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Rochester Institute of Technology

RIT Scholar Works

Theses

Thesis/Dissertation Collections

2004

Rationale for user oriented design technique

selection

Susan M. Saeger

Follow this and additional works at:

http://scholarworks.rit.edu/theses

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Recommended Citation

(2)

Rationale

for

UserOrientedDesign Technique Selection

By

Susan M. Saeger

Thesissubmittedinpartialfulfillmentofthe requirementsforthe degreeofMasterofScience in Information

Technology

Rochester Instituteof

Technology

B. Thomas Golisano College

of

(3)

Student Name:

Project Title:

Name

Rochester Institute of Technology

B. Thomas Golisano College

of

Computing and Information Sciences

Master of Science in Information Technology

Thesis Approval Form

Susan M. Saeger

Rationale

for

User Oriented Design Technique Selection

Thesis Committee

Signature

Date

=..!Ev~el..J-!.'yn~R~oz=an~ski~· p~hD=---_E_v_e_l~y_n_R_o_z_a_n_s_k_i _---=-.j_-:~d

g

---0

y

Chair

Anne Haake PhD

Committee Member

Deborah Coleman

Committee Member

Anne Haake

(4)

Thesis Reproduction Permission Form

Rochester Institute of Technology

B. Thomas Golisano College

of

Computing and Information Sciences

Master of Science in Information Technology

Rationale

for

User Oriented Design Technique Selection

I, Susan Saeger, hereby grant permission to the Wallace Library of the

Rochester Institute of Technology to reproduce my thesis in whole or in part.

Any reproduction must not be for commercial use or profit.

(5)

Acknowledgments

I wouldliketoextendedathankyoutomy wonderfulparents, TheresaandJoe

Wanchissen,

whohave alwaysencouraged meto "pushthepencil

harder"

Also,

thank

youto

brothers,

JoeandSteve for

listening

atevery

family

eventaboutmyeducational status.

Iwouldalsoliketo thankEdandJackie Saegernotonly for

believing

in me,but for allowing metovisitthemwhenIneededtorecharge and reestablishmyperspective.

I am gratefulforall ofmy friendsandmy husband's friends whohave become

myfriends. You have allbeenso understandingofmyschedule when school hadto

come first. Atthesametime youallknewwhenIneededto takeabreakandlivealittle. Youarethepeople whohelpedto

keep

mebalanced. You are all alittleresponsiblefor

theinitial ideaofthispaperbecause itcrystallizedasJeffandIwere

training

forthehalf marathon you all organizedin 2003.

My

co-workers and managers alsodeserveathankyoufor

listening

and

encouragingme notonly

during

thecreation ofthispaper,but forthepast6 years. Allof you who have beenthere fromthestartknowthechallengesIfacedand your supporthas been greatlyappreciated.

Thankyoutoall ofmyprofessorswhohavecontributedtomyeducational experience. Mostof allIwouldliketo thankmycommittee members andespecially Evelyn Rozanski PhD. Shewastheperson who established andfostered myexcitement aboutthe topicofthis paper. She isnotonly a wonderfulprofessor,but also a mentor and afriend. Iamgoingto miss our

bi-monthly

meetingsthatincludedtopicsfar beyond whatis presentedinthis paper.

Mostofall, averyspecial thankyou goes tomy husbandwhohas beentherefor methroughitallfromthevery beginning. Thank youforalways

believing

inme and

helping

to

keep

my life appropriately balanced. Thank youfor

knowing

whenIneededto
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TableofContents

1. Introduction 9

2. Statementoftheproblem 12

3. Hypothesis 13

4. Definitions 13

5. Background 14

6.

Participatory

Design

(PD)

15

6.1

History

15

6.2 Definition 16

6.3 Techniqueand processsummary 17

6.4 Projectteam type 20

6.5 Application domain 20

6.6 Integration

feasibility

21

6.7 Advantages 21

6.8 Expectations 22

7. Scenario-Based Design

(SBD)

23

7.1

History

23

7.2 Definition 24

7.3 Techniqueandprocess summary 24

7.4 Projectteamtype 26

7.5 Application domain 26

7.6 Integration

feasibility

26

7.7 Advantages 26

7.8 Expectations 26

8. Contextual Design

(CD)

26

8.1

History

26

8.2 Definition 26

8.3 Techniqueandprocesssummary 26

8.4 Projectteam type 26

8.5 Application domain 26

8.6 Integration

feasibility

26
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8.8 Expectations 26

9. UserCentered Design

(UCD)

26

9.1

History

26

9.2 Definition 26

9.3 Techniques and processsummary 26

9.4 Projectteam type 26

9.5 Application domain 26

9.6 Integration

feasibility

26

9.7 Advantages 26

9.8 Expectations 26

10. Performance Centered Design

(PCD)

26

10.1

History

26

10.2 Definition 26

10.3 Technique and process summary 26

10.4 Projectteam type 26

10.5 Applicationdomain 26

10.6 Integration

feasibility

26

10.7 Advantages 26

10.8 Expectations 26

11.

Learning

Centered Design

(LCD)

26

11.1

History

26

11.2 Definition 26

11.3 Techniqueandprocess summary 26

11.4 Projectteamtype 26

11.5 Application domain 26

11.6 Integration

feasibility

26

11.7 Advantages 26

11.8 Expectations 26

12.

Usability

Engineering

(UE)

26

12.1

History

26

12.2 Definition 26

12.3 Technique andprocess summary 26

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12.5 Application domain 26

12.6 Integration

feasibility

26

12.7 Advantages 26

12.8 Expectations 26

13. Fictional Case

Study

Purpose 26

13.1 Formulation ofProblem Statement 26

13.2 Background Scenario 26

13.3 Criteria fortechnique selection 26

13.4 AnalysisoftheCCTA Project 26

13.5 CCTA Project Goal andScope 26

13.6 CCTA Project Timeline 26

13.7 CCTA Project Team SizeandExperience 26

13.8 CCTA Project Team Type 26

13.9 CCTA Project Team Location 26

13.10 CCTA Project Team Dynamics and organizational culture 26

13.11 User Oriented Design approach recommendation 26

13.12

Participatory

Design

(PD)

elimination explanation 26 13.13 Scenario Based Design

(SBD)

elimination explanation 26

13.14 Performance Centered Design

(PCD)

elimination explanation 26 13.15

Learning

Centered Design

(LCD)

eliminationexplanation 26 13.16 User Oriented Design

(UOD)

techniquerecommendation analysis 26

13.17 Analysistechniquesincluded 26

13.18 Analysistechniquesexcluded 26

13.19 Designtechniquesincluded 26

13.20 Designtechniquesexcluded 26

13.21

Testing

techniquesincluded 26

13.22

Testing

techniquesexcluded 26

13.23 Additional deliverables 26

13.24 Expectedproject outcome 26

13.25 Otherconsiderationsthat were outsidethescope ofthis case study 26

14. Conclusion 26

15. AppendixA

-Methodcomparison

by

technique 26
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1. Introduction

Intoday'scompetitiveenvironment,companies cannot affordtoproduce unusable products. This is particularlytrueforcompaniesthatproduce software, astheirsole revenue generator. Consumers choose software productsthatmaketasks easier. This meansthatusability and usefulness of a software product are nolongerrequirementsthat

are "nicetohave", butmustbecore requirements of software applications.

Achieving

theserequirements is a complextask thatrequiresintense analysis and commitmentfrom several areas of an organization. Partofthereasonthis taskis sodifficult is becauseof thewide range of perspectivesthatinfluencethe creation ofsoftware products.

Typically,

the creation of a productinvolvesstakeholdersfrom all areas of an

organizationincluding:

Marketing,

Software

Engineers,

Hardware

Engineers,

Quality

Assurance

Specialists,

Implementation

Specialists,

Project

Management,

andDirectors. Whenpeople with differentperspectives cometogethertomove aproductfroma concept toreality, it is inevitable thatall parties must compromisetoachieve success. Thefirst step toachieving success istounderstandtheoverall organizational goals; thesecond step is understanding theconsumer or end user oftheproduct.

As achieving aclear organizational goal isnotthefocus

here,

theassumptionis that theorganization already hasaclearly identified goal.

Rather,

thefocusis to understandhowtoselectthe appropriateuserorienteddesignmethodand techniques to

achievetheorganization's strategic objective andthespecific project's goals.

Userorienteddesign methods aremultidisciplinary because

they

considerthe

psychology, ergonomics, sociology, engineering, and visualdesign factors affecting productcreation. Auserorienteddesignperspectivefocuseson theend user andthe

interaction betweenend user and product. Thegoal of userorienteddesignmethods isto

add value

by incorporating

thehuman aspectinto productdesign. Becauseofthis human

natureperspective, userorienteddesign methodscanbeappliedtomany differenttypes

of products and systems.

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varietyof reasons. Thequestions

they

askedincluded:

"Which user-centered design

(UCD)

methods are most widely used andwhy?

What are the benefits and weaknesses of each method in the

eyes ofpractitioners?

What are the organizational impacts of UCD and what measures are in place to assess

progress?"

(Vredenburg, Mao,

Smith,

Carvey

2002p.

471)

(Note: theuse ofthe termuser-centereddesign

by

theauthorsisequivalentto the termuser orienteddesignmethodsthatare referredto inthispaper.)

This studyrevealedthatUCD isnot well-establishedintheindustry.

Recently

Rosenbaumcompleted another study.

"Rosenbaum et al.

(2000)

surveyed 134 CHI professionals with a

focus on the contribution of organizational approaches and UCD methodsto strategic usability. It wasfoundthatmajor obstaclesto creating greater strategic impact include resource constraints, which was mentioned

by

28.6% oftherespondents. Resistance to user-centered design or usability, lack of knowledge about

usability were also stated as obstacles.

However,

partnering with

marketing was identified as a very effective

approach"

(Vredenburg, Mao, Smith,

Carvey

2002p.

472)

to UCD.

Hudsonconducted an e-mail survey in 2000 and 102 usabilitypractitioners

revealedthat the mostcommonlyusedtechniques are: informal usability testing,user analysis,userprofiling, evaluating existingsystems,

low-fidelity

prototyping, heuristic

evaluation, task

identification,

navigation

design,

and scenario-baseddesign

(Vredenburg, Mao, Smith,

Carvey

2002). Asimilar 10-questionweb survey,conducted

in 2001

by

Gunther, Janis,

andButlerthatinvolved 100 usabilitypractitionersfoundthat 39%oftherespondentsbelieved usability

testing

tobethemostaccuratein gauging success

(Vredenburg,

Mao, Smith,

Carvey

2002). Thestatisticsindicate thattheselection andimplementation ofthe appropriateuser orienteddesignmethodis not simple andthat

thereis agap in knowledgeabout user orienteddesignmethods.

(12)

results

(Vredenburg, Mao, Smith,

Carvey

2002). Theresultsfoundthat32%of

respondents were notsureif UCDmethodshad helpedsave product developmentcosts;

only 24%believedthatUCDmethodsactually saved productdevelopmentcosts and; 44% thoughtthatUCD increasedtheproductdevelopmentcost. Similarresults were

foundwhenrespondentswere asked abouttheproductdevelopment time.

Vredenburg,

Mao, Smith,

and

Carey

arguethat theresults areinconclusive becausetherespondents maynothavelooked atthe

"big

picture

including

service cost and

redesign"

(Vredenburg, Mao,

Smith,

Carvey

2002p. 474).

Nevertheless,

the

Vredenburg, Mao,

Smith,

and

Carey

studywasconsistent withHundson's informale-mailsurveytakenin 2000. Both studiesindicatethatusability testing,prototyping, andheuristicevaluations arethemostwidelyusedlowcost methods.

Vredenburg, Mao,

Smith

Carey

concludedthat:

"UCD method adoption is quite uneven across different organizations.

UCD staff in many organizations, 41% of

[the]

sample, is centralized, andonly 15% oftheorganizationshave completely decentralized UCDstaff.

The average spending on UCD constitutes about 19% of the total projectbudget.

There is a lack of measurement ofUCD effectiveness and any common evaluation criteria acrosstheindustry.

A multidisciplinary approach to UCD appears to be closely related to perceived UCD effectiveness, although practitioners were not always clear about what constitutedmultidisciplinary. UCD was perceived to have higher impact when there were two or more UCD specialists on the project team compared withonlyone.

Cost-benefittradeoffsplay a major rolein theadoptionofUCD

methods"

(Vredenburg., Mao,

Smith,

Carvey

2002p. 477-78).

Productively implementing

userorienteddesignmethods requires awarenessof theorganizational structure.

Vredenburg, Mao, Smith,

and

Carey

suggestedthatthe organizations usedinthe studies maynothave properly alignedits staff

(Vredenburg,

Mao, Smith,

Carvey

2002). "Respondentswere askedtocharacterize theorganization of UCDstaff. In 41%ofthe companies,UCDstaff were centralizedinan organizational unit, 15%

decentralized,

34% mixed,and 10% unclear"
(13)

Carvey

p.474).

Understanding

themethodsandtechniquesprovidesinsightabouthow to appropriatelyalign staffmembers.

Theinformationprovidedinthispaperwillbegin toclosethegap inthe

understandingofthevarietyof methods andtheirtechniques thatprovide anorganization

thetools to movetowardsa user-centric designapproach. The intent istoprovide a

comprehensive comparison of user orienteddesignmethods,and guidelines formethod

andtechnique selections. Itprovidesthereasoning behindthe selection oftechniques ratherthan randommethod selection. The focusofthis paper willbeon selectinga user

orienteddesignmethodforsoftware applicationdevelopment.

By

providingacentral

location fortheinformationrequired whenselecting user orienteddesignmethods and

techniques,thispaper will closethegapthatcurrentlyexistsItheuser orienteddesign industry.

2. Statementoftheproblem

Userorienteddesign's broadnaturehasprovidedtheopportunity forpractitioners tocombinetechniquesin a uniquefashion

thereby

creating several similar, yetdifferent approachestouser-centric software productdevelopment. As practitionershave

successfullycombinedtechniques thathavecreatedperceived successful software application

design,

thepractitionershaveclassifiedtheselectedtechniques with methodologynames. Thepractitionersthathavemovedinto consultingroles align themselveswith themethodthatcreatedtheirinitialsuccess andthen specializeinthat method. Thepervasive userorienteddesignmethodsthatconsultantshavealigned

themselves withincludethefollowing:

Participatory

Design

(PD)

Scenario Based Design

(SBD)

Contextual Design

(CD)

User Centered Design

(UCD)

Performance Centered Design

(PCD)

Learning

Centered Design

(LCD)

Usability

Engineering

(UE)

Sinceconsultants alignthemselveswith a method it isproblematic foran

(14)

sustainingprocess towardsuser-orienteddesign inthe organization.

Speculationcanbemadethat the selection ofauserorienteddesignapproach

within anorganization happensinconjunction with an immediateneed of ahighprofile project. Furtherspeculation canbemadethatfororganizations newto a user oriented

designapproach looktoconsultantsforsupport. Anotherassumptionisthattheinitial

selectionof a user orienteddesign methodonly includesa review oftheprominent consultantandthemethods

they

offer. Thistypeof selectionmayresolvetheimmediate

understandingoftheprojectobjectives,but maynot resultin asustaininguseroriented

design approach.

3. Hypothesis

If knowledge about proper user orienteddesigntechniqueselectionis availablethen an organizationwillbeempoweredtocustomizea user orienteddesign approachfor successful integration into itsunique softwaredevelopmentproject requirements

resulting in a sustainable user orienteddesign approach. Asustainable user oriented

design approach willhavea positive strategic effectfortheorganization.

Theresultofthe analysis containedinthispaperis a set ofguidelines for

selectinga user orienteddesign technique. A fictionalcasestudy is usedtoillustrate the application ofthe guidelines. Included inthecase study isan analysis ofthemethods and theirtechniques; whereby, thetechniqueshave been

logically

grouped

by

the threemajor stages of a software application projectthosebeing: requirements,

design,

andtesting. In

addition, thedeliverablesprovide

by

each method arediscussed. 4. Definitions

Projecttypes, cross-functionalteams, andtraditional software developmentareterms

usedthroughout thisdiscussionthatrequires adefinitionto groundthebasesofthe analysis.

Thegeneralreference toprojecttypesis basedon theproject objective andincludes

the

following

list (Olson 2004): Newproduct

Reengineering

project

Maintenanceto anexistingproduct

.

Redesigning

an existingproduct
(15)

Transitiontoa new platform

Also,

throughoutthediscussion referenceis madetocross-functionalteams. Cross-functional teams are composed of peoplefromvariousfunctional areas whose competencies are essentialfor achievinga successful outcome. Theseteams include

employees fromalllevelsoftheorganizationandmay includemembersfromoutsidethe

organizationincluding:

key

customers and consultants.

Lastly,

SeffahandMetzker

(2004)

definethe term traditional software

development as

technology

anddeveloper driven with theprimary focus onfunctional

requirements with littleregardforend users workflow or end users environments.

5. Background

Atfirstglance,thedifferentuser orienteddesignmethodologies seemto sharea common

theme:

keeping

theuserin mind when

designing

andcreatingsoftware applications.

However,

not all methods are equal. Thesolutionto theproblemmaynotbeas simple as

the selection of amethod,butrathertheselection ofthepropertechniques fromthe differentmethods.

Selecting

therightmethod requiresanalysis ofthetechniques within

themethod. Itrequires consideration of eachtechnique's abilityto facilitatethecurrent projectgoal alongsidethe strategicdirectionoftheorganization.

This discussionof user orienteddesignmethodologies followsthetimeline ofthe

methods emerging intotheindustry. The discussion beginswiththe

Participatory

Design

method. Someofthemethod's namesmay have been coined earlierthen the

developmentoftheactual method andmay haverootsthatgofurther back in

history

however,

thiswas notfactored intothe timeline. Thechartin Figure 1 representsthe timeline ofthe user orienteddesign methods. Noticeseveraloftheuser orienteddesign

methods emergedin 1989. Theorder ofthemethodsemerging in 1989 is basedonthe

analysis ofthereferences totechniqueswithin apreviouslydefinedmethod. Theanalysis revealsthat eachuser oriented designmethodborrowsconcepts andtechniques fromthe

previous methods and sometimesrenamesthetechniques.

Therefore,

some ofthe overlappingtechniques aremerelyunique

by

thereferenced name. Thechartin
(16)

Useroriented

designmethod

(UOD)

Approximated initial availability

Personwho originated

Participatory

design

(PD)

1960 Christina Floyd

Kristen Nygaard Olav Terje Bergo

Scenariobased

design(SBD)

1980 Ivar Jacabs

John Carroll

Mary

Beth Rosson

Contextualdesign

(CD)

1988 Hugh Beyer

Karen Holtzblatt

Usercentereddesign

(UCD)

1989 Don Norman

Dr. Steven Draper Performancecentereddesign

(PCD)

1989 Gloria

Gery

Barry

Raybould

Learning

centereddesign

(LCD)

1989 Elliot

Soloway

Usability Engineering

(UE)

1993 Jacob Nielson

Deborah Mayhew Figure 1- UOD Time Line

6.

Participatory

Design

(PD)

6.1

History

Participatory

Design

(PD)

began in Scandinaviaaround 1960 fromcollaborationbetween

theNorwegianEmployers'

Federation

(NAF)

andtheNorwegian FederationofTrade Unions. Oneoftheoutcomes ofthiscollaboration effort was "arevisedWorker Protectionand

Working

Environment Act

[AML, 77;

S0rensen,

92]"(Levinger 1998). Thisact requiredthatend users participatein thedesignandbe sufficientlytrained touse new systems. Threemajor projects are creditedfor creatingthefoundation ofPD.

They

are:

The Norwegian Iron andMetalWorkers'

Union

(NJMF)

conducted from 1970tol973. Theirobjective wastoincludeworkersinnew

technology

plans.

. The Swedish DEMOS project(DEMOkratiske

Styringssystemer)

was conductedfrom 1975to 1979. This project confirmedthat the

inequalities betweenworkersandmanagementwere particularly unbalanced when

introducing

new technology. Theoutcome ofthis

project was aninstitutionalizedconflict managementprocess (Levinger 1998).

. TheDanish DUEproject

(17)

influence ontheuse of computer systems. Theprojectcontributedto theinitiation of aprofessionalcurriculum and research programin systems development (Levinger 1998).

Thecommon themeofthesethreeprojects was todemocratizetheunityoflaborand

management when

introducing

newtechnologies. It iscleartoseethat"PD began inan explicitlypoliticalcontext,as part oftheScandinavianworkplace

democracy

movement"

(Muller 2002p. 1). Theoutcome ofthese threeprojects was thebases for PD whichis also referredtoasthe Collective Resource Approach.

Themore recentdevelopments in PDresultedfromthe first PDconferencethat tookplaceinl990 in

Seattle,

Washington. Theparticipantsincluded "prominent leaders from Scandinaviawhohadpioneeredparticipatory approachestocomputer systems development inthe70's and

80's."

Afterthisconferencefuture conferenceswereheld

everytwo yearstofurther

develop

anddefine PD (Levinger 1998).

There is nostrongevidencethatone personisresponsibleforthe developmentof thePD approach. Christine Floyd isthemainEuropeanfigure given creditfor

bringing

PDout ofScandinavia (Bouvin 2004).

However,

therootsoftheCollective Resource Approach are generally associated with theeffortsin

Norway by

Kristen Nygaardand Olav Terje Bergo in theearly 1970s (Levinger 1998).

6.2 Definition

Defining

PD isnoteasy

because,

similartoother userorienteddesignmethods, practitioners vary intheirperspectives,

backgrounds,

and areas of concern. Themore recentPD definitionsare asfollows:

.

"Participatory

Design

(PD)

isa set ofdiverseways of

thinking, planning,and actingthroughwhich people maketheir work, technologies,and socialinstitutionsmore responsive tohuman needs"(TriggandClement2000).

.

Participatory

Design

(PD)

is "anapproachtothe assessment,

design,

anddevelopmentoftechnological andorganizational systemsthat places a premium on theactiveinvolvementof workplace practitioners

(usually

potential orcurrentusers ofthesystem)in design and

decision-making

processes"

(Trigg

andClement 2000). .

"Participatory

design

(PD)

isasetoftheories, practices, and studies relatedtoend-users asfull participantsinactivities

leading

tosoftware andhardwarecomputer products andcomputer-based
(18)

PD isnotnecessarilya"unified

ideology

ormethodology but is a techniquethatcanbeembraced. It is an approachtowardscomputer systemdesign inwhich thepeopledestinedtouse thesystemplaya criticalrolein

designing

it"

(SchulerandNamioka 1993p. xi).

Althoughthere isno singledefinitionfor

PD,

thecommon theme among practitioners whousePD isthat theend user must participatethroughout theentire productdevelopmentprocess. This includesparticipationin preliminary discussions

between stakeholders and managers

(Trigg

andClement 2000). PDpractitioners

understandthat the organizational cultureandthe setting inwhich workis done impacts

design,

andtherefore,PDemphasizestheimportanceofspendingtimewith end users who are

doing

theworkintheirown environment. PDpractitioners alsohave learned

thattheend users aretheprime source ofinnovationand can greatlycontributeto generatingdesign ideas. In addition,PDpractitionerslooktoresolve problemsthat extendbeyond

technology

and ofteninclude theprocess and arrangement of people.

6.3 Techniqueand processsummary

According

to

B0dker,

Br0nbaekand

Kyng,

PD is aperspectiveand atechniquenot

necessarily adesignmethod(SchulerandNamioka 1993p. 158). Schuler further

explainsPD as a perspective and notnecessarilyablueprintforadesignprocess. The

perspective ofPD istoachievethedevelopmentof a usableand stress-free software

design. The use ofappropriateinstructions alongwiththeavailabilityoftheappropriate

functions tosupportthe workflow aretwoelementsthatcontributetothe stress-free nature ofa software design (SchulerandNamioka 1993 p. 6-7). PDprovidestheproper techniques toachievethis goal.

Although PD doesnothavea specific process,thetechniques lendthemselvesto theanalysis anddesignphase oftheprojectlifecycle.

During

theanalysis phasedesign

teammembers, learnabouttheworkthroughworkplace visitswhere theend users participatein interviews or workdemonstrations. Teammembersmeet afterthe

interviews anddemonstrations tocompile what

they

have learned. PDusesthe scenario, contextual

inquiry,

storiesand prototypetechniques all of whichhave been borrowed

by

other user orienteddesign methods.

Thetechniquesthatmake PDuniqueareworkshops and organizationalgames.

(19)

phase. PD specificallyuses aworkshopcalledthefutureworkshop. Thefuture workshoptechniquewas created

by

Robert

Jung

andNorbert Miller

(1987)

toinclude

citizens inthedecisionmakingprocess intownplanning and other political venues. This techniquerequires thattheparticipants write short statements oftheirideas on paper and thenplacethem on awallfortheentireteam tosee. Theoutcomeofthefuture workshop

resembles an affinity diagram. The future workshopthen goesthroughthreephases, whichare; critiquephase,

fantasy

phase,andimplementationphase. Thepurpose ofthe

critique phaseistodefine specificissuesabout current work practices. Theteamthen

moves intothe

fantasy

phase. Thepurposeofthe

fantasy

phase istodefineanideal futuremodel. Theparticipants generate 'what if statementsthatwould solve current

issues. The lastphaseis theimplementationphase. The implementation phase alignsthe ideasgeneratedinthe

fantasy

phase with reality.

During

this phase, the teambeginsto designa realistic solution. The use ofthe termimplementationhere isnotthemovement

ofthesoftware application to theendusers,butrathertheimplementation ofideas intoa design.

Thetechniqueof

'design-by-playing

games'

alsobridges theanalysis workinto designwork.

Ehn, Sjogren, B0dker,

Gr0mbaekand

Kyng

developedtheideaof

'design-by-playing

games'

because ofthe abilityofthesetechniques toinfluence participatory designmethods (SchulerandNamioka 1993 p. 168). Thegames supportthecreation of

alternative work organizations

by

enactingthecurrent routine andthen

discussing

problems. It includes thediscussionabouttheproblemsthata newalternative may

create.

Using

games creates alessemotional environmentfor discussion. Games

keep

theworkentertainingand atthesametime,the teamfocuseson theworkflow. These techniquesallow formembers unfamiliar withthedesign discipline aneasy wayto contribute. Mullerexplainsthat thegamesremove "theconventional authorityofthe software professionals [andreplaces

it]

with a sharedinterpretation basedon

contributionsfrom multipledisciplinesand

perspectives"

(Muller 2002p. 18). Thistype ofdiscussion allowstheanalysis anddesignprocesstomove ataquicker pace and produces betterend products becausepeoplelistentoeach other's needs andthe

(20)

techniques thatcreateasafeand productive atmosphereforpeoplefrom different perspectivestodiscuss conflictingopinions. ThechartinFigure 4 summarizesthese games.

Game Name Description

Organizational Game Acharades-like card gamethatfacilitatesthediscussionof current workflow problems andto achieve a suitable solution. Specification Game A scenario-based gamebasedon a set of 'situationcards',each

of which describeda workplace situation. Thedesignteam takes turns

drawing

acard and

leading

thediscussion ofthe work situation describedonthecard.

Layout Kit A game offloor-plans and equipmentlayout. This illustrates the workers'

perspective ofhowtheshop floorshouldbe redesigned.

Desktop Publishing

Game A story-board gamethatillustrates and annotates on poster size paperthecomponentsof work.

Figure 4 Design Game

Summary

(Muller 2002p.

17)

Stories are anothertechniquePDembraces.

Stories,

just likeworkshops and

gametechniques,

bring

various perspectivestogether

during

theanalysisphase. "Stories in participatoryworkmay function in atleastthreeways: triggersforconversation,

analysis,and

feedback"

(Muller 2002p. 11). Ifan end usertells thestory,itprovidesthe

teamwithbackground informationtounderstand whatfunctionsandfeaturestheproduct must provide.

Alternatively,

ifthe story istold

by

amember ofthedesign team, it isused

topresenttheirconcept of what adesignedproduct will

do,

how itwill beused, and what changes will occur as a result.

Drama isanothertechnique thatsupportstheanalysisphaseinthePDmethod. "Dramaprovides anotherwayto tell stories

-in theformoftheatre or of video"(Muller 2002p. 14). The drama mayrepresent a currentsituation or afuture situation.

However,

it issometimes difficulttodefinewhether agivendramadepictsthepresent orthefuture because the twoare oftenmixed.

Once the teamhas donethe analysis,

they

canmoveintothedesignphase withthe

use of prototypes. Prototypes arethe mostcommonlysharedtechniqueacross all user orienteddesign methodologies.

However,

B0dkerandGr0nbaek

(1991)

introducedthe
(21)

prototypinginthat traditional prototypingapproachesmainlytake theperspectiveofthe

analystor

designers,

whoconductinvestigations intheend user'senvironment,

develop

prototypeson their own, andthen sharetheresults with thesoftware engineers and

eventuallywith theend users

(B0dker,

Gr0nbaekand

Kyng

p. 170). Cooperative

prototypingmeans thattheend usersactuallycreatetheprototype alongsidetheother

teammembers.

6.4 Projectteam type

PDrequires morethana cross-functional team. PDhas been successfulwhere unions are

popularand when

'Workers'

Billof

Rights'

have beenestablished. The hierarchical

structurethat themajorityofU.S.companies use isnotconducivefor PD. PDwould

require majorrestructuring formostU.S. companies. U.S.software development

companies would needto integratesoftware engineers withtherest oftheorganization,

and allow software engineersto interact

directly

withtheend users.

6.5 Application domain

The PDmethod wasprimarily designedtofinetuneexistingsystems. PD is successful

on projects with well-defined scopes and unlimitedaccessibilityto theend users. PD asa

methoddoesnot work wellforgeneral use software creationorinsituations wherethe

end usergroup is largeanddiverse. GrudinandPruittexplainthat"cooperative design

techniques canbeeffectivein in-houseor customerdevelopmentcontextsbutareless

effective incommercial productor package software

development"

(Grudin andPruitt

2002 p. 1). Theproblem withPD formass-market softwaredevelopmentproducts isthat

it isnot reasonable tohaveend user representativesforeachtype of usergroup

participatein the analysis, design andevaluations. Thetimelines do not allowforthis

typeof participation andthecost would not provide enoughbenefit. This isnottosay

thatPDas atechniqueis worthless,just as an end-to-end methodit isnot reasonablefor

mosttypes of software productdevelopment.

Inaddition, the 'Workers' Bill of

Rights',

thatare established

by

unionsmay

contribute to thesuccess ofPD. This 'Workers' Bill of

Rights'

setstheguidelines and

keepsthedesigners andsoftware engineers accountableto theend users. It is

questionableif PD wouldbesuccessfulin an environment were such agreements were

(22)

6.6 Integration

feasibility

PD isanapproachthatrequiresa cultural change within an organization whichtodate haspreventedthis methodfrom seamlessly

integrating

intothesoftwaredevelopment industry. Thistype ofchangerequires changingan organization's culture.

Grudin,

a

Usability

Engineer at

Microsoft,

explainsthat,

"participatory

designismoredifficultto accomplish outsideoftheScandinaviancountriesbecauseofdifferencesin legislative environment, workplaceunionization, and scale andfragmentation of software

developmentorganizational

models"

(Muller 2002p. 229).

Implementing

atruePD

approach would require an organizationtoallow end usersto

fully

participateon project

teams andbetreatedas equalteammembers and notjustas peripheralteammembers who areinvolved in requirementsgatheringandthenare not spoken tounless

compromisesto therequirements are required.

Changing

thewayan organizationthinks about end user participationdoesnothappenovernight. Thetraditional one-directional approachtosoftware productdevelopmentwould needtobecomea

two-way

discussion werethe analysts,

designers,

software engineers and end users all participatein the

discussionofthesolution (Muller 2002p. 6). ThistypeofdiscussionrequiresITto removethe walls and

truly

listento theend usersthroughout theprojectlifecycle. These meansthatunlesssoftwaredevelopmentorganizationsarewillingtomodifythelevelof priority forend userinvolvementand arewillingto

truly

listentotheend users needsthe

bestthePDmethod canhope for istobeused as atechniqueandtocontinuetobe integratedwith other user orienteddesignmethods.

6.7 Advantages

PDgoesbeyondother methodstoinclude end usersas afull-fledgedteammember. It strivesfor designersand end userstohave a practicalunderstandingof each other. Practical understanding differs fromprepositionalknowledge. Practical understanding

"is understandingthatcomesfromthe practical experience of

doing

somethingandthe recall tomind of earlier

experiences"

(Ehn 1993). Prepositional knowledge is

being

able tousedefinitionstoexplainsomething thathasneveractuallybeenexperienced(Stanford

University). PDencouragesdesign

by doing

thusminimizingthelanguage
(23)

AnotheradvantageofPD isthatitencouragesdecentralizeddecision making

because end users participateintheentire designprocess. Endusers are notonly

observedand

interviewed,

but actuallyparticipateinthecreation ofthedesign.

Thegoal ofPD istounderstand organizational changethat will occur andmay

includerestructuringtheend users workflow when

introducing

new ordifferent

technology

in organizational structures (GrudinandPruitt2002p. 99). PDminimizesthe

numberof surprisesthatthenew

technology

maycreateinthe workflow. This is because

PDencouragesa mix of nonlinguistic andlinguistic design artifacts.

Using

nonlinguistic techniquessuch as mockups and prototypes helpsteammembers see a pictureand

minimizestheamount ofinterpretation.

Using

linguistictoolssuchas scenarios also allowsforallteammembers toparticipatein and understandtheend users process prior

todesigning. PDconsidersmorethan theend usersinasilo,butrathertheendusers

within theorganizational structure.

In addition,PDencourages and supportsearlyproduct adoptionfromthe end user

community. There isevidencethatanincrease inend userinvolvementthrough

participationin design activities canleadtoincreasedwillingnesstouse theproduct

whenit is implemented (Muller 2002).

Thus,

PD canbevaluable notonly in shaping

technology

to theend user'sneeds, butalsoin shapingtheenduser's willingnessto

try

a

new

technology

(Muller 2002p. 299).

Theultimate advantage ofPD isthat thenew software product will not only be

useable and usefulbuttheend users willhavea greaterunderstandingofhow the

applicationactuallyworks.

6.8 Expectations

Presentandfuturesoftwareisexpectedtobemoreinteractiveand unobtrusiveto theend

userthanearlier softwareapplications.

Therefore,

new software designcannot exclude

frequentparticipation fromtheend users. PDclaims other user orienteddesignmethods

donot

truly

include end users. The reality isthat theother methods includeend users as

post adhocmembersof ateam thatsimplyreview and sign off on requirements.

However,

embracing PDwillbe difficult intheUnitedStates primarily becauseof
(24)

computer products shouldtakepartin thedecisionsthataffectthesystem andtheway it

is designedand

used"

(Greenbaum 1993p. 28). Although theU.S.cultureisconsidered

democratic,

whenitcomes tosoftwaredesignand

development,

afewpeopledictatethe

outcome. In

theory

software engineers agreethatend users shouldbe

involved, however,

inpractice software engineersoftenfeelthatend users makeimpossiblerequests that

cannotbeaccommodatedin the timeframeandbudgetestablished

by

stakeholders.

"Many

countrieshavelegislatedthatrepresentatives ofdifferent interests be involved in

projects; elsewhere,management andlabor haveagreedtoconsultationoverany proposed changein workingconditions.In mostEuropean countriesformal

technology

agreementsbetweentradeunions and employer organizations establish requirementsfor

developmentprocesses"

(Gr0nbaek, Grudin, B0dker,

andBannonp. 80).

Therefore,

althoughPD worksinothercountries,theUnited States has adopted otherdesign

methods, whichlimitend userinput inthesoftwaredevelopmentprocess. "Although sustained userinvolvementseems

desirable,

itseffect on commercial productsisnot clear"

(Grudin andPruitt 2002p. 1). This uncertainty abouttheimpactto thebottom line

limits theabilityof organizationstoembrace PD.

7. Scenario-Based Design

(SBD)

7.1

History

Theorigin of scenarios is in theatrical studies. Scenarios were and are used

by

many

people such as militaryemployees,economistsandpolicymakers for

long

range planning andtoweigh theconsequences of actions (Carroll 2000ap. 320).

However,

Ivar Jacobsen promulgatedthepopularityof scenarios withhis use caseapproach to

softwareengineering (Carroll andRosson 1992 p. 182).

In theearly

1980s,

SBD emergedfrom theHCIfieldtoresolve theneedto

providetherightbalance between modelingapproaches andpurelyexperimental

approachesthatrelied

heavily

on usability

testing

(Jarke,

Bui andCarroll 1998 p. 159).

As HCIcontinuedto

develop

throughthe

1980s,

focus was placed onthe concept of usabilityandits rolein systemdevelopment. Itwas

becoming

obvious thatusability
(25)

ofevery stepofthesoftwaredevelopment lifecycle startingwith analysis (Rossonand

Carroll 2002p. 13).

Inthe

1990s,

scenario-basedsoftware developmenttechniquesbecamepopularin

softwareengineering because

they

described

key

situationsin a narrativeformatthat an

audience representingvarious perspectives couldeasilyunderstand(RossonandCarroll

2002p. 7). Thiseliminatedtheneedto share complex models withtheend users and

stakeholders. Scenariotechniquesbridgethe communicationgap betweenthe team

membersthatprovide requirements andthe teammembers thatproduce andimplement

thedesign. Scenariosare a mechanismthatcanbeusedto streamlinetheexpectations

aboutthefinalproduct.

7.2 Definition

"Scenario-based designtries to

identify

the critical andtypical things thatpeople door

wanttodoandthe tradeoffsassociated withdesign featuresthatenablethese

activities"

(RossonandCarroll 2002p. 359). Scenariosfocuson thesituation

including

thepeople

involved,

the environment, theobjectives andthegoals. "Inscenario-based

design,

descriptionsofhowpeople accomplish tasks areprimary working design

representations"

(Carroll 2000bp.45). Scenario-based design containsfive

key

elements. The

information in Figure 2 definesanddescribestheseelements.

7.3 Techniqueand process summary

Thegoal ofthe SBDprocessis tofocusthedesign team's

thinking

on thenecessaryend

usertasks (Rosson andCarroll 2002p. 315). The SBDprocessdoesthis

by

providingan

iterativeapproachusing differenttypes of scenarios. Theprocessprovides theabilityto

refine theoriginally definedscenarios. The SBD processincludesthe

following

steps:

(RossonandCarroll 2002p.

346)

1. Developmentof requirement scenarios

2. Validation/refinementof scenarios with users andcustomers

3. Developmentofbasic-leveltaskscenarios

4. Refinementofdesignscenarios withdevelopmentteammembersand

customers

5. Developmentofinformationmodel 6. Review withteammembers

7. Developmentof paper prototypes

(26)

10. Review withteammembers

11.

Develop

and refinearunningprototypes

12. Formativeevaluation

13. Analysis oftranscripts/reportpreparation

14. Detaileddesignand prototype driven iterationof previous threesteps

4. Beprecise but include everyone on the team

Figure 2- Fiveelements ofScenarioBased Design

RossonandCarrollp.21

Thescenarios aredefined using a

five-step

method, whichis: analyzingthe

organizational

decision,

identifying

the

key

decision

factors,

analyzingenvironmental

forces,

defining

thescenariologicandanalyzingtheimplications forthefinal decisions.

Analyzeorganizational decisions isthefirst step and occurs priortocreating

scenarios. This is becausetheteammust understandtheorganization's goal and vision

forthefuturewithin thescope ofthe topic

being

analyzed. This analysisincludes
(27)

investments,

and market strategies. Thesecondstepto thescenario

building

processis to

identify

thefactors thatinfluence an organization'sdecisions. These factorsprovide

insight intotheorganization'svalues thatcan

help

theprojectteamunderstandthe

strategic goals and provide aframeworktomaketactical decisionswithin theproduct

developmentprocess. Thethirdstep isto analyze environmentalforces. This analysis

directly

defines future businessstrategy. This includes consideringpotentialcompetitors

and general economicconditions. Thebackgroundanalysis providesthemechanismto

createtheinitial scenarios. Thefourth step is todefinescenariologic. This step defines

thescenariotemplatethatwillbeusedthroughouttheprocess. "Scenariologic involves

organizing themes,principles, hypothesisand assumptions thatprovideeach scenario

with acoherent,consistent and plausiblelogic underpinning"

(Jarke,

BuiandCarroll

1998p. 164). Thisthenmovestheprocess to thefifth andfinal step, whichis analyze

implicationsfor decisionsand strategies. This stepconsiders the implicationsofthe

scenario. The

following

questions shouldbeansweredinthis step:

What dothescenariossayaboutthedesign and

timing

of particular strategies?

Whatthreatsand opportunities dothescenarios present

forthefuture?

Whatcriticalissuesemergefrom thescenarios?

Fromtheorganization'splanningperspective, what

kindof

flexibility

dothescenarios suggest are

necessary?

SBDprocessis hierarchal anditerative in its approach to

defining

andrefiningthe

differenttypesof scenarios. SBD defines fivescenario categories: problemscenarios,

activityscenarios,informationscenarios, interactive scenarios,and edge case scenarios.

Thescenario categories providetheanalysis focus forthe teammembers.

Aproblem scenariofocuses onlyon currenttasks. Theseare created with the

help

ofthestakeholders early in theprojectbecause

they

help

define thescope oftheproject

(RossonandCarroll 2002p. 25).

Activity

scenarios (a.k.a.

daily

usescenarios)focus ontheinformation theend

user needstocompletethetask. These scenarios attempttoresolve theissues defined in

(28)

workflow (RossonandCarroll 2002 p. 142). Thesescenarios definewhatneeds the

process shouldbewithout regardto thedesign.

Information scenarios are an extension ofactivity scenarios. Information

scenarios providethedetailabouttheinformationthe system providesto theend user.

Interactionscenarios describethe detailsoftheuser action andfeedback. More

explicitly interactionscenarios explain: theinformationneeds, theactionstheusertakes

tointeract withthe task

information,

andtheresponsesthe system providestothe user's

action. Theseare verysimilartousecasesonly ina more narrativeformat (Rossonand

Carroll 2002p.

16,

26).

Thelasttypeofscenario, edgecasescenarios, shouldbeused cautiously. Edge

case scenariosincludetasks thatareuncommon, but analyzingthesecausesand effects

can prevent anincompleteproductdesign. In mostcases, thereisminimal valuein

creatingedge case scenariosbecause

they

have averynarrowfocus. As such,

they

shouldonly be used whenthe time permits,orthelevelofcomplexity andimpactof

possible mistakes are socostlythat thesesituationscannotbe ignored (Cooper 1999p.

181).

Oncethescenarioshave been drafted

they

arefurtherrefined with theuse of claims

analysis. Claimsanalysisis aformofparticipatory designwherethedesign teamand end

users scan the scenarioforthecauses andeffects andcapturethedesignrationaleforthe

future system. Claims analysisis defined

by

Chin, Rosson,

andCarroll

(1997)

as "a

refinementofparticipatory design in whichtheusers

directly

analyze current and

envisioned scenarios of

use"

(Carroll 2000bp. 272). Claimsanalysis provides a method

forsystematicquestioning thatis imperative inunderstandingtheuser's needs. This

techniquebringstolight

issues,

conflicts,andcontradictionsthatare notobviousinthe

scenario. Theproblem withclaims analysisis it is an iterativeprocess thatdoesnothave

a well defined startingorendingpoint(Carroll2000bp. 135). Thismeans thatit is

difficulttoknow whenenoughanalysis has beendone.

Typically,

thisactivity is time

boxedso thatwhenthe timeruns outthe analysisisconsidered complete.

The diagram in Figure 3 provides an overview of the scenario development

(29)

glance, itappears thatscenario developmentis alinearprocess, it is actually an iterative

process.

Scenario

Building

Process

Analyze

Analysisof

stakeholders, fieldstudies.

Metaphors, information

technology,HCI theory,guidlines

Summative

evaluation

Problem Scenarios

T

Design

ActivityScenarios

InformationScenarios

InteractionScenarios

Prototypeand Evalute

Usabilityspecifications

Claimsabout current practice

Iterativeanalysis of

usablityclaims and redesign

Rosson& Carrolp.25

Figure3- Scenario

building

process

1A Projectteam type

Cross-functionalteams workbestwhenusinganSBD process.

However,

becausetime

lines areshrinking duetomarket

demand,

it is

increasingly

moredifficultto haveall

teammembers participatein every stepoftheSBDprocess. Eachteammember

typically

(30)

when participatingon across-functionalteam.

Typically,

designteammembers are

assignedtobuildcertain scenariosandthen the teamgatherstoshareknowledge.

7.5 Applicationdomain

ThetwoexamplesCarrollprovides suggests thatSBDis successfulon well

defined,

small-scaleprojects, using existing

technology

and acentrally locatedteams. For

example,Carroll describesa project

delivering

a multimedia systemfor educating

engineers in a university. Theproject characteristics

include;

an enormousill-defined

scope,

implementing

complextechnology, andgeographically distributedteammembers.

Intheexample ofthemultimediaproject,Carroll explainsthata vision scenario was

createdbut only rarelyreferenced. Themultimedia systemproject veered offthe SBD

approach and used a prototypedrivenprocessbecauseoftheenormous scope. The

second exampleCarroll providesis adesignof a

library

systemthathadasmaller,

well-definedscope, andcentrally locatedteammembers. Carrollexplainsthatthisprojectwas

also notcompletelysuccessful. The SBDprocess usedinthe

library

systemdesign did

notaccurately

identify

theroot cause oftheproblem andthis created rework. Carroll

admitsthat themultimedia and

library

examples were not representative ofbestcase

practiceforscenario-baseddesign (Carroll 2000bp. 43). Thiscallsintoquestionthe

capabilityofthismethod.

The capabilityofthis methodis furtherquestionedbecause Carrollexplainsthat

SBDhasnot used on projects thatincludesafety-criticalapplications, embeddedsystems,

orconcurrencyand,therefore, isnot sure ofits abilitytosupport suchprojects(Carroll

2000bp. 327). "Scenario-baseddesign may be

differentially

effectivefor different kinds

ofdevelopment

projects"

(Carroll 2000bp. 327). Carrolladmitsthat"scenariosare often

used

ineffectively

or

inarticulately"

(Carroll 2000bp. 43). Although theremay be

benefitsofusing scenarios as atechnique,it issuspectthatSBDwill provide successful

results.

7.6 Integration

feasibility

Scenario-basedactivities canbe integrated into a system developmentmethodology.

"McGraw andHarbison

(1997)

have describedascenario-basedengineeringprocessthat

integrates scenariobaseddesign with traditionalstructureddevelopmentmethods, and

(31)

these traditionalmethods"

(Carroll 2000bp. 317).

They

explain thatscenarios closely

mirrorhow software engineers andsoftwarequalityassuranceteammembers reason withintheirfunctionaltasks. Theclaims analysis will seem recognizabletoorganizations thathaveusedtraditional structured analysis methods tosoftware applicationdesign. This is becausesoftware claims are analogousto usabilityclaims usedinSBD. The

disparity

isthatsoftwareclaims addressimplementation featuresthathaveconsequences

on softwaredesignquality. The usabilityclaims articulatetherationalefor

designing

with end usersin mind.

7.7 Advantages

Scenariosareeasytoproduceand assist with cross-functionalteamparticipation and informationsharing. Thenaturallanguageof scenarios allowsteammembersfrom

various perspectives toparticipate.

They

also provide a mechanismto shareknowledge within theteamandto transferknowledgetomembers outsidethe team.

Scenarios

help

plan thework. "Thescenario-basedprocess allows allthe

activitiesto communicateina common vocabulary: orientinggoals andvisions,

workplace needs analysis, designwalkthroughs, envisionment, prototypes andrationales, evaluation of criticalincidents andtestcases, and potential generalizations and

abstractions"

(Carroll 2000b p. 309). Thereviewofthescenarios helpsthe team

members seethe project goalsin termsoftheend user's needs alongwith the

organization's goals. In addition,the scenariosfacilitatethecompletion of eachteam

member'sfunctionaltasks. Forexample, usage scenarios can

help

todefine interview questionnaires that theinteraction designer may berequiredtocreate.

They

can alsobe

usedto

help

guidetheimplementation anddeployment becausescenarios explainthe

frequency

ofthe tasksand potential peaktimeswhenit maynotbeappropriateto

implementa new system. Scenariosexpoundthepatterns andsocial mechanisms thatare

importanttoconsiderinthe design. Thepatterns oftaskcompletionin a scenario

identify

the appropriate

functionality

layout.

Anotheradvantageisthatscenarios

help

designersreflectwhilegivingthema

sense ofaccomplishment. "Ascenarioisaconcretedesignproposalthatadesignercan evaluate and

develop,

but is also roughinthatitcanbeeasily alteredandallowsmany
(32)

tomovetowards amore concrete design. "Scenariosaregood atvividly capturingthe

consequences andtrade-offsofdesignsat variouslevelof analysisand withrespectto

various

perspective"

(Carroll 2000bp. 87). This leadsto thenextadvantage.

SBDprovides a systematic methodto designand evaluate. SBD facilitates design

rationaleusingclaimsanalysis. Theclaimsanalysis technique,whichis alarge aspect of

SBD,

makes therelationship between functionsand consequences of use explicit (Carroll

2000bp. 152

-53). Claimsanalysis allows the team toanalyze explicitlythepros and

consof aspecific design asitrelatesto thescenario. Thesystematic method minimizes

downstreamdesignchanges.

SBD andits techniques matchthedesignanddevelopmentteam

members' cognitive

model making it easy forthem to learnthismethod. Carroll stipulates that

object-oriented software requires developersto thinkinterms offunctionsandSBD

complementsobject-orienteddesign reasoning because thevarioustypes of"scenarios

areideal structuresfor engineeringrequirementsandusability, that

is,

for

identifying

the

required

functionality

of systems andevaluatingtheeffectiveness oftheirrealization

(Carroll 2000bp. 233).

7.8 Expectations

SBD techniqueshave beensuccessful and will continuetobe successful whenintegrated

into other user orienteddesign methods. Scenarios as atechniquehave beenborrowed

by

other user orienteddesign methodsbecause ofthevaluethis techniqueprovides to the

initial analysis phase.

However,

SBD as a user orienteddesignmethodhasnot yet

proven itselfrobust enoughfor anytypeof project. Carroll admitsthat"it is far from

clearthatscenario-baseddesign will provide acompletelygeneral and comprehensive

systemdevelopment

methodology"

(Carroll 2000bp. 327). It isquestionableif SBDwill

everbeperceivedas a useable designapproachbecause itsrelianceon thescenario asits

main deliverable.

Oneofthechallenges for SBD isthattheprojectteammustbeableto tolerate the

vaguenessoftherequirements. Scenarios allow muchinterpretation ormisinterpretation

by

thereader. Softwareengineers customarilyhavealowtoleranceforambiguitywithin

the requirements, whichis themost probablereasonfor SBDnot

being

widely accepted
(33)

usedscenariosin thedevelopmentand analysis of prototypes

typically

aniterative

process ofrequirements

development."

(p. 317). Theuse of scenarios as an analysistool

works well;

however,

touse themastheprimary deliverabletoasoftware engineerhas

notbeen proven successful.

The informalnature ofSBD isyet another obstaclefor SBD. Carrollexplains,

"Scenarios are not

formal;

they

arenottechnicalin any

fancy

sense"

(Carroll 2000bp.

17). SBDtechniquesproduce words ratherthanpicturesor

diagrams,

andmosttechnical

teammembers donotenjoy readingvolumesofinformation. Thetechnical team

memberscannot see thepictureif

they

donot readthewords.

In addition,therepeatablesuccess ofSBD hasnot yetbeen proven. Although

Carroll'sultimate goal istomakeSBD the

key

tomoving designworkintoascience,this

goalisunrealistic. Theproblemis thatnotwosoftware developmentprojects areexactly

alike.

Lastly,

SBDsuccess dependsonthe training,support, and creation of scenario

managementtools. There is a critical needfortools thatcreate, modify,organize and

track thescenario creation process. Scenarios canbecome difficulttomanage when there

aretoomany iterations and variations. Although scenariocreation onthesurface seems

easy,producingtheright number withtheright amount ofdetail is achallenge. In

addition,designerand software engineers needtolearn howto transform the scenario

intoa useful and usable softwaredesign.

8. Contextual Design

(CD)

8.1

History

Contextual Design

(CD)

begantoevolvein 1988. "CD wasdesignedatDigital

Equipment Corporation underthe

leadership

ofDr. KarenHoltzblatt"

(Marion 1997a).

HoltzblattcreatedCD toprevent projectteamsfrom agonizingabout what shouldbe

designed

by involving

end users upon theprojectinitiation. In

1992,

Karen Holtzblatt

andHugh Beyer founded InContext

Enterprise,

whichis aconsulting companythatis

alignedwith theCD method. CDcontinues to

develop

asit is

being

used

by

more
(34)

8.2 Definition

ContextualDesign

(CD)

is "anapproachto

defining

software andhardware systemsthat

collect multiplecustomer-centeredtechniques intoan integrated designprocess(Beyer

1997p.3). The CD method providestechniquesfor gathering

data,

driving

design,

and

managingteams. Thismethod stressestheneedtogather end userdata intheform of

datamodels thatbuildon a structural analysis approachusingtechniques such as object

modeling,enterprisemodeling, and process reengineering. Thetechniques

help

to

facilitatethedecisions abouthowtheend user willfunction in thefuture. "Contextual

Design provides completesupportforthedesignprocess,from theinitial customerdata

gatheringthrough the transitiontoobject-orienteddesignor whatever other

implementationmodel you favor"

(Beyer 1997 p. 5). Itprovides a clear processand

concrete actions. Thecentral aspect ofCD isthatitpromotes stayinggroundedinthe

understanding ofhowtheend user works.

8.3 Techniqueand processsummary

Thesteps for CDare as follows:

1. Contextual

inquiry

2. Work modeling

3. Consolidation

4. Workredesign

5. Userenvironmentdesign

(UED)

6.

Mock-up

and evaluation

The initial step in CD is performingcontextual inquiries. Contextual

inquiry

is a

technique thatprovidesinsight intothecurrent workflow andincludes uncoveringtheend

user's tacitknowledge. Contextual

inquiry

typically

begins withone-on-oneinterviews

intheend user's workenvironment. An alternative approachtocontextual

inquiry

may

beneedediftheworktakes place overa

long

periodoris difficultto observe. Alternative

approaches can be identified in Appendix A.

The subsequentstep in CD is creatingworkmodels. Workmodels consolidate

theinformationgathered

during

thecontextual

inquiry

and provideatangible

representationof end user's work. CDprovides severaldifferent modelingtechniques

thatassist theprojectteamsunderstandingthe

breadth

oftheend usersrequirements.

By

(35)

moreflexiblesoftware applicationarchitecturethatsupportsfutureexpansion. In

addition, thesemodels areusefulin managingtheprojectandthemarketingofthe software application because

they

clearly

display

end user's workflowandthehigh-level

functionality. CDuses five typesof work models: workflowmodels, sequencemodels,

artifactmodels,cultural models and physical models.

Workflowmodels

help

teamstounderstandthe end

users'

communication

patterns. Theteamidentifiestherolesand responsibilities ofthepeople whodothework

andhow

they

interact. "Theconsolidatedflowmodelis thebest map tohow workis

done,

showingthebreadthof work andthe detailsofhow peopleinteract. Theflow

model shows what roles peopleplay, andifyouhavesystems already inplace, youcan

see whatroles

[are]

supported"

(Beyer 1997p. 170).

Typically,

work rolesare consistent

acrossdomainswhich can assisttheteamin providinga softwareapplication thatis

usefultoabroadrange of customersifthatis thegoaloftheproject.

Sequencemodels showtheorder of stepstaken tocompletethework,

including

the trigger thatinitiatedwork. "Sequencemodels show whatthecustomeris

trying

todo

andhow

they

go about

doing

it"

(Beyer 1997p. 197). Thesequence modelillustrates

communicationbreakdownswithin theprocess

being

analyzed. Thesemodels aresimilar to taskon arrowmodels anddecision diagrams thatare usedin structuredsoftware

analysis approaches.

However,

thegoal ofthesequence modelsis notonlyto showthe

order ofthe stepstocompletethework,butalsotoillustratethecurrentcommunication

breakdowns.

Artifactmodelsinclude job aids,referencemanuals, andguides. Theartifacts

illustrate an opportunitytoenhancethecurrent software application. "These

[artifacts]

reveal howpeopleorganize and structure workfrom

day

today"(Beyer 1997 p. 178).

Theartifacts are analyzedforstructure, usage, andintent. Thegoalofthisanalysisis to

integrate information intothe softwareapplication.

Culturemodels reveal work constraintscausedboth

by

anorganization'spolicyas

a whole and values ofindividualemployees. The way employees dress andthelanguage

they

use defines an organization's culture. Thecultureisfurther defined

by

the

relationship between departmentsandthegeneralregardto thecustomers. "Thecultural models speakthewords peoplethinkbut don'tsay"

(36)

toemployees'

regardforeach other andthecustomer assiststhedesignteamto

understandtheorganization'sculture andprovides insightfor establishingthebasic

design standards. Forexample,ifa softwaretooliscreatedfora conservativecompany

thelookandfeel shouldnotinclude glitzygraphics.

Physical modelsrepresentthegroupingof people andequipment, andthe

movementbetweenobjects inordertogetthejobdone. Theenvironmentthatatoolis

usedin will often revealdesign constraints. Themovementofartifacts,communication,

toolplacement, amount ofspace, andtemperatureall affectdesign. Thismodel guides

thedesignteam'screation of asuitablemetaphor andtheplacementoffunctionswithin a

software application.

Eachmodelfocuseson a unique perspective to

help

the team stay focusedonthe

end

users'

issues. The flowmodelidentifiestheroles and responsibilitiesforsequence

model. Theresponsibilities arefurtheranalyzedto definethetasksthatmake upthe

sequences model. Artifactcollection identifiesthe toolsnecessarytocomplete one or

moreofthesteps inthe sequence. Thecombination ofthesemodelsis thenusedto

understandthecompanyculture, andthephysicallayoutoftheworkplace inrelationto

theend user's requirements.

CD providesa specific stepthatinvolves consolidatingthe

information,

making it

manageable enough tomoveinto adesign approach. Theconsolidation effort uses

interpretation sessions whereaffinity diagrams aredeveloped. The interpretationsession

includeparticipation oftheentireteamandbuilds a sense ofcommitmentinthe

developmentoftheappropriate solution. The interpretationsessions allow everyoneto

hearthesamequestions,answers, anddiscussions.

Therefore,

teammembersbuildon

each

others'

ideas. Beyerexplainsthat:

"Interpretation isthechain ofreasoningthat turns afact into an action relevantto thedesigner's intent. Fromthe

fact,

theobservableevent, thedesignermakes a

hypothesis,

aninitial interpretation aboutwhatthefactmeans orthe intent behindthefact. Thishypothesis has animplication forthe

design,

which can berealized asaparticulardesign ideaforthe

system"

(37)

Therefore,

theinterpretation sessions provides theappropriateforumto

develop

an

affinity diagramandconsolidatedwork models.

Affinity

diagramming

isone ofthe tools usedtoillustratetheconsolidated work

models. The affinitydiagram

typically

hasahierarchical structureinwhich theaffinity is

an outline oftheend user's work. It illustrates the

key

elementsoftheproblemthatthe

designteammust resolve. Theconsolidated work models

including

theaffinity diagram

representseeminglytrivialend user anecdotes as real system obstaclesthatrequire a

solution.

Theconsolidatedtasksequence model canbe donewiththeuse ofstoryboardsto

sketch outhow thesystem will worktoaccommodatethetask. Storyboards arerapidly

created and usedto illustratewith minimal detailhowthework willbe done. This

techniqueprovidesthe teama visual aidforwhathastohappen inthedesign and whenit

hastohappen.

Workredesignis thenext appropriate step if it iswithinthescope oftheproject.

Workredesign provides efficiencies to thework practicethatmayormaynotincludethe

use oftechnology. This stepalso takes advantage ofthestoryboardtechniquebecause it

visuallycommunicatestheworkflow.

Oncethework models areconsolidated, theuser environmentdesign

(UED)

model is created. CDuses aUEDmodeltoillustrate howeach part ofthesystem

supportstheend user'swork,whatfunctions areavailable, andhow

they

are

interconnected. The UED isnotconcernedaboutthe UI

details,

but ratherthefunctions

that thesystem will provide andhowthesefunctionsrelatetoeach other. Thefunctions

arethen made availablethrough menus,toolbars, andkeyboardcommands thatcan be

consideredlater inthe designprocess. Ifstoryboards werecreated

they

can be leveraged

to buildtheUEDmodel.

However,

theUEDmodel can be builtwithoutstoryboardsifa

currentsystemis inplaceandtheprojectgoalis toreengineerthecurrentsystem. Inthis

situationthe UED isusedtorevealthecurrent system's problems in meetingtheend

user's workflowrequirements. Similarto the storyboard, the UED isusedtomanagethe

structureofthe system; thedifferenceis theUED adds alevelofdetail.

The UED canbeusedforseveral purposes

depending

onthegoal oftheproject.
(38)

release. This is becauseit illustrates thescope of

functionality

fortheend-to-end work

processes

being

analyzed. Whenthegoalistocreate a new softwareapplication,the

UEDprovidestheteamaconcrete and consistentunderstandingof whatdataneedsto be

available tocompleteeach activitywithin a given process. The UED specificallyassists

theinteraction designers in creatinganappropriatelylayeredinteractiondesign because

"the UED works against proliferation of

dialog

boxes"

(Beyer 1997p.398). IftheUED

has allottedforafunctiontobe part ofthefocusarea, then thatfunction musthave

allocated spacein thedesign. The UEDcan alsobeusedtoleve

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