Title: User Interface Design
1Slides available _at_ www.mrl.nott.ac.uk/axc/G64UID/
User_Evaluation.pdf User Evaluation or
provotyping and cooperative analysis
2Exercise
- On a piece of loose paper write down what you
think the primary aim of user evaluation is you
may consult a colleague keep it anonymous
- Hand your pieces of paper to the front I will
read a selection out, so make them legible
3Learning Outcomes (1)
- Elaborate on understanding of the role of user
evaluation in design
- Key features of user evaluation
- Learning by doing
- Cooperative analysis
- Provotyping (3 key criteria of cooperative
analysis)
- Doing user evaluation yourself
- CW2. 4000-5000 word study report
- 30 of overall course mark
4Overview
- Build on previous Participatory Design (PD)
lecture
- Participatory design at work
- Mocking it up
- From prototypes to provotypes
- Doing PD yourself - key things to attend to when
doing your coursework
5What is Participatory Design?
- Scandinavian design tradition a reaction to the
deskilling brought about by the introduction of
computers
- Seeks to involve workers in the process of design
workers as a resource (sometimes called the
Collective Resources Approach)
- Respecifies design and evaluation from a
product-oriented process to a mutual learning
process
6The Purpose of PD
- Political or practical?
- Workplace democracy vs. learning by doing
- 3rd Generation, practical methods of learning
- - Adopted prototyping as general research and
design methodology - Married ethnography to it (scoping studies)
- And involved intended users in development
- Two important requirements of learning by doing
- 1. Understanding the current organization and
accomplishment of work (which is where
ethnography helps out) - 2. Envisioning through PD new ways to
accomplish and organize work
7Redesigning Human Activities
- Tradition or transcendence?
- one can focus on tradition or transcendence in
the artefacts to be used. Should a word processor
be designed as a traditional typewriter or as
something totally new? Another dimension is
professional competence. Should the old skills
of typographers be what is designed for or should
new knowledge replace these skills in the
future? Along the same dimension is the division
of labour and cooperation. Should the new design
support the traditional organization in a
composing room or suggest new ways of cooperation
between typographers and journalists? There is
also the contradiction between tradition and
transcendence in the objects or use values to be
produced. Should the design support the
traditional services a library has produced or
should it support completely new services and
even new clients? Tradition or transcendence,
that is the question in design. - cf. Ehn, Work-Oriented Design of Computer
Artefacts
- Tradition or transcendence - what do we think?
8The Law of the Excluded Middle
- Either / or what about and?
- Design is always a mater of tradition and
transcendence - - As it is always bound by tradition (current
working practice and organization of work) - - And committed to transcending tradition in
order to add value (which necessarily changes
current working practice and organization of
work)
- This means that design needs to investigate
current working practice and the organization of
work (tradition) as a feature of redesigning it
(transcending tradition)
9Investigating Work as Feature of Redesigning It
- Mocking IT Up
- cf. Ehn and Kyng, Cardboard computers
mocking-it-up or hands-on the future
- b) Based on observations of print work and
embedded in discussions with users about
functionality of mock up
10Beyond Cardboard Computers
- b) designers working with end-users to specify
system functionality
11Exercise
- Same drill write down what you think the
primary aim of evaluation is and pass it to the
front, and keep it anonymous
- And Ill read two or three out again
12Evaluation
- Evaluation a gloss on envisioning the future in
fine functional detail through hands on user
experience
- Hands on experience provided through the
production and user elaboration of mock ups
- Mock ups cardboard computers to LoFi/HiFi
prototypes (which may be handed over to product
design prototyping as requirements specification)
13Prototyping
- The aim is to make quick and dirty sketches of
the computer application in order to clarify
requirements for a new computer system The
prototypes .. serve mainly as substitute
specifications for the application and to
propagate ideas into detailed design activities. - Cf. Bødker and Grønbæk Design in action from
prototyping by demonstration to cooperative
prototyping
- An iterative process prototype evaluate
prototype evaluate and so on
- Elaborating and refining design through end-user
evaluation
14Cooperative Analysis
- Nature of end-user evaluation
- To experience is not to read a description of
the computer application, nor is it to watch a
demonstration.
- Users are not there to annoy the designers or
to spoil their wonderful designs, but to guide
them, because they know the relevant work tasks.
- Need to work through functionality with users,
cooperatively analysing it to - - Identify areas that are sound
- - Identify areas for improvement
15Doing Cooperative Analysis
- Artefacts as triggers for discussion of current
practice
- Involves presenting mock ups and/or prototypes as
a way to address (to do) current practice - Use study reports to formulate descriptions or
scenarios of current practice and show how
prototype addresses it
- This provokes reaction and discussion of
current practice and of the mock ups or
prototypes functionality
16Key Things To Look Out For When Provotyping
- 1. Do users see the sense of the technology?
On encountering a novel technology, users can
rarely see the sense of it. It is not, at first
glance, intelligible to them and its potential
use must therefore be explained. This involves
guiding users through technological functionality
of mock ups and prototypes (in terms of current
practice). Whatever the medium, the first
question is, given that course of explanatory
work, can users see the sense of the technology,
and if so in what ways (what sense do they make
of it), or does it remain unfathomable?
17Key Things To Look Out For When Provotyping
- 2. Do users recognize the relevance of the
technology to their work?
That users may come to see the sense of the
proposed technology does not mean that they will
recognize it as relevant to their work. If users
are to engage in any meaningful analysis of the
technologys potential utility, and further
elaborate functional demands that may be placed
on it, then they need to be able to recognize the
relevance of the technology to their activities.
The question is, do users recognise the relevance
of the proposed technology and, if so, in what
ways?
18Key Things To Look Out For When Provotyping
- 3. Do users express a desire to appropriate the
technology?
A prototype recognized as relevant to the
members of a community of practitioners may be
appropriated by that community. That is to say
that the practitioners may call for its
development and implementation. Appropriation
involves preliminary acceptance of the prototype
as a viable socio-technical system of work,
changes and refinements withstanding What changes
and refinements do users ask for?
19Summary
- PD a Scandinavian approach to design that
emphasizes the inclusion of end-users in design
through iterative evaluation
- Does inclusion through mocking it up and
cooperative analysis of prototypes
- Does cooperative analysis through provotyping,
which focuses on 3 key criteria - Do users see the sense of the technology and what
sense do they make of it if so? - Do users recognize the relevance of the
technology to their work and what ways is it
perceived as being relevant? - Do users wish to appropriate the technology and
what changes and refinements to they request if
so?
20Coursework 2. Group Work
- Design and evaluate a system
- - One of the 3 settings/systems that we have
studied - - Not the one that you have studied (same groups
though) - - Assign in tomorrows seminar
- Evaluation
- Done by another group
- Group assigned in tomorrows seminar
- Address 3 key criteria with each group
21CW2. Structure of Report
- A report of 4000-5000 words 30 of overall mark
- A 2 page executive summary
- Description of your design and evaluation work
- Approach taken
- Initial design and how you arrived at it
- Evaluation activities methods used, why, how you
used them, what they told you - How the design evolved
- Changes that could or should be made to the final
specification - Difficulties, limitations, next steps
- Deadline hand in to School Office Thursday April
17
22Supporting Documentation
- Slides available _at_www.mrl.nott.ac.uk/axc/G64UID/U
ser_Evaluation.pdf - Referenced texts
- Bødker, S. and Grønbæk, K. (1991) Design in
action from prototyping by demonstration to
cooperative prototyping, Design at Work
Cooperative Design of Computer Systems (eds.
Greenbaum, J. and Kyng, M.), pp. 197-218,
Hillsdale, New Jersey Lawrence Erlbaum
Associates. - Ehn, P. (1988) Work-Oriented Design of Computer
Artefacts, Stockholm, Sweden Arbetslivscentrum. - Ehn, P. and Kyng, M. (1991) Cardboard computers
mocking-it-up or hands-on the future, Design at
Work Cooperative Design of Computer Systems
(eds. Greenbaum, J, and Kyng, M.), pp. 169-195,
Hillsdale, New Jersey Lawrence Erlbaum
Associates. - Mogensen, P. and Trigg, R. (1992) Artefacts as
triggers for participatory design, Proceedings
of the 1992 Participatory Design Conference, pp.
55-62, Boston Computer Professionals for Social
Responsibility.