success with
technical support, who happily shared their stuff.
-
Sales support software
Expert system built to aid
sales people specify appropriate system configuration for customers
-
System was never used - complaints about awkward interface
-
System was fixed at expense of millions of dollars.
-
Still not used
-
More interviews showed the software is based on the following
model of sales process:
- Customer identifies system requirements
- Sales force works out configuration
- Price is calculated
Problem - Real Scenario:
- Customers begin with how much they have to
spend!
- Sales force tries to find adequate system for that
amount
Result:
- Program did not support backward reasoning
- New interface meant nothing
From Human Factors to Human Actors
Understand people as actors in situations with a set
of skills and shared practices based on work experience with others.
Shifts in focus:
- From product to process in research
and design
Fix the process,
the product takes of itself.
- From individuals to groups
Personal computer
islands are disappearing
- From laboratory to work place
- From novices to experts
Fields and
users mature
- From analysis to design
- More design skills
- From user-centered to user-involved
design
- From requirements specifications
to prototyping and iterative design
Maximize user involvement: Participatory
approaches to design
Need domain knowledge:
-
Intuition - risky
-
Consult organization's standard practices or policies manual
- unreliable
-
Hire domain expert - relies on one person
-
Bring users into the team
Scandinavian approaches to collaborative
design
-
Develop applications that enhance workplace skills through
increased flexibility
-
Focus on interplay between technology and organization of
work
-
Developers must be immersed in process and culture of workplace
-
Users must be educated in technological possibilities
-
Must make process interesting and engaging
-
Approach create scenarios of future system use - users draw
on knowledge of their work practices to see if things are ok
Cooperative prototyping
Design a prototyping system that can be modified "on
the fly" in the course of user interaction
-
Quantitative analysis is impossible but can quickly move
beyond bad prototypes
Sociotechnical design
-
Enid Mumford developed sociotechnical design in England in
1970's
-
Gave clerks and shop floor workers a greater voice in reorganization
with practices as part of introducing new systems
-
Focuses on facilitated group meetings involving developers,
managers, and future users
-
Like Scandinavian approach, but must consider business mission.
Soft systems methodology
-
Used in Europe
-
From general systems theory and cybernetics
-
Looks at all aspects of system
-
Each port a significant whole unto itself and being a component
of larger systems that have their "emergent properties" not predictable
from knowledge of parts (eg body)
-
Participatory at all levels but a simple theoretician pulls
everything together
Joint application design (JAD)
-
Add more structure to participatory design
Ethnography and interaction analysis
-
Research ethnographers try to understand a workplace through
immersion and extended contact
-
Anthropologists carry out much of the field research
-
Given enough time and money this research can provide most
detailed understanding of a site
Contextual inquiry
-
Method falls between observation and interview
-
Core issue: intensely interview people while they are working
-
Interrupts user to ask questions
-
Goals: support, extend, and positively transform the work
of individuals, teams, and businesses
-
Contextual interviews are steeped in technology and focus
interviewing on understanding work practices.
-
Emphasizes the difference between the work that people want
to accomplish and work required to use the tool
-
Three principles guide the contextual inquiry process:
-
Preserving user's work context to obtain a more accurate
and concrete understanding
-
Creating a partnership with users to reach a shared understanding
of the work processes begin examined
-
Attending carefully to the focus that the interviewer adopts
-
Results of interviews and analysis give five kinds of work
models:
-
Context models: organizational culture, policies, and procedures
that affect work
-
Physical models: physical environment as it impacts work
-
Flow models: major roles and communication paths at work
-
Sequence models: temporal sequences of important activities
within a setting
-
Abstract flow models: composites used to discuss possible
changes in work practices
Information systems perspective
-
IS and HCI communities developed differently and remain apart
-
HCI and IS use words in different ways reflecting different
priorities
-
In the main think about what communities the authors came
from IS, HCI,…
-
Networks forcing IS and HCI to converge