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OVERVIEW
Centring Design
Beneficiaries, Artefacts, Designers
Post-Centric Design: The BIG Picture
Design Work: Finer Detail
Resources, approaches, method and
process
The BIG Agenda
A few big challenges for research and
practice
Centring Design
Being
Human-Centred
ISO 9241-210
HUMAN-CENTRED DESIGN PROCESSES FOR INTERACTIVE SYSTEMS
http://www.system-concepts.com/assets/images/usability/usability%20diagram%20for%20blog.jpg
iterative
design
early focus on users and
tasks
empirical measurement
John D. Gould and Clayton Lewis. 1985.
Designing for usability: key principles
and what designers think. Commun. ACM
28(3), 300-11.
Homogeneous Stages
Stage 1: Understand The initial – and new – stage we suggest
is to focus on human values and to pinpoint those that we wish
to design for and to research. This will require reflective thought
and conceptual analysis drawing on other disciplines, which
might include those as diverse as
philosophy, psychology, art, literary theory, cultural
studies, anthropology, sociology or design. It will
also mean talking to stakeholders, including users as well as
those involved in developing or designing the technology in
question
(if this is the goal) to ascertain what kinds of enduring value they
believe their users will get from their technology; and what kinds
of users and what domains are of interest.
http://research.microsoft.com/en-us/um/cambridge/projects/hci2020/downloads/beinghuman_a4.pdf
Being
Thing-Centred
http://uofcmarket.com/wp-content/uploads/2013/01/691043.jpg
Homogeneous Stages (Again)
Engineering design is the systematic, intelligent generation and evaluation of
specifications for artefacts whose form and function
achieve stated objectives and satisfy specified constraints.
C.L. Dym.Engineering Design: A Synthesis of Views, Cambridge, 1994
Engineering Design: A Project
Based Introduction, 3rd Edition
Clive L. Dym & Patrick Little, 2009
Things
Specifications
and artefacts
Problem
Solution
Being
Designer-Centred
Cross, N.
Designerly Ways of
Knowing, Springer, 200
6
Parallel Interacting Processes
Gero, J. S. and Maher, M. L. (1997) A framework for research in design computing, in
B. Martens, H. Linzer &A. Voigt (eds), ECAADE'97, Osterreichischer Kunst und
Kulturverlag, Vienna (CD-ROM), Topic 1, paper 8.
Problem
Solution
Conklin‘s Generalization Of
Problem Wickedness
• The problem is not understood until after the
formulation of a solution.
• Wicked problems have no stopping rule.
• Solutions to wicked problems are not right or
wrong.
• Every wicked problem is essentially novel and
unique.
• Every solution to a wicked problem is a 'one shot
operation.'
• Wicked problems have no given alternative
solutions.Conklin, Jeffrey (2006). Dialogue mapping : building shared
understanding of wicked problems. Chichester, England: Wiley.
Three Centres
http://www.flickr.com/photos/citizenerased/425130174/sizes/l/in/photostream/
humans
http://www.designing-media.com/bill
designers
Bill
Moggridge
1943-2012
SUCCESS CRITERIA
• Human-Centred
• Others are satisfied
• Artefact-Centred
• Requirements are satisfied
• Designer-Centred
• Designers are satisfied
• Success criteria relate to the „centre‟ of
each major design paradigm
UNBALANCED
DETACHMENT
IN HUMAN-
CENTRED
DESIGN
Evaluation
BeneficiariesArtefact
THE BENEFITS OF HCD
Benefits can arise from researching
expected usage contexts and evaluating
usage with proposed designs
Demonstrate desirability and/or worth
Benefits outweigh usage and other costs
Support for ethical design (VSD)
But not always
These data-bound activities delay design
THE COSTS OF HCD
There is no D in HCD, introducing risks of
Imbalance, sometimes due to marginalising
Unfair Contempt for Design(er)(s)
Wasted project resources
Project inefficiencies of delayed designing
and misdirected iterations
Damage due to missed opportunities
We HC
You D
http://hci.stanford.edu/courses/cs247/2009/handouts/prototype_tabs.jpg
http://www.disambiguity.com/images/mobiletesting.jpg
http://www.uie.com/images/pp22.gif
WIREFRAME
http://www.kaplang.com/blog/wp-content/uploads/2010/04/wireframe_example.png
WORKFLOW
http://www.redconstellation.com/vickihuynh/2007_WF_FraudPortal_ScreenFlow.gif
SCREEN FLOW
http://docs.sun.com/source/817-1243-10/images/shipments_flow.gif
CONCEPTUAL (E-R) MODEL
http://farm4.static.flickr.com/3262/2578785769_760bc1d791_o.jpg
UML DIAGRAMS
HTTP://EN.WIKIPEDIA.ORG/WIKI/FILE:UML_DIAGRAMS.JPG
ENGINEERING
SPECIFICATIONS
AS KEYSTONES
Artefact
Evaluation
CREATIVE
CONVERSATIONS
WITH MATERIALS
Evaluation
Artefact
Purpose
DESIGNER
These are not the
same shapes
They do not have
the same centres
They are not
even design
They are
diagrams
DIAGRAMS AND THE WORLD
Design work (and diagrams of it) have foci, not
centres
Achieved via emphases on foci
Diagrams can be very abstract, and over idealised
Actual design practices are much more complex
and vary massively
Creative engineering technology, commercial
product and service design, public
DesignArt, human factors engineering, …
Paradigm diagrams highlight differences in
COMMITMENT to different TYPES of design
choices
and their co-ordination
POST-CENTRIC DESIGN:
THE BIG PICTURE
DESIGN IS
NOT A SHAPE,
SO IT CANNOT HAVE
A CENTRE
These are at least 4
Types of Centre for
Interaction Design
http://www.flickr.com/photos/flybritishairways/4793367997/sizes/l/in/photostream
http://www.flickr.com/photos/7726011@N07/3913667355/sizes/l/in/photostream/
http://www.flickr.com/photos/citizenerased/425130174/sizes/l/in/photostream/
http://www.flickr.com/photos/cinteractionlab/4311167359/sizes/z/in/photostream/
?
http://www.flickr.com/photos/stacylynn/4634101795/sizes/z/in/photostream/
THE BEST VIEWS AREN’T ALWAYS AT THE CENTRE
Four Foci for
Design Activities
FUSING AND
BALANCING
DESIGN
PARADIGMS
Purpose
Artefact
Benefici-
ariesWorth Maps with
beneficiary experiences
Evalu-
ation
DON’T
CENTRE, SOAK
EVERYTHING IN
EVERYTHING
UP TO SATURATION
WORTHWHILE POST-CENTRIC FUSIONS
Different types of design choice need to be balanced
 Value maximising synergies
Different types of design choice need to be co-ordinated
 Value preserving integration
Choice of design purpose has a core role in post-centric
design
 Deliberate source of generosity
 Not the satisfaction of either people, requirements or
designers alone, but making the world a better place than
was thought possible, i.e., through generousity
 Design Purpose needs to be more ambitious than the
success criteria for existing design paradigms
POST-CENTRIC DESIGN PURPOSE
Post-Centric Design Purpose can never be simply to:
 Be Creative – Engineering and Applied Arts Design can do
that in Thing- and Designer-Centred ways
 Solve Problems – Engineering Design and Human-Centred
Design can do that in Thing- and Human-Centred ways
Instead it must improve some slice of life through generous
worthwhile innovation that surprises and delights
 Worthwhile from valuable benefits that warrant
(potentially adverse) costs, delightfully and surprisingly so
 Innovations delivered in specific locales for any mix of:
 Mind, body, spirit; individuals, relationships or growth in
both or either; families, communities or organisations
L-ERG-IKK
(allergic)
Locales of Existence, Relationships and Growth
for Institutions, Kin and Kind
BALANCED
INTEGRATED
GENEROUS
BIG
See papers on academia.edu
POST-CENTRIC DESIGN: SUMMARY
No single centre, no dominant focus
Designs‟ foci move during project processes
Phases or stages of design process are not homogeneous,
but may involve development and co-ordination of
one or more types of design choice
Each phase or stage has its own primary generator (not
necessarily only artefact choices, both other choice
types, or a mix)
Design teams have to COMMIT and re-commit to evolving
balances and integrations in each stage, as well as
commitments to standards of design work
J. Darke. 1979. The primary generator and the design process, Design Studies 1(1). 36-
44.
The Finer Details
of Design Work
WORKING TO CHOOSE
Designers work to choose, design work is working to
choose
Interaction Design research and practice can
support design work through:
 Development Processes
 Design and Evaluation Methods
 Tools, techniques and knowledge
Support for Design work:
 Sources options
 Supports choices
 Co-ordinates choices
BIG HAS TO FILL HCD’S GAPS
WHERE INTERACTION DESIGN HASN’T ALREADY
Evalu-
ation
Artefact
Benefici-
aries
Purpose
WHERE AND
HOW DO
METHODS
APPLY?
Purpose
Artefact
Benefici
-aries
Evalu-
ation
RECORD
SOURCE
STRENGTHEN
SHARE
METHODS AS IDEALS
“a well-organized and well-planned way of doing something”
(Longman Online Dictionary of Contemporary English)
1 2 3 4 …
APPROACHES AS REALITIES
User Testing – Instrument or Agenda (Prompt
List)?
Get test
users
Instruct
test
users
Record
interact-
ions
Analyse
data
Plan
re-
design
Keinonen, T. 2009. Design method -- instrument, competence or
agenda? Multiple ways to Design Research.
Swiss Design Research Network Symposium'09, Lugano, Switzerland.
Get test
users
Instruct test
users
Record
interactions
Analyse
data
Plan
re-design
APPROACHES AS REALITIES
Cognitive Walkthrough – Agenda with Instrument
Specify Tasks
Answer
Walkthrough
Questions
Decide
success/failure case
Approaches do not supply all required design resources, missing or
incomplete resources need to be sourced or completed from public or
local sources
Woolrych, A. Hornbæk, K., Frøkjær, E. & Cockton, G. 2011. Ingredients
and Meals Rather Than Recipes: a Proposal for Research that Does Not
Treat Usability Evaluation Methods as Indivisible Wholes. IJHCI
27(10), 940-970
APPROACHES AND RESOURCES
What are named as methods in Interaction Design are („branded‟)
approaches that comprise an incomplete set of resources
 Heuristic Evaluation: heuristic set, inspection
procedure(s), multiple analysts – 3 resources: first complete, last
no more than a prompt
 Personas: Expressive visual form; grounded, strengthened and
communicated by additional resources in the Persona Lifecycle
(Pruitt and Adlin) – one resource (examples) plus additional
resources ‘beyond the method’
 Worth Maps (Cockton): Expressive integrative visual form;
grounded, strengthened and communicated by extra resources in
HCI 2009 and INTERACT 2009 papers –one complete resource
complemented by additional resources ‘beyond the method’
Approaches incomplete, resources mostly incomplete, requiring
additional public and local resources
Pruitt, J. and Adlin, T. 2006. The Persona Lifecycle: Keeping People in
Mind Throughout Product Design. Morgan Kaufmann.
Cockton, G., 2008. Designing Worth: Connecting Preferred Means
with Probable Ends. interactions, 15(4 - July+August), 54-57
RESOURCE FUNCTIONS
Cockton, G. 2013. A Load of Cobbler’s Children: Beyond the Model Designing Processor. Proc. CHI 2013
Extended Abstracts. ACM, 2139-2148
Sketching can have inquisitive and directive functions, not just an expressive one. Specific forms of
sketch, informed by expert knowledge, have a performative role. Evans, M. and Pei, E. 2011. iD Cards. A
Taxonomy of Design Representations to Support Communication and Understanding During New Product
Development. Loughborough University School of Design.
www.lboro.ac.uk/media/wwwlboroacuk/content/lds/downloads/ newsandevents/generalnews/2011/id-
record
EXPRESSIVE
source
INQUISITIVE
strengthen
DIRECTIVE
share
PERFORMATIVE
tell
INFORMATIVE
APPROACH AND PROCESS FUNCTIONS
Scoping (Adumbrative)
 Describes coverage of choice types and co-ordinations, at varying levels of
abstraction, including specific technologies, users and evaluation
approaches
Valuing (Ameliorative)
 States the values that motivate a deisgn approach or process
Linking (Integrative)
 Supports one or more of the co-ordinations within an approach or process
Energising (Invigorative)
 Transforms approaches or processes into states that vigourously motivate
a design team
Caring (Protective)
 Prevents approaches or processes from entering or remaining in states that
demotivate a design team
Mind
Body
Buddies
Designers need a 3rd Wave too
No more Cobbler’s Children
Moods
BIG AND RESOURCE FUNCTIONS
Resource functions, as well as design choice
types, need to be balanced and integrated to
enable generosity and delivery of other
commitments for a design team
Committedness of design teams determines
extent of balance, integration and generosity
Design settings and processes must allow
balance, integration and generosity as
appropriate in each stage of design work
PHASES, BALANCE AND INTEGRATION
Ianus Keller PhD, Delft, 2005
 Basis for new process
structures
Different design foci in
parallel, not sequence
 Phases of parallel activities
punctuated by periods of
consolidating integration
 Balance managed across
phases
 Phase activities are not
homogeneous
 Coherence from primary
generator
 Stages are not in a fixed linear
order, sorry ISO 9241-210
Beneficiaries Evaluations Purpose Artefacts
Worth
THE BIG AGENDA
New Challenges For
Research And Practice
THE BIG AGENDA
New challenges for research and practice
Accepting the realities of designers
 Subjective, creative, adventurous, expert, relevant, independe
nt
Matching the accountability of engineers
 Objective verifiers
Retaining and enhancing the achievements of HCD
 Informed, empathic, selfless
Reducing the limitations of existing design
paradigms
 Deluded, defensive, uncritical, cautious, conservative, unadve
nturous, arrogant, poorly focused, wasteful …
BIG challenges – will you embrace them?
Dziękuję
Bardzo
QUESTIONS?

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Midi keynote 2013

  • 1.
  • 3. OVERVIEW Centring Design Beneficiaries, Artefacts, Designers Post-Centric Design: The BIG Picture Design Work: Finer Detail Resources, approaches, method and process The BIG Agenda A few big challenges for research and practice
  • 6. ISO 9241-210 HUMAN-CENTRED DESIGN PROCESSES FOR INTERACTIVE SYSTEMS http://www.system-concepts.com/assets/images/usability/usability%20diagram%20for%20blog.jpg iterative design early focus on users and tasks empirical measurement John D. Gould and Clayton Lewis. 1985. Designing for usability: key principles and what designers think. Commun. ACM 28(3), 300-11.
  • 7. Homogeneous Stages Stage 1: Understand The initial – and new – stage we suggest is to focus on human values and to pinpoint those that we wish to design for and to research. This will require reflective thought and conceptual analysis drawing on other disciplines, which might include those as diverse as philosophy, psychology, art, literary theory, cultural studies, anthropology, sociology or design. It will also mean talking to stakeholders, including users as well as those involved in developing or designing the technology in question (if this is the goal) to ascertain what kinds of enduring value they believe their users will get from their technology; and what kinds of users and what domains are of interest. http://research.microsoft.com/en-us/um/cambridge/projects/hci2020/downloads/beinghuman_a4.pdf
  • 9. Homogeneous Stages (Again) Engineering design is the systematic, intelligent generation and evaluation of specifications for artefacts whose form and function achieve stated objectives and satisfy specified constraints. C.L. Dym.Engineering Design: A Synthesis of Views, Cambridge, 1994 Engineering Design: A Project Based Introduction, 3rd Edition Clive L. Dym & Patrick Little, 2009 Things Specifications and artefacts Problem Solution
  • 11. Parallel Interacting Processes Gero, J. S. and Maher, M. L. (1997) A framework for research in design computing, in B. Martens, H. Linzer &A. Voigt (eds), ECAADE'97, Osterreichischer Kunst und Kulturverlag, Vienna (CD-ROM), Topic 1, paper 8. Problem Solution
  • 12. Conklin‘s Generalization Of Problem Wickedness • The problem is not understood until after the formulation of a solution. • Wicked problems have no stopping rule. • Solutions to wicked problems are not right or wrong. • Every wicked problem is essentially novel and unique. • Every solution to a wicked problem is a 'one shot operation.' • Wicked problems have no given alternative solutions.Conklin, Jeffrey (2006). Dialogue mapping : building shared understanding of wicked problems. Chichester, England: Wiley.
  • 15.
  • 17. SUCCESS CRITERIA • Human-Centred • Others are satisfied • Artefact-Centred • Requirements are satisfied • Designer-Centred • Designers are satisfied • Success criteria relate to the „centre‟ of each major design paradigm
  • 19. THE BENEFITS OF HCD Benefits can arise from researching expected usage contexts and evaluating usage with proposed designs Demonstrate desirability and/or worth Benefits outweigh usage and other costs Support for ethical design (VSD) But not always These data-bound activities delay design
  • 20. THE COSTS OF HCD There is no D in HCD, introducing risks of Imbalance, sometimes due to marginalising Unfair Contempt for Design(er)(s) Wasted project resources Project inefficiencies of delayed designing and misdirected iterations Damage due to missed opportunities
  • 32. These are not the same shapes
  • 33. They do not have the same centres
  • 36. DIAGRAMS AND THE WORLD Design work (and diagrams of it) have foci, not centres Achieved via emphases on foci Diagrams can be very abstract, and over idealised Actual design practices are much more complex and vary massively Creative engineering technology, commercial product and service design, public DesignArt, human factors engineering, … Paradigm diagrams highlight differences in COMMITMENT to different TYPES of design choices and their co-ordination
  • 38. DESIGN IS NOT A SHAPE, SO IT CANNOT HAVE A CENTRE
  • 39. These are at least 4 Types of Centre for Interaction Design
  • 42. Four Foci for Design Activities
  • 45. WORTHWHILE POST-CENTRIC FUSIONS Different types of design choice need to be balanced  Value maximising synergies Different types of design choice need to be co-ordinated  Value preserving integration Choice of design purpose has a core role in post-centric design  Deliberate source of generosity  Not the satisfaction of either people, requirements or designers alone, but making the world a better place than was thought possible, i.e., through generousity  Design Purpose needs to be more ambitious than the success criteria for existing design paradigms
  • 46. POST-CENTRIC DESIGN PURPOSE Post-Centric Design Purpose can never be simply to:  Be Creative – Engineering and Applied Arts Design can do that in Thing- and Designer-Centred ways  Solve Problems – Engineering Design and Human-Centred Design can do that in Thing- and Human-Centred ways Instead it must improve some slice of life through generous worthwhile innovation that surprises and delights  Worthwhile from valuable benefits that warrant (potentially adverse) costs, delightfully and surprisingly so  Innovations delivered in specific locales for any mix of:  Mind, body, spirit; individuals, relationships or growth in both or either; families, communities or organisations L-ERG-IKK (allergic) Locales of Existence, Relationships and Growth for Institutions, Kin and Kind
  • 48. POST-CENTRIC DESIGN: SUMMARY No single centre, no dominant focus Designs‟ foci move during project processes Phases or stages of design process are not homogeneous, but may involve development and co-ordination of one or more types of design choice Each phase or stage has its own primary generator (not necessarily only artefact choices, both other choice types, or a mix) Design teams have to COMMIT and re-commit to evolving balances and integrations in each stage, as well as commitments to standards of design work J. Darke. 1979. The primary generator and the design process, Design Studies 1(1). 36- 44.
  • 49. The Finer Details of Design Work
  • 50. WORKING TO CHOOSE Designers work to choose, design work is working to choose Interaction Design research and practice can support design work through:  Development Processes  Design and Evaluation Methods  Tools, techniques and knowledge Support for Design work:  Sources options  Supports choices  Co-ordinates choices
  • 51. BIG HAS TO FILL HCD’S GAPS WHERE INTERACTION DESIGN HASN’T ALREADY Evalu- ation Artefact Benefici- aries Purpose
  • 53. METHODS AS IDEALS “a well-organized and well-planned way of doing something” (Longman Online Dictionary of Contemporary English) 1 2 3 4 …
  • 54. APPROACHES AS REALITIES User Testing – Instrument or Agenda (Prompt List)? Get test users Instruct test users Record interact- ions Analyse data Plan re- design Keinonen, T. 2009. Design method -- instrument, competence or agenda? Multiple ways to Design Research. Swiss Design Research Network Symposium'09, Lugano, Switzerland. Get test users Instruct test users Record interactions Analyse data Plan re-design
  • 55. APPROACHES AS REALITIES Cognitive Walkthrough – Agenda with Instrument Specify Tasks Answer Walkthrough Questions Decide success/failure case Approaches do not supply all required design resources, missing or incomplete resources need to be sourced or completed from public or local sources Woolrych, A. Hornbæk, K., Frøkjær, E. & Cockton, G. 2011. Ingredients and Meals Rather Than Recipes: a Proposal for Research that Does Not Treat Usability Evaluation Methods as Indivisible Wholes. IJHCI 27(10), 940-970
  • 56. APPROACHES AND RESOURCES What are named as methods in Interaction Design are („branded‟) approaches that comprise an incomplete set of resources  Heuristic Evaluation: heuristic set, inspection procedure(s), multiple analysts – 3 resources: first complete, last no more than a prompt  Personas: Expressive visual form; grounded, strengthened and communicated by additional resources in the Persona Lifecycle (Pruitt and Adlin) – one resource (examples) plus additional resources ‘beyond the method’  Worth Maps (Cockton): Expressive integrative visual form; grounded, strengthened and communicated by extra resources in HCI 2009 and INTERACT 2009 papers –one complete resource complemented by additional resources ‘beyond the method’ Approaches incomplete, resources mostly incomplete, requiring additional public and local resources Pruitt, J. and Adlin, T. 2006. The Persona Lifecycle: Keeping People in Mind Throughout Product Design. Morgan Kaufmann. Cockton, G., 2008. Designing Worth: Connecting Preferred Means with Probable Ends. interactions, 15(4 - July+August), 54-57
  • 57. RESOURCE FUNCTIONS Cockton, G. 2013. A Load of Cobbler’s Children: Beyond the Model Designing Processor. Proc. CHI 2013 Extended Abstracts. ACM, 2139-2148 Sketching can have inquisitive and directive functions, not just an expressive one. Specific forms of sketch, informed by expert knowledge, have a performative role. Evans, M. and Pei, E. 2011. iD Cards. A Taxonomy of Design Representations to Support Communication and Understanding During New Product Development. Loughborough University School of Design. www.lboro.ac.uk/media/wwwlboroacuk/content/lds/downloads/ newsandevents/generalnews/2011/id- record EXPRESSIVE source INQUISITIVE strengthen DIRECTIVE share PERFORMATIVE tell INFORMATIVE
  • 58. APPROACH AND PROCESS FUNCTIONS Scoping (Adumbrative)  Describes coverage of choice types and co-ordinations, at varying levels of abstraction, including specific technologies, users and evaluation approaches Valuing (Ameliorative)  States the values that motivate a deisgn approach or process Linking (Integrative)  Supports one or more of the co-ordinations within an approach or process Energising (Invigorative)  Transforms approaches or processes into states that vigourously motivate a design team Caring (Protective)  Prevents approaches or processes from entering or remaining in states that demotivate a design team
  • 59. Mind Body Buddies Designers need a 3rd Wave too No more Cobbler’s Children Moods
  • 60. BIG AND RESOURCE FUNCTIONS Resource functions, as well as design choice types, need to be balanced and integrated to enable generosity and delivery of other commitments for a design team Committedness of design teams determines extent of balance, integration and generosity Design settings and processes must allow balance, integration and generosity as appropriate in each stage of design work
  • 61. PHASES, BALANCE AND INTEGRATION Ianus Keller PhD, Delft, 2005  Basis for new process structures Different design foci in parallel, not sequence  Phases of parallel activities punctuated by periods of consolidating integration  Balance managed across phases  Phase activities are not homogeneous  Coherence from primary generator  Stages are not in a fixed linear order, sorry ISO 9241-210 Beneficiaries Evaluations Purpose Artefacts Worth
  • 62. THE BIG AGENDA New Challenges For Research And Practice
  • 63. THE BIG AGENDA New challenges for research and practice Accepting the realities of designers  Subjective, creative, adventurous, expert, relevant, independe nt Matching the accountability of engineers  Objective verifiers Retaining and enhancing the achievements of HCD  Informed, empathic, selfless Reducing the limitations of existing design paradigms  Deluded, defensive, uncritical, cautious, conservative, unadve nturous, arrogant, poorly focused, wasteful … BIG challenges – will you embrace them?