Participatory Design Group 9 30.04.2003 - PowerPoint PPT Presentation

1 / 26
About This Presentation
Title:

Participatory Design Group 9 30.04.2003

Description:

... to the design of information systems ... An approach to assess, design and develop of technical and ... the user's workplace as a design team ... – PowerPoint PPT presentation

Number of Views:40
Avg rating:3.0/5.0
Slides: 27
Provided by: sara58
Category:

less

Transcript and Presenter's Notes

Title: Participatory Design Group 9 30.04.2003


1
Participatory Design- Group 9 30.04.2003
  • Readings related to PD
  • Foundations Language-games
  • Theoretical Schools in SD
  • Preliminary inquiry
  • General principles of PD
  • PD related to our project

2
Philosophical Foundationsfor Participatory
DesignLanguage-games
3
Language-games
  • Ehn (1993) Wittgensteinian language-games are
    the theoretical foundation for Participatory
    Design
  • What is a language-game?

4
Wittgensteins classic example blocks,
pillars, slabs and beams
  • A needs B to help him build a house
  • A points at block and says block
  • In the future, when A needs a block, he shouts
    block and B provides him with one
  • This is a simple language-game
  • This is according to Wittgenstein how children
    learn language!

5
Why Wittgensteins language-games were
revolutionary
  • They closed the Cartesian divide between a
    human brain in a vat and an external world. No
    more ding an sich (Kant), only ding für mich.
  • Language-games are a social activity language is
    always shared never private.
  • Reality exists because of language-games, without
    language-games, no reality.
  • Reality (or a part of it) something we
    understand have a word for

6
Empirical support for the theory
  • Participatory Design
  • joint visits to trade-shows spending more time
    together ... role-playing games all helped
    in improving understanding between user and
    designer (Ehn, p. 62)
  • Acculturation of newcomers in the workplace
  • acculturation takes place faster when newcomers
    interact with veteran peers (Meryl Reis Louis
    1990)

7
A dialectic of rule-breaking
  • Both designer and user are influenced when new
    language-games are made.

new, common language-game
rule-breakingevolveslanguage-game
designers language-game
users language-game
8
A hermeneutic representation of a language-game
in PD
users
learns from
"language-game"
learns from
designers
9
Systems Development Research in Scandinavia
  • Jørgen Bansler

10
Bansler Systems Theoretical Research 1960s-
  • Objective rationalize work processes by using
    computer based information systems
  • Langefors The ISAC Method
  • principles of engineering to the design of
    information systems
  • Employees factors of production,
  • Critique the uniqueness of human beings are
    overlooked

11
BanslerSocio-technical Research 1970s-
  • Concerns the socio-psychological problems caused
    by the system designers neglect of the human
    factor
  • Organizations (Bjørn-Andersen et al)
  • job satisfaction
  • social system and technical system
  • Participative approach
  • Critique Socio-technical factors are often
    overseen

12
Bansler Critical Research 1970s-
  • Organizations are frameworks for cooperation and
    conflicts among interests groups
  • Kristen Nygaard, Olav Terje Bergo
  • Metal working industry Computers impact on
    working conditions
  • Local unions experimented on how to gain more
    influence in introducing new technology in the
    workplace
  • Political research
  • democratization must involve changes in the
    structure of social life
  • Critique democratization of the workplace is not
    always the main goal for trade unions

13
Bansler Systems Development Research in
Scandinavia
14
Preliminary inquiry (PI) and PDMain topics
  • The scope and reasons for conducting a PI
  • Aspects that are similar to the focus in PD-
    theory
  • Possible conflicts and dilemmas

15
The scope and reasons for a conducting a
preliminary inquiry
  • The challenges and the setting
  • General principals (Bødker, Kensing, Simonsen)
  • the MUST- method
  • a common vision
  • actual user participation
  • mutual learning process
  • learning by doing (UTOPIA?)
  • Anchorage, common reference point

16
Aspects that are similar to the focus in PD-
theory
  • User participation
  • Policy of democracy
  • Recognition of workers as a valuable source of
    knowledge
  • Broader meaning of system

17
Possible conflicts and dilemmas
  • power/ influence (the Telenor- project)
  • consequences of visions/ solutions
  • Conflict of interest

18
Participatory Design - principles
  • An approach to assess, design and develop of
    technical and organizational systems
  • For more information http//www.cpsr.org/program/
    workplace/PD.html

19
PD tenants 1/3
  • Involvement of the users
  • Workers, a prime source
  • The system more than a collection of software

20
PD tenants 2/3
  • Understand the organization
  • Spend time with users in their workplaces rather
    than testing in laboratories

21
Why use Participatory Design? 1/3
  • Increase knowledge of the system being developed
  • Being there is more useful than hearing about it
    / being told about it
  • Gives a good opportunity to give the users a
    realistic expectation of the system
  • And possibly reduce resistance towards the system!

22
Why use Participatory Design? 2/3
  • Increase Democracy in the work place
  • By giving users an opportunity to participate in
    decisions that will possibly affect their
    workplace / work environment

23
Why use Participatory Design? 3/3
  • Mutual learning
  • Between developer and user
  • Users get to know their future tools, and have
    the opportunity to suggest alterations if
    desirable
  • The Say/Do problem

24
Possible Problems with PD
  • Demands close cooperation between the developer
    and user
  • Requires the same geo. location for the developer
    and user
  • Developers might not get to work with the right
    users
  • Users might misinterpret their amount of power
    over their own situation

25
PD in our project As in PD, we
  • Had certain METHODS for communicating knowledge
  • Had to solve say-do- challenges
  • Know the organizational context
  • Used the workers as a source of knowledge and
    innovation

26
PD in our project As opposed to PD, we
  • Were not much concerned with democratic processes
  • Could not be at the users workplace as a design
    team
  • The Virtual Team approach does not make user
    participation easy during the design process
Write a Comment
User Comments (0)
About PowerShow.com