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