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Interaction design in the wild

-some reflections on the context

of design.

SIDeR 2006

Keynote

Dag Svanaes

Dept. of Computer and Information Science, NTNU – Trondheim

Norway

My background (short)

• 1982: M.Sc. Computer Science, Trondheim.

• 1984: Social anthropology, Oslo.

• 1985: Design tools for teachers.

• 1986: Univ. of Trondheim.

• 1993: Apple Research, Calif.

• 1998: Stanford CS, Interval Research.

• 2000: PhD: Understanding Interactivity.

• 2001: Interaction Design Institute Ivrea, Italy

• 2005: Mobile health informatics lab.

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2

Interaction Design

• Interaction Design defined (ixda.org):

– “Interaction Design is the professional discipline that defines the behavior of interactive products and how products communicate their functionality to the people who use them”

– “Good interaction design makes products ranging from computer software to clock radios to cars more useful, usable, and desirable”

Interaction Design

• Interaction Design defined (ixda.org):

– “Interaction Design is the professional discipline that defines the behavior of interactive products and how products communicate their functionality to the people who use them”

– “Good interaction design makes products ranging from computer software to clock radios to cars more useful, usable, and desirable”

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Quality criteria

...useful, usable, and desirable…

(Liz Sanders/SonicRim), from the Roman architect

Vitruvius

(50 BC): “

Utility, strength and delight”.

Utility/useful:

– Usability, fits the needs.

Strength/usable:

– Technically well made.

Delight/desirable:

– Eye pleasing, culturally/socially desirable, interesting.

Colloseum

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4

Colloseum

• “Utility, strength and delight” for whom?

– blind to the ethical/political dimension.

Power relations

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Interaction Design

• Xerox Star (1975-80)

– User studies

– Prototyping

– Usability testing

– Graphical user interfaces

– Mouse input

– Desktop metaphor

– Object-oriented UI design

Scandinavian

Interaction Design

“useful, usable, and desirable” +

a social/political/ethical dimension.

The UTOPIA project (1981-86), Ehn, Bødker++:

Including the users as design partners

Respecting the “tacit knowledge” of the worker

Empowering the workers vis-à-vis management.

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6

The politics of technology

• Examples in the news:

– Windows vs. Linux (Microsoft vs. GNU)

– Yahoo & Google in China: Access to search logs. – DVD formats, MP3, file sharing.

– Police access to mobile phone logs.

• Not so much in the news:

– Computer systems with hopeless usability (e.g. patient record systems in hospitals)

– The digital divide (e.g. web-based systems in primary schools)

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Anecdote 2: Fast food restaurant

Interaction design state-of-the-art

• Quality crieteria:

– Useful, usable, desirable and ethical.

• A set of methods and techniques for

reaching these goals:

– Field studies, exploratory prototyping,

scenario building, personas, usability testing,

cultural probes, drama workshops,

information architecture maps, card sorting,

visual communication, interface metaphors,,,

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8

Understanding the context of use

Case: Electronic Medical Records (EMR)

• National EMR research center established

in Trondheim in 2004. Funded by the

Norwegian Research Council.

• Focus on system integration, user

involvement, field studies of EMR use, and

mobile EMR.

• Includes a usability lab for testing both

desktop and mobile EMR systems.

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Usability lab with mobile walls

The lab in use

Cameras.

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10

Drama workshops

• Physicians and

nurses act out

situations from the

hospital and build

paper prototypes of

new solutions.

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Prototyping and usability testing

• Example:

– Distributed user

interfaces on

nurse PDA and

patient bedside

terminals.

– Running prototype

tested in lab.

All well?

• We have the methods, the theory, and the

skills to do high quality interaction design.

• BUT:

– The methods are not widely used

– Often fragmentary use

– Not integrated into current systems

development practice.

– Often as “plug-ins” or “add-ons” late in

projects.

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12

Façade builders

Bring in the interaction

designers.

Designers & Programmers

Fine, just hand it over

to the programmers.

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Understanding the context of design

Designer User Software/ service/ product

A complex web of relations and

communication channels

Designer User Software/ service/ product
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Example 1: Power button

• Apple PowerMac 6100

Mac: Power button PC: Floppy eject

Apple computer internal

• HW vs. SW people.

• Desktop vs. Server vs. Laptop etc.

• Management / Programmers

• +++++

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End-users (Doctors, Nurses,,) Hospitals

Example 2: Healthcare IT

Hospitals

End-users (Doctors, Nurses,,) Regional

acquisition organization

Software companies

Software developers

Challenge: How get the developers talk to the users!

Regional healthcare org.

Tender projects

• Problem:

– No process

requirements in

the contracts.

– All end-user

contact done

prior to

contract.

Pre-contract After contract (no user-centered activities!) Requirements analysis Requirements specification Requirements evaluation Design Implementation, deployment Tender preparation Tender Evaluation of bids. Contract negitiations

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16

Two years later

• New mobile phones with major usability

problems. Months before new update

appeared.

• IT systems that are unstable and

unreliable.

• Bad fit with current work practice.

• Much negative publicity in local news.

Example 3: Web portal

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RUP processes

• RUP defines

processes, e.g.

requirements

handling.

Interaction design & RUP

• The activity

Interface design

was placed

very late, and with no user contact.

• Quote from a designer in the project:

“I do not have enough data to make the user

interface. I do not know the users and their

work situation”.

• The customer did not provide contact with

the real users, only with a self appointed

“user advocate”.

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18

Suggestions for process changes

• A new UCD

process.

• Does it solve the

problem?

• Add-ons,

plug-ins.

• Need for change

in attitude.

Impact

Having an impact on systems development requires:

1. A deep understanding of how software is

made today:

• How are the users involved?

• Who are the stakeholders, and what are their relations?

• What methods and techniques do they use? • What are their constraints?

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Impact

Having an impact on systems development requires:

2. Methodology development in close

cooperation with developers, users and

organizations:

– Applying user-centered design methods to the projects, with a focus on their constraints concerning time, competence and resources. – Working at all levels of the organization

simultaneously: developers, project leaders, and top management.

– Looking at all aspects of the project: bid process, contracts, requirements, analysis, design,

implementation, training, deployment,,,.

To sum up

• The context-of-design is just as complex

and

heterogeneous

as the context-of-use.

• We can use our training from studies of

of-use to understand the

context-of-design.

• Without a focus on the context-of-design

we run the danger of being marginalized

as professionals.

References

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