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
    See similar decks