This document discusses different approaches to design, focusing on human-centered, thing-centered, and designer-centered paradigms. It argues that design does not have a single center and proposes a post-centric approach with four foci: beneficiaries, artifacts, evaluation, and purpose. Post-centric design aims to balance and integrate different types of design choices through phases involving parallel activities rather than sequential stages. The document outlines challenges for research to better support the realities of design work while enhancing human-centered approaches and addressing limitations of existing paradigms.
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.
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
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
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.
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
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
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?