HCI

Cards (203)

  • The paper discusses the difference between "user" focus and a human-centered focus in technology design
  • It argues that current approaches to designing information systems preclude an examination of issues central to human-centered design
  • Recent approaches to user-centered IS design are criticized for focusing on the closure of technology-centered problems rather than investigating suitable changes to a system of human activity supported by technology
  • A dual-cycle model of human-centered design is presented, balancing systemic inquiry methods with human-centered implementation methods
  • IS design is suggested to be viewed as a dialectic between organizational problem inquiry and the implementation of business process change and technical solutions
  • The paper critiques recent developments in IS design from the perspective of human-centeredness, including participatory design, interaction design, use-cases in UML approach, and agile software development
  • Each of the discussed approaches focuses on user-centeredness at the expense of human-centeredness due to an implicit IS focus on technical problem closure rather than inquiry
  • An alternative "dual cycle" model of IS design is presented, focusing on problem definition jointly with problem closure based on a longitudinal study of stakeholder design
  • The paper emphasizes the need for a dialectic process to achieve a balance between human-centered system outcomes and the design of an effective, formal technical IS solution
  • Human-centered design advocates for the design of flexible systems that allow people to shape and manage their work
  • Technology is influenced by and influences social expectations, with the form of technology derived from the effect of social expectations on the design process
  • Human-centered design questions normative expectations of technology and opposes the traditional, technology-oriented approach
  • Human-centered systems production should consider both what is technically feasible and what is socially desirable
  • Explicit, rule-based knowledge in computer-based systems is complemented by tacit and skill-based knowledge in human-centered design
  • Human-centered design aims to avoid separating "planning" tasks from "doing" tasks to support meaningful, enriched work
  • Human-centered design is based on enlightened self-interest and challenges assumptions about work processes and technology
  • Design of technology is influenced by improvisational adaptation and technological decision-making processes
  • Many assumptions and interests are embedded into technical artifacts during system design, affecting their potential role and use in organizational work
  • The design process for Information Systems (IS) is not a single stage but involves collaborative action situated in a social and political context
  • The traditional Systems Development Life Cycle (SDLC) has limitations in guiding the design of organizational information systems
  • IS design involves emergent goals that are political, subjective, and negotiated throughout the design process
  • Design strategies for IS are often improvisational or opportunistic in practice, challenging the assumption of goal-directed behavior in design
  • In IS design, individuals are guided by locally-contingent and partial plans to resolve problems that are subjectively-defined, interrelated with other problems, and have many incompatible solutions
  • Problem definition is guided by the designer's experience of or exposure to suitable complete or partial solutions
  • Problem and solution are conceived together and are inextricably intertwined
  • IS design involves problem-exploration jointly with problem closure
  • The socio-technical perspective is evident in the analysis of prototyping and participatory design
  • Participatory design methods are classified by the position of the activity in the development cycle and by who participates with whom in what
  • Participatory development has the potential to be politically disruptive and contentious due to a wide variety of interests with differing objectives and perspectives
  • User choice in participatory design is constrained by organizational managers, affecting the potential to achieve a human-centered system design
  • Interaction design considers a much deeper set of concepts than traditional HCI interests of user-interface affordance and usability
  • Interaction design examines how people will work with a technical artifact and designs the artifact to reflect these specific purposes and uses
  • Interaction design has the potential to consider a "space of possibilities" that encompasses many different and subjective definitions of the organizational problem
  • Interaction design appears to be limited by the tradition of HCI discourse, focusing on how a single user might use a predefined technical artifact
  • HCI research into user-centered design has had a significant impact on software development practice, leading to the emergence of Use-Cases in UML approaches and "agile" software development
  • Use-Cases in UML:
    • Use-cases are absorbed into the Unified Modeling Language (UML) approach to formal system representation and modeling
    • They represent interactions between different classes of users and a computer system
    • From use-cases, formal object-oriented models and specifications can be defined to enable the production of a technical system
  • Example of a Use-Case Model:
    • Special cases (extensions) of associations between objects or business processes are shown with a dotted line, while normal associations are shown with a solid line
    • Use-case models are encouraged to be based on the viewpoints of multiple stakeholders
  • Agile Software Development:
    • Agile software development is a practitioner-initiated approach to human-centeredness in IS design
    • It emphasizes an adaptive approach to defining system goals and requirements as the design proceeds
    • Agile software development focuses on individuals and interactions, working software, customer collaboration, and responding to change
  • Agile Manifesto (Fowler and Highsmith, 2001) argues for:
    • Valuing individuals and interactions over processes and tools
    • Valuing working software over comprehensive documentation
    • Valuing customer collaboration over contract negotiation
    • Valuing responding to change over following a plan
  • Traditional IS design approaches focus on goal-driven decomposition