Title: A philosophical approach to user requirements
1A philosophical approach to user requirements
- BCS Methods and Tools Specialist Group
- Manchester
- 20th September 2004
2Aristotle
- Every story should have-
-
- A Beginning
- A Middle
- An End
3BEGINNING
4Why are you listening to me ?
5Descartes
- Objective - certain knowledge
- Method - challenge all beliefs
- Result - Dualism mind body split
I think therefore I am
6Phenomenology
- Phenomenology is based on our experience
- The world we are given
- we experience a mind in a body
Experience gives us the Lived-World
7Does 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
8Subjective 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
9What Im not claiming
10MIDDLE
- Architectural design, users and IS requirements
11Phenomenology and user requirements
- Dovey on architecture
- Parallels with IT/IS
- . and differences
- Change management techniques
12Simplified building process
- Idea (client ?)
- Budget approval (client)
- Design (architect)
- Construct (builder)
- Inhabit (user)
13Dovey
- 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
14Doveys 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?
15Lived 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
16Disjunctions in the Cycle of lived space
- What goes wrong when we go from lived-space to
geometric space and back to lived-space?
17Problem areas
- Conflict between client and user
- Miscommunications of Lived-space
- Dominance of professional Cognoscenti
18Conflict 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
19Miscommunications 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
20Dominance of professional Cognoscenti
- The architect designs for the approval of other
architects
not for the user
21Integrating the Cycle of Lived-space
- Doveys proposed solutions
22Architecture 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
23Participatory 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
24Improve 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
25Simulating Lived-space
- Scale models
- Computer models
- Full-scale mock-up
None are perfect .
26Piecemeal 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
27Evaluating Places in use
- Designers frequently fail to find out about
whether their design resulted in an improved
lived-world
28Parallels 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
29Representation 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
30Business 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?
31IS 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
32More 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
?
33Similarities (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
34Similarities (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
35Similarities (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
36Similarities (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
37Similarities (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
38Differences
- 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
39Different 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
40The 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?
41END
42Surprisingly the results are often OK or better .
43Does Phenomenology help us understand how to
build better systems ?
44Development 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 ?
45Doveys 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?
46We already know this
- Knowing and acting are different .
47How well do current practices for requirements
gathering and definition reflect the lived world
of the user ?