Title: Participatory and ValueSensitive Design
1Participatory and Value-Sensitive Design
213 User Interface Design and Development
- Professor Tapan Parikh (parikh_at_berkeley.edu)
- TA Eun Kyoung Choe (eunky_at_ischool.berkeley.edu)
- Lecture 12 - March 13th, 2008
2Todays Outline
- Participatory Design (PD)
- In-class Future Workshop
- Value Sensitive Design (VSD)
3Participatory Design
4Participatory Design
- Emerged from strong labor movement in Scandinavia
in the early 70s - Shift from top-down, management-driven,
rationalistic perspective to a bottom-up,
democratic, humanistic perspective - New legislation and policies provided workers a
role in how technology was introduced into
organizations - Legislation was not enough to shift the balance
away from the managerial perspective - this
required the innovation of new design methods
5PD CD?
- Isnt this the same as Contextual Design?
- They share certain ideas and approaches, but the
underlying emphasis is different - Contextual design emphasizes understanding the
context of work - Participatory design emphasizes actively
articulating problems and co-creating solutions
in cooperation with users - Other names for PD include Cooperative Design and
Collective Resource Approach
6Landmark PD Projects
- NJMF - 1970
- Norwegian Metal Workers Union
- Kristen Nygaard
- DEMOS - 1975
- Swedish Trade Union Confederation
- Ehn and Sandberg
- DUE - 1977
- Kyng and Matthiasen
- UTOPIA - 1981
- Nordic Graphic Workers Union (NGU)
- Ehn, Kyng, Sundblad, Bødker
- Florence - 1983
- Nurses
- Nygaard, Bjerknes, Bratteteig, Kaasbøll, Sannes,
Sinding-Larsen
7Scandinavian Culture
- Rich social democracies, relatively small
- Use technology to a large extent, very fast
diffusion - Small and medium sized organizations
- Equity and equal rights very important
- Democratic work life (employee representation in
company boards, etc.) - High percentage of trade union membership
- Protestant ethics
Source Tone Bratteteig, Participatory Design -
Scandinavian Tradition, 2003
8Computing Applications
- Enhance workplace skills, rather then degrade
them - As tools, applications should support work
activities, not make them more rigid - Organizational issues should be a specific focus
of the design - In addition to improving productivity, also
improve the quality of work and results
Source Bødker, Grønbæk and Kyng Cooperative
design techniques and experiences from the
Scandinavian scene
9Involving Users
- Improve the knowledge upon which systems are
built - Enable workers to develop realistic expectations
- Reduce resistance to change
- Increase workplace democracy by giving the
members of an organization the right to
participate in decisions that are likely to
affect their work
Source Bjerknes Bratteteig, 1991
Bjørn-Andersen Hedberg, 1977
10Participatory Design Process
- Recognize conflict
- Guided by designers
- Situated within user's work
- Encourage creativity and draw out tacit knowledge
- Simulate the future to aid in prediction and
evaluation of design
Adapted from Patrick Williams
11Role of Designers
- Coordinate activities
- Facilitate discussion
- Prepare materials
- Advocate solutions
Adapted from Patrick Williams
12Case Study The AT Project
- National Labor Office (AT) in Aarhus, Denmark
- Country-wide labor inspection service
- Includes inspectors, administrative personnel and
researchers - Inspectors conduct health inspections, follow up
on workplace accidents, and lead campaigns
related to specific work hazards and/or
industries - Goal of this project was to decentralize
application development and support - Action Research - do research while making
concrete contributions to the project
Source Bødker, Grønbæk and Kyng Cooperative
design techniques and experiences from the
Scandinavian scene
13Stages of the Project
- Workplace visits - understand current situation
and work practices - Future workshop - compile current problems and
brainstorm potential solutions - Organizational game - Envision possibilities by
presenting new scenarios using mock-ups and
prototypes - Embodying ideas - Continue development by
co-creating mock-ups and prototypes and by trying
out new / modified work situations
14(No Transcript)
15Future Workshops
- The technique is meant to shed light on a common
problematic situation, to generate visions about
the future, and to discuss how these visions can
be realized - Participants should share a set of problems, a
desire to change the work situation, and the
means to achieve that change - Usually involves two facilitators, and no more
then 20 participants
16Stages of a Future Workshop
- Preparation
- Critique - draw out specific issues and problems
- Fantasy - imagine how things could be different
- Implementation - figuring out how to make it
happen - Follow-up
17Critique
- Structured brainstorming about current problems
at work - Everyone gets a chance to speak
- Time can be restricted, for example, to 30 secs.
- Statements are recorded, and then grouped into a
number of themes
18Fantasy
- Problem themes are inverted to generate positive
ideas for the future - No statement about the future is considered too
extreme - if somebody wants it, its OK - Positive visions are grouped under a number of
themes - Themes are selected to develop utopian outlines
- idealistic visions of how things might work in
the future
19Implementation
- Use utopian outlines as a starting point
- Envision the resources, systems and
organizational changes required to make the
vision a reality - Plan how to access those resources, build the
systems and gain consensus around the required
organizational changes
20Organizational Games
- Act out alternate work organizations and
confront the new problems that arise - Using mock-ups and prototypes as props
- Metaphor of acting in a play
- Playground - the scene where the action occurs
- Roles - the parts that various actors play
- Situation cards - introduce particular breakdowns
- Commitments - actions taken by actors in response
to specific situations - Conditions - requirements for taking these
actions - Action plan - how to propose the idea to the rest
of the organization and make it happen
21Cooperative Prototyping
- Prototyping provides learning not only for the
designer, but also for the user - Users can understand the potential of technology
to impact work, and envision realistic future
scenarios - Users and designers cooperatively envision new
designs, and inform each others perception of
their practicality and utility - The final result is not a surprise!
22Mock-up Design
- Mock-ups and lo-fidelity prototypes provide
hands-on experience with new situations - Everyone has the knowledge and tools (pens,
scissors, etc.) to make modifications - Everyone understands their limitations
- They can be made cheaply
- They are fun to use and modify
23Limitations of Mock-ups
- Changes can be time-consuming
- Hard to illustrate dynamic aspects of the
interface - Can lead to a disjoint between the design and
technical possibilities - Require someone to have a strong understanding of
these possibilities
24In-class Future Workshop
- Redesign how iSchool students register for
classes at UC Berkeley - Critique - 10 minutes
- Fantasy - 10 minutes
- Implementation - 5 minutes
- Need one facilitator
- The rest of you can be participants
25Limitations of PD
- Requires close collaboration between users and
developers - Physical proximity
- Resources and time to support collaboration
- Difficult to overcome cultural, linguistic
barriers - Does not address distributed teams,
Internet-based systems - Requires strong organization of labor
- In Scandinavia, can rely on existence of unions
- In other places, unions may not exist, and
workers may be fundamentally disempowered - This makes it difficult to access the right
users - Users may not be comfortable with articulating
their desires - Users may be disappointed when their visions are
not realized - Not all systems are workplace-based
- What about consumer technologies?
- What about systems for fun, or communication?
- PD ideology can usually be adapted for dealing
with these variations, but not all the formalisms
carry over
26Value Sensitive Design
27Value Sensitive Design
- a value refers to what a person or group of
people consider important in life - Value-Sensitive Design is a methodology that
explicitly consider the values of users and other
stakeholders in the design process - Developed by Batya Friedman and Peter Kahn at UW,
along with other collaborators
Source Friedman, Kahn and Borning Value
Sensitive Design and Information Systems
28Practical Suggestions for VSD
- Start with a Value, Technology or Context
- Identify Direct and Indirect Stakeholders
- Identify Benefits and Harms for Each Group
- Map Benefits and Harms to Values
- Conduct a Conceptual Investigation of Values
- Identify Potential Value Conflicts
- When conducting interviews, ask Why?
Source Friedman, Kahn and Borning Value
Sensitive Design and Information Systems
29Important Values for System Design
- Human Welfare
- Ownership and Property
- Freedom from Bias
- Universal Usability
- Autonomy
- Informed Consent
- Sustainability
Accountability Courtesy Identity Calmness Trust Pr
ivacy
Source Friedman, Kahn and Borning Value
Sensitive Design and Information Systems
30For Next Time
- Guest lecture by Matthew Kam about his
Participatory Design activity in rural India - Readings will be posted soon!
- Next Thursday, Eun Kyoung and I will meet with
each group to provide feedback on the project
proposal and discuss your plans