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Human
Computer Interaction
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Lecture
20
Lecture
20. User
Research Part-II
Learning
Goals
As the
aim of this lecture is to
introduce you the study of
Human Computer
Interaction,
so that after studying this
you will be able to:
· Understand
the User-Centered
approach
· Discuss
in detail the ethnographic
interviews
· Understand
how to prepare for ethnographic
interviews
In our
last lecture we were
studying the qualitative
research techniques. Today
we
will
discuss last technique,
ethnographic field study.
But, first let us look at
the user-
centered
design approach.
User-Centered
Approach
20.1
The
user-centered approach means that
the real users and
their goals, not
just
technology,
should be the driving force
behind development of a product. As
a
consequence, a
well-designed system should
make the most of human skill
and
judgment,
should be directly relevant to
the work in hand, and
should support rather
than
constrain the user. This is
less technique and more a
philosophy.
In 1985,
Gould and Lewis laid
down three principles they
believed would lead to
a
"useful
and easy to use computer
system." These are very
similar to the three
key
characteristics of
interaction design.
· Early
focus on users and tasks:
This means first
understanding who the
users
will be by
directly studying their
cognitive, behavioral, anthropomorphic,
and
attitudinal
characteristics. This required observing
users doing their
normal
tasks,
studying the nature of those
tasks, and then involving
users in the design
process.
· Empirical
measurement: early in development, the
reactions and
performance
of
intended users to printed scenarios,
manuals, etc, is observed and
measured.
Later
on, users interact with
simulations and prototypes
and their performance
and
reactions are observed,
recorded and
analyzed.
· Iterative
design: when problems are
found in user testing, they
are fixed and
then
more tests and observations
are carried out to see
the effects f the
fixes.
This
means that design and
development is iterative, with
cycles of "design,
test,
measure, and redesign" being
repeated as often as necessary.
Iteration
is something, which is emphasized in user-centered
design and is now
widely
accepted that iteration is required.
When Gould and Lewis
wrote their paper,
however,
the iterative nature of
design was not accepted by
most developers. In fact,
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they
comment in their paper how
"obvious" these principles are,
and remark that
when
they started recommending these t
designers, the designers' reactions
implied
that
these principles were indeed
obvious.
Applying
ethnography in design
Ethnography
is a method that comes
originally from anthropology
and literally means
"writing
the culture". It has been
used in the social sciences
to display the social
organization
of activities, and hence to
understand work. It aims to find
the order
within an
activity rather than impose
any framework of interpretation on
it. It is a
broad-based
approach in which users are
observed as they go about
their normal
activities.
The observers immerse themselves in the
users' environment
and
participate
in their day-to-day work,
joining in conversations, attending
meetings,
reading
documents, and so on. The
aim of an ethnographic study is to
make the
implicit
explicit. Those in the
situation, the users in this
case, are so familiar with
their
surroundings
and their daily tasks
that they often don't
see the importance of
familiar
actions
or happenings, and hence
don't remark upon them in
interviews or other
data-
gathering
sessions.
There
are different ways in which
this method can be
associated with design.
Beynon-
Davies
has suggested that
ethnography can be associated
with the development
as
"ethnography
of", "ethnography for", and
"ethnography within." Ethnography
of
development
refers to studies of developers themselves and
their workplace, with
the
aim of
understanding the practices of
development (e.g. Button and
Sharrock).
Ethnography
for development yields
ethnographic studies that can be
used as a
resource
for development, e.g., studies of
organizational work. Ethnography
within
software
development is the most common
form of study; here the
techniques
associated
with ethnography are integrated
into methods and approaches
for
development.
Because
of the very nature of the
ethnography experience, it is very
difficult to
describe
explicitly what data is collected
through such an exercise. It is an
experience
rather
than a data-collection exercise.
However, the experience must be
shared with
other
team members, and therefore needs to be
documented and
rationalized.
Studying
the context of work and
watching work being done
reveals information
that
might be
missed by other methods that
concentrative on asking about
work away from
its
natural setting. For
example, it can shed light
on how people do the "real"
work as
opposed
to the formal procedures that
you `d find in documentation;
the nature and
purpose of
collaboration, awareness of other's
work, and implicit goals
that may not
even be
recognized by the workers themselves.
For example, Heath et al.
has been
exploring
the implications of ethnographic studies
of real-world setting for
the design
of
cooperative systems. They
studied medical centers,
architects' practices, and TV
and
radio studios.
In one of
their studies Heath et al.
looked at how dealers in a stock
exchange work
together.
A main motivation was to see
whether proposed technological
support for
market
trading was indeed suitable
for that particular setting.
One of the tasks
examined
in detail was the process f
writing ticket to record deals. It
had been
commented
upon earlier by others that
this process of deal
capture, using "old-
fashioned"
paper and pencil technology,
was currently time-consuming
and prone to
error.
Based on this finding, it had been
further suggested that the
existing way of
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making
deals could be improved by introducing
new technologies, including
touch
screens
to input the details of
transactions, and headphones to eliminate
distracting
external
noise.
However,
when Heath et al. began
observing the deal capture
in practice, they
quickly
discovered
that these proposals were
misguided. In particular, they
warned that these
new
technologies would destroy
the very means by which
the traders currently
communicate
and keep informed of what
others are up to. The touch
screens would
reduce
the availability of information to
others on how deals were
progressing; while
headphones
would impede the dealers'
ability to inadvertently monitoring of
other
dealers'
actions was central to the
way deals are done.
Moreover, if any dealers
failed
to keep
up with what the other
dealers were doing by continuously
monitoring them,
it was
likely to affect their
position in the market,
which ultimately could prove
very
costly to
the bank they were
working for.
Hence,
the ethnographic study
proved to be very useful in
warning against attempts
to
integrate
new technologies into a
workplace without thinking
through the
implications
for
the work practice. As an
alternative, Heath et al.
suggested pen-based mobile
systems
with gesture recognition that
could allow deals to be made
efficiently while
also
allowing the other dealers to
continue to monitor one
another unobtrusively.
Hughes et
al state that "doing"
ethnography is about being
reasonable, courteous
and
unthreatening,
and interested in what's
happening. Training and
practice are required
to
produce good
ethnographies.
Collecting
ethnographic data is not
hard although it may seem a
little bewildering to
those accustomed to
using a frame of reference to
focus the data collection
rather that
letting
the frame of reference arise
from the available data. You
collect what is
available,
what is "ordinary", what it is
that people do, say,
how they work. The
data
collected
therefore has many forms:
documents, notes of your own, pictures,
room
layouts.
In some
way, the goals of design
and the goals of ethnography
are at opposite ends of
a spectrum.
Design is concerned with
abstraction and rationalization.
Ethnography, on
the
other hand, is about detail.
An ethnographer's account will be concerned
with the
minutiae
of observation, while a designer is
looking for useful
abstractions that can
be
used to
inform design. One of the
difficulties faced by those wishing to
use this very
powerful
technique is how to harness
the data gathered in a form
that can be used in
design.
Ethnography
framework
20.2
Ethnographic
framework has been developed
specifically to help structure
the
presentation
of ethnographies in a way that enables
designers to user them.
This
framework
has three dimensions
1.
Distributed co-ordination
2. Plans
and procedures
3.
Awareness of work
1.
Distributed co-ordination
The
distributed co-ordination dimension
focuses on the distributed
nature of the tasks
and
activities, and the means
and mechanisms by which they
are coordinated. This
has
implications for the kind of
automated support
required.
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2. Plans
and procedures
The
plans and procedures dimension
focuses on the organizational
support for the
work,
such as workflow models and
organizational charts, and how
these are used to
support
the work. Understanding this
aspect impacts on how the
system is designed to
utilize
this kind of support.
3.
Awareness of work
The
awareness of work dimension
focuses on how people keep
themselves aware of
others'
work. No one works in
isolation, and it has been
shown that being aware
of
others'
actions and work activities
can be a crucial element of
doing a good job. In
the
stock
market example this was
one aspect that
ethnographers identified.
Implications
here
relate to the sharing of
information.
Rather
than taking data from
ethnographers and interpreting
this in design, an
alternative
approach is to train developers to
collect ethnographic data
themselves.
This
has the advantage of giving
the designers first-hand experience of
the situation.
Telling
someone how to perform a
task, or explaining what an
experience is like is
very
difficult from showing him
or her or even gaining the
experience themselves.
Finding
people with the skills of
ethnographers and interaction designers
may be
difficult,
but it is possible to provide
notational and procedural
mechanisms to allow
designers to
gain some of the insights
first-hand. Two methods
described bellow give
such
support.
· Coherence
· Contextual
design
Coherence
The
coherence method combines experiences of
using ethnography to inform
design
with
developments in requirements engineering.
Specifically, it is intended to
integrate
social analysis with
object-oriented analysis from
software engineering.
Coherence
does not prescribe how to
move form the social
analysis to use cases,
but
claims
that presenting the data
from a ethnographic study
based around a set of
"viewpoints"
and "concerns" facilitated
the identification of the
product's most
impotent
use cases.
Viewpoints
and concerns
Coherence
builds upon the framework
introduced above and
provides a set of
focus
questions
for each of the three
dimensions, here called "viewpoints".
The focus
questions
are intended to guide the
observer to particular aspects of
the workplace.
They
can be used as a starting
point to which other
questions may be added
as
experience
in the domain and the
method increase.
In
addition to viewpoints, Coherence has a
set of concerns and
associated questions.
Concerns are a
kind of goal, and they
represent criteria that guide
the requirements
activity.
These concerns are addressed
within each appropriate
viewpoint. One of
first
tasks is
to determine whether the concern is
indeed relevant to the
viewpoint. If it is
relevant,
then a set of elaboration
questions is used to explore
the concern further.
The
concerns,
which have arisen from
experience of using ethnography in
systems design,
are:
· Paper
work and computer
work
· Skill
and the use of local
knowledge
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Spatial
and temporal
organization
·
Organizational
memory
·
Paperwork
and computer work
These are
embodiments of plans and procedures,
and at the same time
are a
mechanism
for developing and sharing
an awareness of work.
Skill
and the use of local
knowledge
This
refers to the "workarounds"
that are developed in organizations
and are at the
heart of
how the real work
gets done.
Spatial
and temporal
organization
This
concern looks at the
physical layout of the
workplace and areas where
time is
important.
Organizational
memory
Formal
documents are not the only
way in which things are
remembered within an
organization.
Individuals may keep their
own records, or there maybe
local gurus.
Contextual
design
Contextual
design was another technique
that was developed to handle
the collection
and
interpretation of data from fieldwork
with the intention of
building a software-
based
product. It provides a structured
approach to gathering and
representing
information
from fieldwork such as
ethnography, with the purpose of
feeding it into
design.
Contextual
design has seven
parts:
· Contextual
inquiry
· Work
modeling, consolidation
· Work
redesign
· User
environment design
· Mockup
· Test
with customers
· Putting
it into practice
Contextual
inquiry
Contextual
inquiry, according to Beyer
and Holtzblatt, is based on a
master-
apprentice
model of learning: observing
and asking questions of the
users as if she is
the
master craftsman and he
interviews the new
apprentice. Beyer and
Holtzblatt also
enumerate
four basic principles for
engaging in ethnographic
interview:
Context:
Rather
than interviewing the user
in a clean white room, it is
important to interact
with
and observe the user in
their normal work
environment, or whatever
physical
context
is appropriate for the
product. Observing users as
they perform activities
and
questioning
them in their own
environment, filled with the
artifacts they use each
day,
can
bring the all-important
details of their behaviors to
light.
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Partnership:
The
interview and observation
should take the tone of a
collaborative exploration
with
the
user, alternating between
observation of and discussion f its
structure and
details.
Interpretation:
Much of
the work of the designer is
reading between the lines of
facts gathered about
user's
behaviors, their environment,
and what they say. These facts must be
taken
together
as a whole, and analyzed by
the designer to uncover the
design implications.
Interviewers
must be careful, however, to avoid
assumptions based on their
own
interpretation
of the facts without verifying
these assumptions with
users.
Focus:
Rather
than coming to interviews
with a set questionnaire or
letting the interview
wander
aimlessly, the designer
needs to subtly direct the
interview so as to capture
data
relevant t design
issues.
Improving
on contextual inquiry
Contextual
inquiry forms a solid
theoretical foundation for
quantitative research,
but
as a
specific method it has some
limitations and inefficiencies.
The following process
improvements
result in a more highly
leveraged research phase
that better set
the
stage
for successful
design:
· Shortening
the interview process: contextual
inquiry assumes full
day
interviews
with users. The authors
have found that interviews
as short as one
hour in
duration are sufficient to
gather the necessary user
data, provided that
a
sufficient number of interviews
(about six well-selected
users for each
hypothesized
role or type) are scheduled. It is
much easier and more
effective
to find a
diverse set of users who
will consent to an hour with a designer
than
it is to
find users who will agree to
spend an entire day.
· Using
smaller design teams: Contextual
inquiry assumes a large
design
team that
conducts multiple interviews in parallel,
followed by debriefing
sessions
in which the full team
participates. Experiments shows
that it is more
effective
to conduct interviews sequentially
with the same designers in
each
interview.
This allows the design team
to remain small (two or
three
designers),
but even more important, it
means that the entire team
interacts
with
all interviewed users
directly, allowing the
members to most effectively
analyzed
and synthesized the user
data.
· Identifying
goals first: Contextual
inquiry, as described by Beyer
and
Holtzblatt,
feeds a design process that is
fundamentally task-focused. It is
proposed
that ethnographic interviews
first identify and
prioritize user goals
before
determining the tasks that
relate to these
goals.
· Looking
beyond business contexts: the
vocabulary of contextual
inquiry
assumes a
business product and a
corporate environment.
Ethnographic
interviews
are also possible in consumer
domains, though the focus
of
questioning
is somewhat different.
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Preparing for
ethnographic interviews
20.3
As we
discussed ethnography is term
borrowed form anthropology,
meaning the
systematic
and immersive study of human
cultures. In anthropology,
ethnographic
researchers
spend years living immersed in
the cultures they study
and record.
Ethnographic
interviews take the spirit
of this type of research and
apply it on a micro
level.
Rather than trying to
understand behaviors and
social ritual of an entire
culture,
the
goal is understand the
behaviors and rituals of
people interacting with
individual
products.
Identifying
candidates
Because
the designer must capture an
entire range of user behaviors
regarding a
product,
it is critical that the designers
identify and appropriately
diverse sample of
users
and user types when
planning a series of interviews. Based on
information
gleaned
form stakeholders, SMEs, and
literature reviews, designers need to
create a
hypothesis
that serves as a starting
point I determining what
sorts of users and
potential
users to interview.
Kim
Goodwin has coined this
the persona hypothesis, because it is
the first step
towards
identifying and synthesizing
personas. The persona hypothesis is
based on
likely
behavioral differences, not
demographics, but takes into
consideration
identified
target markets and demographics.
The nature of the product's
domain
makes a
significant difference in how a persona
hypothesis is constructed.
Business
users
are often quite different
than consumer users in their
behavior patterns and
motivations,
and different techniques are
used to build the persona
hypothesis in each
case.
The
personal hypothesis
The
persona hypothesis is a first cut at
defining the different kinds
of users (and
sometimes customers)
for a product in a particular
domain. He hypothesis serves as
a
basis
for an initial set of
interviews; as interviews proceed,
new interviews may be
required
if the data indicates the
existence of user types not
originally identified.
The
persona hypothesis attempts to address, at a
high level, these three
questions:
· What
different sorts of people
might use this
product?
· How
might their needs and
behaviors vary?
· What
ranges of behavior and types
of environments need to be
explored?
Roles in business
and customer domains
Patterns of
needs and behavior, and
therefore types of users,
vary significantly
between
business and technical, and
consumer products. For business
products,
roles--common
sets of tasks and
information needs related to
distinct classes of
users--provide
an important initial organizing
principle. For example, in an
enterprise
portal,
these search roles can be
found:
· People
who search for content on
the portal
· People
who upload and update
content on the portal
· People
who technically administer
the portal
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In
business and technical
context, roles often map
roughly to job descriptions, so it
is
relatively
easy to get a reasonable first
cut of user types to
interview by understanding
the
kind of jobs held by users
of the system.
Unlike
business users, consumers
don't have concrete job
descriptions, and their
use
of
products tends to cross multiple
contexts. Their roles map
more closely to
lifestyle
choices,
and it is possible for consumer
users to assume multiple
roles even for a
single
product in this sense. For
consumers, roles can usually
better be expressed by
behavioral
variables
Behavioral
and demographic
variables
Beyond
roles, a persona hypothesis seeks to
identify variables that
might distinguish
users
based on their needs and
behaviors. The most useful,
but most difficult to
anticipate
without research, are
behavioral variables: types of
behavior that
behavior
concerning
shopping that we might
identify:
· Frequency
of shopping (frequent--infrequent)
· Desire
t shop (loves to shop--hates to
shop)
· Motivation
to shop (bargain hunting--searching for
just the right
item)
Although
consumer user types can
often be roughly defined by
the combination of
behavioral
variables they map to,
behavioral variables are also
important for
identifying
types of business and
technical users. People
within a single
business-role
definition
may have different
motivations for being there
and aspirations for
what
they
plan to do in the future.
Behavioral variables can
capture this; through
usually
not
until user data has been
gathered.
Given
the difficulty in accurately
anticipating behavioral variables
before user data is
gathered,
another helpful approach in
building a persona hypothesis is making
use of
demographic
variables. When planning
your interviews, you can
use market research
to
identify ages, locations,
gender, and incomes of the
target markets for the
product.
Interviews
should be distributed across
these demographic ranges.
Domain
expertise versus technical
expertise
One
important type of behavioral
distinction to note is the
difference between
technical
expertise (knowledge of digital
technology) and domain
expertise
(knowledge
of a specialized subject area
pertaining to a product). Different
users will
have
varying amount of technical
expertise; similarly, some
users of a product may
be
less
expert in their knowledge of
the product's domain (for
example, accounting
knowledge
in the case of a general
ledger application). Thus,
depending on who the
design
target of the product is,
domain support may be a
necessary part of the
product's
design, as well as technical
ease of use.
Environmental
variables
A final
consideration, especially in the
case of business products, is
the cultural
differences
between organizations in which
the users are employed.
Small companies,
for
example, tend to have more
interpersonal contact between
workers: huge
companies
have layers of bureaucracy. These
environmental variables also
fall into
ranges:
· Company
size (small--multinational)
· IT
presence (ad
hoc--draconian)
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Security
level (lax--tight)
·
Like
behavioral variables, these
may be difficult to identify
without some domain
research,
because patterns do vary significantly by
industry and geographic
region.
Putting a plan
together
20.4
After
you have created a persona hypothesis,
complete with potential
roles,
behavioral,
demographic, and environmental
variables, you then need to
create an
interview
plan that can be
communicated to the person in charge of
providing access
to
users.
Each
identified role, behavioral
variable, demographic variable,
and environmental
variable
identified in the persona hypothesis
should be explored in four to
six
interviews
(some time more if a domain
is particular complex). However,
these
interviews
can overlap: it is perfectly acceptable
to interview a female in her
twenties
who
loves to shop; this would
count as an interview for
each of three
different
variables:
gender, age group, and
desire to shop. By being clever about
mapping
variables
to interviewee screening profiles,
you can keep the
number of interviews to
a
manageable number.
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