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A philosophical approach to user requirements

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Phenomenology and user requirements. Dovey on architecture. Parallels with IT/IS ... Putting Geometry in its Place: Towards a Phenomenology of the Design Process ' ... – PowerPoint PPT presentation

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Title: A philosophical approach to user requirements


1
A philosophical approach to user requirements
  • BCS Methods and Tools Specialist Group
  • Manchester
  • 20th September 2004

2
Aristotle
  • Every story should have-
  • A Beginning
  • A Middle
  • An End

3
BEGINNING
  • setting the scene

4
Why are you listening to me ?
  • some history

5
Descartes
  • Objective - certain knowledge
  • Method - challenge all beliefs
  • Result - Dualism mind body split

I think therefore I am
6
Phenomenology
  • Phenomenology is based on our experience
  • The world we are given
  • we experience a mind in a body

Experience gives us the Lived-World
7
Does philosophy have any relevance to industry ?
  • Business ethics
  • Action learning groups
  • MacMurray The self as agent
  • Activities not thought
  • Reaction to Descartes
  • Management science theory of ALGs
  • ALGs in practice

8
Subjective and Objective
  • Science seeks objectivity
  • . and ignores personal feeling
  • Phenomenology explores the lived-world
  • . which includes personal experience

The lived-world is the pre-scientific
experience of the world, before we have learned
to detach ourselves from it and view it as having
a separate objective existence
9
What Im not claiming
  • Originality
  • An answer

10
MIDDLE
  • Architectural design, users and IS requirements

11
Phenomenology and user requirements
  • Dovey on architecture
  • Parallels with IT/IS
  • . and differences
  • Change management techniques

12
Simplified building process
  • Idea (client ?)
  • Budget approval (client)
  • Design (architect)
  • Construct (builder)
  • Inhabit (user)

13
Dovey
  • Putting Geometry in its Place Towards a
    Phenomenology of the Design Process
  • Suddenly everybody expressed a feeling that they
    didnt like it the plans looked alright, I mean
    plans always look alright, but a lot of people
    cant and I cant put a plan into bricks and
    stones
  • Client reaction to start of construction

14
Doveys questions
  • How are environmental and design problems
    experienced by those who dwell in a place?
  • How is that experience shared with designers?
  • How does one know that the agreed design proposal
    will deliver a better environment?
  • How can designers avoid incidents where clients
    are surprised and disturbed when a design becomes
    a reality?

15
Lived space vs. Geometric space
  • Geometric space is abstract, measured
  • Lived space is experienced

The cycle of lived space
Building requires a transformation from lived
space to geometric space and a further one to
return to lived space
16
Disjunctions in the Cycle of lived space
  • What goes wrong when we go from lived-space to
    geometric space and back to lived-space?

17
Problem areas
  • Conflict between client and user
  • Miscommunications of Lived-space
  • Dominance of professional Cognoscenti

18
Conflict between client and user
  • The client (or customer) has the money
  • The user (or consumer) gets to dwell in the
    result
  • Consider a council building flats for its tenants

The requirements of client and user are (usually)
different
19
Miscommunications of Lived-space
  • Clients do not fully understand the design before
    the process moves into construction
  • Users pretend to understand when they dont
  • Designer may want this as it gives them freedom
    to do what they want
  • Architect wants to rush the client to increase
    profit

20
Dominance of professional Cognoscenti
  • The architect designs for the approval of other
    architects

not for the user
21
Integrating the Cycle of Lived-space
  • Doveys proposed solutions

22
Architecture some solutions
  • Elaborating the designers role
  • Participatory design involve the user
  • Improve communication between Designer, builder
    and client
  • Simulating Lived-space
  • Piecemeal change
  • Evaluating Places in use

23
Participatory design
  • Client and user often have different requirements
  • May not be in the clients (perceived) interest to
    get the users view
  • The designer listens to the client () may not
    be allowed access to the user
  • Listen to the user
  • Designers must learn the language of the users,
    listen to their definition of the problems and
    elaborate possible designs within that context

24
Improve communication
  • The designer, builder and client have-
  • Different objectives
  • Different knowledge and skill bases
  • Different languages
  • Different involvement in the project
  • Different access to, and understanding of,
    documentation

The designer must ensure effective communication
25
Simulating Lived-space
  • Scale models
  • Computer models
  • Full-scale mock-up

None are perfect .
26
Piecemeal change
  • The greater the gap between current and future
    lived-experiences the-
  • Greater the difference between model and
    actuality
  • Greater the likelihood of a client / user split
  • Harder it is to imagine the future experience
  • Midstream changes are possible but typically
    expensive

Piecemeal changes breakdown the scale of change
27
Evaluating Places in use
  • Designers frequently fail to find out about
    whether their design resulted in an improved
    lived-world

28
Parallels with IT/IS
  • For both there is a representation of what will
    happen in the lived world
  • And transformation between lived world,
    representation and back to lived world

29
Representation in IS
  • Much is written documentation
  • Words are representations
  • Diagrams arent the formal structures of geometry
  • Sometimes there are rules
  • Flowcharting
  • sometimes the representation is ad-hoc
  • A diagram drawn on a flipchart

lived-world representation lived world
transformation still occurs
30
Business process design
  • Document and create as-is and to-be
  • Selected group of users to create the process
    using post-it notes.
  • The result shown to groups of other future users
    (a fair)
  • good business process design involves the users

Link to requirements if you arent going to
change the business, why are you doing it?
31
IS role in business process design
  • What can IS contribute to the design?
  • users are experts in their area, but not in the
    total process
  • often the best knowledge of a complex
    multi-functional business process is in the IT
    department

32
More on business process
  • Good process design is about making the overall
    process work, which may make it harder for some
    of the people in it
  • Often possible to reconfigure existing computer
    systems to work with the new process

Where does this leave considering the lived world
?
33
Similarities (1)
  • There are design, build and use phases
  • Design is typically done by an expert, who will
    not be the user of the final product
  • The build phase is typically done by some one
    other than the designer, but isnt the final user
  • For the people who deliver one of the 'steps'
    their end product is not what the user will end
    up with, but an intermediate

34
Similarities (2)
  • the people involved with the intermediate step
    may
  • Be loosely connected with the end product
  • Want to perfect the output for this step, rather
    than ask 'is it good enough for the end purpose'
  • Rarely get to see the final product and review
    whether what they did resulted in a good end
    product
  • especially compounded when work is sub-contracted
    as the people often aren't around at the end of
    the project

35
Similarities (3)
  • The user often feels that their day to day
    experience could have been better if the designer
    had thought about them
  • The client (person with the cash) isnt
    necessarily the same as the user (person who has
    to live with the results)
  • If the client and user are different then what
    they think of as a good result are likely to be
    different

36
Similarities (4)
  • The design is, in some form, reviewed by the user
  • The design is usually documented in a form the
    user cant translate into daily experience
  • The expert cant see why the users cant see
  • What the user asks for isnt what they want
  • and having used it what they wanted isnt what
    they would now like

37
Similarities (5)
  • Both offer mechanisms for prototyping, showing
    the user what might be delivered
  • In both there is an element of behind the
    plumbing and electrics in a building, the
    processor and software for IT

38
Differences
  • Architectural design is 3D geometry, computer
    system design is typically flow diagrams and
    words
  • There is a much stronger aesthetic element in
    building
  • Architecture can be seen as a form of art
  • Computer systems do have some aesthetic aspects

39
Different scenarios
  • Simplest
  • user, client, designer, builder are all the same
    person
  • Excel spreadsheet
  • Most Complex
  • Multiple (unknown) users, multiple clients,
    different teams for each project phase, global
    scope, packaged solution
  • ERP in a multinational company

40
The WORD Lived-world
  • Perhaps we could start by thinking about an IT
    system which isnt related to a process
  • To what extent can the user control their
    experience when creating a document ?
  • For example choice of which toolbars to see, what
    is shown on the toolbars, where the toolbars are
    positioned on the screen, text size
  • Attempts to adopt to the user by showing latest
    files used and only recently used drop downs.

How easy do new users find it?
41
END
  • . Some parting questions

42
Surprisingly the results are often OK or better .
43
Does Phenomenology help us understand how to
build better systems ?
  • . Id like to say yes

44
Development dualities
How would you characterise current practices ?
  • Objective / Subjective
  • Rational / Creative
  • Structured / Unstructured
  • Logical / Emotive
  • Process driven / Responsive to people
  • Focus on delivery / Focus on whats delivered
  • Business benefit / better place to work

Is there an opportunity to be different ?
45
Doveys questions
  • How are environmental and design problems
    experienced by those who dwell in a place?
  • How is that experience shared with designers?
  • How does one know that the agreed design proposal
    will deliver a better environment?
  • How can designers avoid incidents where clients
    are surprised and disturbed when a design becomes
    a reality?

46
We already know this
  • Knowing and acting are different .

47
How well do current practices for requirements
gathering and definition reflect the lived world
of the user ?
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