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What active users and designers contribute
in the design process
E. Olsson*
Department of Information Technology, Uppsala University, Box 337, 751 05 Uppsala, Sweden
Received 8 October 2003; revised 20 January 2004; accepted 27 January 2004
Abstract
With the hope of creating usable systems, we declare repeatedly that users should be involved in
the design and development of computer systems, without questioning the reasons and motives
behind this declaration. What, in fact, can users contribute to design and how can we best include
their contributions in the development process in order to produce usable computer systems?
This paper presents a study of the hands-on work of one group of designers and one group of user
representatives (in this case marine captains) on a given design task. The groups met on separate
occasions. The aim of the study was to present a qualitative analysis of the potential contributions to
design by user representatives compared with interaction designers.
The results are discussed in terms of methods and techniques that sanction the use of a particular
domain-specific vocabulary, giving advantages to those who have a good command of that
vocabulary. In addition, the study discusses how users’ narratives may reveal qualitative domain
knowledge that could function as the glue that keeps users and designers together in the design process.
q 2004 Elsevier B.V. All rights reserved.
Keywords: User involvement; User participation; User-centered design; Participatory design; Design decisions;
Domain knowledge
1. Introduction
1.1. Active user participation
Users active participation in the design of work systems has been the focus of
research and discussion for several decades now, see for example, Kujala’s (2003)
0953-5438/$ - see front matter q 2004 Elsevier B.V. All rights reserved.
doi:10.1016/j.intcom.2004.01.001
Interacting with Computers 16 (2004) 377–401
www.elsevier.com/locate/intcom
* Tel.: þ46-18-471-28-81; fax: þ46-18-471-78-11.
E-mail address: [email protected] (E. Olsson).
discussion on the benefits and drawbacks of the various existing approaches. Although
the benefits of user-centered systems design (UCSD) and participatory approaches are
acknowledged (Muller et al., 1997; Schuler and Namioka, 1993), the application of
such methods by practitioners is limited (Gould et al., 1991, Gulliksen et al., 2003). A
survey among usability experts attending CHI and UPA conferences revealed that
although ranked far below participatory design (PD) in efficiency, heuristic evaluation
was the most common method used (Rosenbaum et al., 2000). Similar findings have
been confirmed in studies that are more recent, where the most popular usability
activities were distant from active user participation; they included usability testing,
prototyping and heuristic evaluation (Gunter et al., 2001; Vredenburg et al., 2002). The
projects studied by Clement and Besselaar (1993) in their retrospective study had a
short-term focus and critical resources were withdrawn upon completion of the projects.
These conditions influenced the lack of self-sustained processes of local participation to
continue within work settings, but Clement and Besselaar (1993) concluded that the
main reasons were related to organizational inertia and resistance. A number of other
reasons might explain the low acceptance and sporadic use of PD in real life, a few of
these are discussed next.
A common criticism against PD is its imprecise definition of the concept of
participation. Muller et al. (1997) point out that techniques described as
participatory—where the users merely constitute a source of information and therefore
may be exploited, objectified or manipulated—may turn the whole process of
participation into an illusion. They refer to cases where the authors claim that they
have performed PD activities and yet in fact, no users were involved. Active
user participation is one of the key principles in user-centred systems design
(Gulliksen et al., 2003).
A well-defined user population is clearly an advantage in achieving user involvement
(Grudin, 1991), but it might be difficult to define the users. Carmel et al. (1993, p. 40) put
forth that “an unambiguous definition of user is impossible” and claim that the main
difference between the many different participatory approaches is the degree to which
users are allowed to participate in the project. Consequently, different approaches,
dependent on specific settings and conditions, offer many varying definitions.
Furthermore, it is both difficult and requires great effort to succeed in involving users
representing all potential users of a specific system. If, for instance, the top management,
middle-level managers, and workers are all potential users of the same system, they
probably need to have access to different parts of the system and different views of the
information in the system. If their respective requirements must be fulfilled by the same
system, the task of involvement can be perceived as cumbersome and demanding from the
developer’s perspective.
1.2. Users as informants or co-designers
Involving users in analysis and evaluation is relatively uncontroversial but there is a
variation in exactly how much one wants to involve the user in the design work, and the
way such intentions are expressed (Fig. 1). On the one hand, users are considered as
informants (Constantine and Lockwood, 2002; Scaife et al., 1997) who can supply facts
E. Olsson / Interacting with Computers 16 (2004) 377–401378
about work procedures, but who—in most cases—have no HCI or design knowledge and
therefore in general, should have little to say about particular design issues (Webb, 1996).
On the other hand, there are user representatives that participate for years in user groups as
sources of information for design projects. These users run the risk of becoming
professional domain experts, developing a new career detached from actual work
procedures.
Rather than increasing user involvement in the development process, there is a shift
from full involvement to users being considered informants or even subjects (as in objects,
subjected to observational procedures). Many commercial development processes, e.g.
RUP, do not encourage user-centered design as defined by Gulliksen et al. (2001, 2003).
This definition has been adopted in this paper. In fact, usage-centered design (Constantine
and Lockwood, 1999) prescribes selective user involvement in contrast to the substantial
user involvement recommended in user-centered design. Users continue to serve merely as
information sources answering specific questions that may arise; they still have little or no
influence on the design. Constantine and Lockwood (2002) even suggest excluding or
minimizing user involvement. They maintain the view that “user studies may easily
confuse what users want with what they truly need”.
Cooper (1999) makes a case for the use of Personas, instead of letting programmers
decide what users need. In his opinion, the ‘user’ expression should be eradicated, and
instead Personas should serve as a safeguard against developers considering themselves
as users of the system. Although this perspective might be useful in preventing
developers from maintaining false ideas about the users, it does not safeguard the
interests of the users.
When a process of change is initiated, it is often difficult to envision what the future
work situation will be since people are occupied with the current work situation and its
inherent routines. Greenbaum and Kyng (1991) argue that PD in many ways can be
transformed into a trap for the future users that participate in the development process.
It is not possible for them to deliver ‘upfront’ the appropriate demands on the design,
since they are not aware of all possibilities, and furthermore, new possibilities can
initiate the development of current work practices (Vicente, 1999). Beyer and
Holtzblatt (1998) even suggest that reorganizing work is equally important as creating
new computer systems.
Fig. 1. Degrees of user involvement. The figure shows how users can be given the role of anything on a scale from
active empowered partners, to active agents without power, and finally to passive subjects to be observed. The
order of the labels picked from concurrent literature is not conclusive, merely one way of categorizing different
ways of focusing on users in systems development.
E. Olsson / Interacting with Computers 16 (2004) 377–401 379
Design, as it is discussed in this paper, does not merely refer to design of the user
interface. The design process involving users is also a way of eliciting knowledge about
the domain and the work practices, and thereby provides essential requirements on the
future support system. By identifying and discussing work practices in the design process,
the process will also include job redesign.
It is not uncommon that the participating users end up in a ‘hostage’ situation. When the
system is ready and the result is unsatisfactory, the users that have been involved in the
development process are assumed to have had a major responsibility for the outcome.
Symon (1998) gives a good picture of designer-user interaction in in-house development
where the developers orchestrated the design decisions, but nevertheless claimed that the
user representatives made all the decisions. One reason for such misconceptions may be
that many design decisions are implicit; they just emerge as a result of somebody doing
something. Explicit design decisions on the other hand, are often made in, e.g. modeling
sessions with users (Boivie et al., 2004).
1.3. The background to this study
Previous HCI research prescribes that real users and their needs must be in focus early
on and continuously in development projects that aim to produce usable systems (Bjerknes
et al., 1987; Gould et al., 1997; Norman and Draper, 1986; Gulliksen et al., 2003). Such a
perspective was adopted in the TRAIN project (Kecklund et al., 2003) that has inspired the
study reported here. Knowledge about the tasks involved in train driving was gathered
through extensive field research. Next, a group of train drivers was assembled in order to
test hypotheses derived from the fieldwork, and at the same time put user-centered design
work into practice in the development of a new user interface. At five meetings of one or
two days, this group collaborated with researchers on the interface design. The origins of
the present study were the researchers’ reflections on the work carried out together with
the train drivers. The below example illustrates how the interaction designer thought and
worked as compared to the train drivers.
The group had agreed on the location and rough appearance of information about
stations and timetables on the display. The designer spent hours on moving information
items two pixels back and forth in order to make, e.g. station signatures fall out nicely
one after the other in an aligned column, intertwined with information from the
timetable and critical safety information, as the train traveled forward. Different fonts
and sizes were evaluated as well as surrounding frames of different size, thickness, and
color, in combination with opaque or semi-transparent backgrounds. These efforts were
made to find a suitable symmetry in the design at the same time that was efficient and
pleasant for the viewer. The basis for these concerns might possibly be derived from
cognitive psychology, in terms of the perception and interpretation of information, and
from HCI, in terms of readability, concurrence, effectiveness, and satisfaction with the
display.
The train drivers group, on the other hand, discussed for hours how the control system
worked and the unacceptable result presented on their displays. They often enhanced their
explanations with vivid descriptions of particular places where the infrastructure revealed
this—often odd—behavior.
E. Olsson / Interacting with Computers 16 (2004) 377–401380
While the drivers group got enthusiastically involved in lengthy discussions about their
work, the researchers—in their interaction designer role—tried to focus on design
problems and to make decisions within the framework of the given time schedule. From
that point of view, the need for evidence of progress was obvious and ever-present.
Although the available time was limited, the participating drivers were given more time to
develop their thoughts on their work than is common in development projects, and they
were pleased with the task they accomplished and would have been more than willing to
continue their work.
The idea of investigating what users and developers, respectively, contribute to design
developed from an urge to delve deeper into the complexity of user participation and to be
able to continue recommending user participation not only as a matter of routine.
The following assumptions had evolved as a result of cumulative observations and
active experiences and they now developed into the framework for the qualitative study
reported below.
† User representatives focus on domain issues, and current work practices.
† Interaction designers fall back on their HCI knowledge and focus on typical HCI issues.
† Interaction designers spend more time on the appearance and presentation, in
comparison with user representatives who concentrate on functionality and
effectiveness.
2. Method
The aim of the study was to present a qualitative analysis of the potential contributions
to design by user representatives compared with interaction designers. Most development
projects involve a number of different parties. In an attempt to simplify matters somewhat,
the present study concentrates on users and designers—the latter often having the role of
system developer as well, thus ‘designer’ is used in the text although developer might have
been equally appropriate in some places.
Two methods were used to gather qualitative data, video recordings from group
discussions and individual questionnaires.
2.1. Participants
Two independent groups were gathered to carry out a design task on separate
occasions. Three designers with between 8 and 16 years of experience in interaction
design formed one group, the designers group. The user representatives group consisted
of four captains, teaching at Kalmar Maritime Academy, with between 10 and 35 years
of maritime experience. The user representatives had no prior knowledge on or
experience with design work.
2.2. The design task
The design task was to integrate and improve two existing display designs. The new
display would be installed as the main display used by captains in the daily work on
E. Olsson / Interacting with Computers 16 (2004) 377–401 381
the ship bridge of a high-speed craft. The groups were instructed to present, by the end of
the day, a rough draft of their suggested solution and a shortlist of prioritized information
elements in their design solution understandable to a maritime professional.
The given displays were:
† the ‘conning’ display, which usually contains status information about the ship, and at
times, also presents information about forces exerted from propulsion and external
forces that affect the ship
† the electronic chart display (ECDIS), with radar and target information overlay.
The integrated display should show the present situation, with potential hazards related
to collision and grounding clearly observable, as well as give an idea of how the present
situation might develop over the next few minutes, given, for example, the current speed,
heading, rate of turn and the surrounding traffic situation. The groups had complete
freedom to add or remove information elements as they saw fit.
The members of the groups were also instructed to respect each other’s opinions, to let
everyone speak freely, and to restrain from an immediate dismissal of each other’s ideas
and suggestions while they worked in the group. Finally, the groups worked for
approximately 4 h, with a 1-h break for lunch.
The entire group work session was recorded on videotape, and although an observer
was present from time to time (exchanging videotapes), it was assumed that the groups
would work on their own and accomplish the given task in the manner they wished, using
the supplied reference material, whiteboard, OH-film, pens and paper, Post-it notes, etc.
2.3. Procedure
The meetings started with a 45-min oral presentation of the two given displays
described in Section 2.2 and brief explanations of the rationales behind the design.
Some of the comments obtained on a preceding evaluation performed by three captains
were also presented (Olsson et al., 2002). Each participant was provided with display
designs in the form of color printouts, together with definitions of the most common
elements and concepts in the displays. The groups had access to reference material as
design guidelines and specifications from the International Maritime Organization, a
technical report of the design work performed on the displays (Barcheus, 2002) plus the
results from the evaluation referred to above. The organization of the study allowed
proper documentation of both the work process and the results. The work material
provided and the settings were comparable, but the participants had full freedom to
develop the work in their own way, using their own experiences in their efforts to
improve a given design.
The introduction, including questions from the participants, was followed by half an
hour of individual reflections on how to deal with the task. In the mean time, each
participant wrote down answers to the following questionnaire:
1. What would be your first measure?
2. How do you prioritize the measures you intend to take?
E. Olsson / Interacting with Computers 16 (2004) 377–401382
3. What knowledge do you think you can contribute with from the horizon of your specific
competence?
4. What knowledge/competence do you think you lack, in terms of further work with a
design solution?
5. How would you acquire that knowledge, or alternatively, which kind of competence
would you seek advice from?
2.4. Analysis
Data were collected from the questionnaire and the videotaped sessions. The videotapes
were reviewed and the discussions transcribed. Notes were also taken on the behavior and
methods used by the subjects.
The author wanted to perform a relatively unbiased exploration of the topics
discussed by the two groups. Thus, a grounded theory (Glaser and Strauss, 1967)
approach was chosen for the analysis of the transcripts from the sessions, since it aims
to develop a theory from data rather than to gather data in order to test a theory or
hypothesis.
The transcripts from the two sessions were organized in separate tables, where
statements were carefully clustered according to topics, determined by the contents of the
statements, in line with grounded theory coding (Glaser, 1994). In this paper, the term
statement is used to describe a cluster of sentences composed of complete thoughts
articulated by one or more group members including support or objections given by the
others.
Each cluster was given an initial label consisting of a primary category and, when
appropriate, it was labeled with a sub-category as well. Then the tables were sorted
according to category and sub-categories. The texts belonging to a certain category, now
easily compared, were then further refined, rearranged and split up if necessary. Finally,
printouts of the texts, following the original timeline, were analyzed to further reveal how
the groups went about the task.
Finally, the labeled statements were counted to acquire a quantification of the
qualitative differences obtained in the two groups.
3. Results
3.1. Questionnaire
1. First measure. Two of the user representatives started to specify the information items
whose presentation they wanted to improve. One wanted to take the raw data, such as
course from gyro, speed, etc. and experiment with a presentation of these on uniform
instruments (similar to what has been done in cars) and only use the conning display for
the presentation of calculated and integrated data of high priority, such as deviation and
angles. The other two decided to start with more general tasks, such as determining
required information in different conditions, in order to reduce excessive information
from the display.
E. Olsson / Interacting with Computers 16 (2004) 377–401 383
In the designer group, there was a general agreement on the need for increased
knowledge of the target environment and the task to be performed, and one of them
mentioned putting together a team where such knowledge was represented.
2. Priority. The user representatives split into two groups, two of them went straight for
details needed to improve such as the GPS, cross-track error, and deviation angle
presentation. The other two wanted to start on a higher level and work with
specification of information items needed on the new display. They also wanted to find
out present and future technical possibilities for the design solution.
The designers prioritized the improvement of their own domain knowledge through
field studies and interviews, contextual analysis, etc. and by bringing in people with
domain knowledge.
3. Competence. The user representatives judged their largest contribution to be their wide
experience of maneuvering and navigating different types of ships in different
conditions, using different systems and displays, sometimes in collaboration with
crewmembers having unknown training and qualifications. Two of them mentioned in
particular their experiences with overloaded displays, as a useful competence for the
design task.
The designers judged HCI knowledge as their main contribution, including
experiences in user-centered methods, in analysis, in explaining and simplifying
technical solutions, and finally in their ability to translate the result into design. One of
them reflected on their role, considering it as a catalyst between users and system
developers.
4. Lack of knowledge. The user representatives pointed out knowledge deficiencies in
quite specific areas such as water jet propulsion, current technical systems, and the
possibilities for integration of information from different technical systems. They also
mentioned lack of knowledge about human behavior, information processing and
decision-making, and finally a lack of knowledge about how to design displays that
communicate with users in the best possible manner.
For the designers, the general lack of domain knowledge was identified as an obstacle.
Moreover, two of them brought up a lack of knowledge about technical constraints, and
one designer wanted to know in particular what the economic constraints would be.
5. Remedies. The user representatives wanted to improve their own competence by
getting practice in simulators and on board high-speed craft, by interviewing
present users, by taking courses, by getting information about the tools currently
available and those that would be available in the future, and finally by involving
behavioral scientists and graphic designers.
According to themselves, the remedy for the designers’ lack of domain knowledge
would be to bring in people into the design team with such knowledge. Users, as well as
designers with technological experience, would help the designers to develop their domain
knowledge in the target environment.
3.2. Analysis of the group discussions
In the user representatives group, the clustering of statements resulted in 120
statements divided among 40 categories (Fig. 2). In the designers group, the clustering
E. Olsson / Interacting with Computers 16 (2004) 377–401384
Fig. 2. Statements in the captains group. The analysis resulted in 120 statements made by the captains divided
among 40 categories.
E. Olsson / Interacting with Computers 16 (2004) 377–401 385
of statements resulted in 318 statements made during the day, divided among 31
categories (Fig. 3). This does not imply that the conversation was less energetic in the
user representatives group; rather it indicates that they took some time on each topic.
The difference in how the two groups spent their time was obvious, particularly in terms
of the designers’ focus on issues related to the design procedure (Fig. 4), and the user
representatives’ strictly work task related discussions.
3.2.1. The user representatives group
Although the discussion was active, the user representatives in the study remained
seated at the table for most of the time. The graphic representation of particular
information items was discussed from time to time. However, they deliberately left such
tasks to graphic designers, who were considered specialists in conveying a message using
graphic representations.
I would imagine that there are people who have this knowledge, how you communicate
a picture to the user, and avoid flickering tenth of figures.
On a few occasions, one of them went up to the whiteboard to explain a feature, or
visualize a suggestion with a sketch on the whiteboard. For this particular task, they
obviously did not have an urgent need for sketches; they shared a deep knowledge of the
work and this probably made non-representational discussions possible.
They questioned the design solution given in the assignment and remarked that they
would have wanted to start their work from scratch to get rid of inappropriate information
items. For instance, the compass rose and ship silhouette were realistically reproduced on
the screen; probably in an attempt to achieve an ecological interface design (Vicente and
Rasmussen, 1992). However, the user representatives judged them as ineffective and
consequently discarded them:
Why should it look like this, the compass rose and stuff like that?
They were specific about raw data and wanted to discriminate information transmitted
directly from a particular source and information derived from other sources. They also
discussed specific information items they wanted to remove completely from the display.
The user representatives often backed up their conclusions and suggestions with a
description of a situation they had experienced, a system they had been exposed to as well
as descriptions of information displays from different suppliers, and by relating to
incidents and accidents.
You can send the complete radar image to the ECDIS, that’s what we are looking at
here… XXX for instance have that on all their ships, you get tired after half an hour
because it’s too much.
Of course! This is the XXX-accident last Christmas, they used 2 17 or port 17 as mid
ship, it (the autopilot) works around 17, they are in a storm, with a speed of 20 knots, if
they had reduced speed they couldn’t have maintained the course at all…
E. Olsson / Interacting with Computers 16 (2004) 377–401386
Fig. 3. Statements in the designers group. The analysis resulted in 318 statements made by the designers divided
among 31 categories.
E. Olsson / Interacting with Computers 16 (2004) 377–401 387
Fig. 4. References made to issues related to the design procedure. The distribution of the user representatives seven references during the day is displayed on the upper
diagram and the distribution of the designers’ 93 references is displayed on the lower one.
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They discussed work-related issues, such as what they wanted to see, what kind of
information would be relevant and in what particular situations it would be relevant.
Continuous references were made concerning how you navigate and maneuver a ship,
what you hear and see, what you feel, and what you typically do not feel on modern ships
using water jet propulsion. They referred to experiences gathered on different kinds and
sizes of ships, as well as experiences from different locations where either traffic or
weather posed particular demands on the navigation and maneuvering. The group judged
their knowledge on high-speed craft as unsatisfactory. One of them had more experience
than the others had so he was able to explain details about water jet propulsion.
There were some minor differences of opinion on particular information items, and
from time to time throughout the day, they returned to the issue of being able to
personalize information displays with simple actions.
I can imagine an instrument where I can choose the contents, the Charlie-button, we are
all different, and every piece of information that is added steals your attention.
It is obvious from the narratives that work on the bridge varies very much with the
situation, depending on weather, surrounding vessels, the experiences of individuals of the
crew, and on their work practices. The particular information items asked for by the user
representatives in order to maintain situation awareness are partly dependent on these
work practices.
Maneuvering a high-speed craft is like driving a car on a soaped floor, you have
enormous engine power, and weather vanes to help you and you don’t see a thing.1 It is
all about seeing trends and large easy-to-read instruments, not a lot of damned small
figures. I don’t think that you should integrate engine power, wind and ship movements
in the same display…
The other interesting thing then is the GPS (Global Positioning System); you want to
know that it works because you moor on the GPS. The Stena ferry in the Irish see go
round with only two meters to each side.
The radar is the truth, if you overlay the chart with radar and it matches then it is
the truth.
In fog your eyes wander to the chart at mooring, you don’t watch the radar primarily, it
has to be right.
Finally, on three occasions, the group briefly discussed their own design task. They also
referred to design procedure issues on seven occasions, as for instance their own sketches
(Table 1).
1 The bridge is placed on top of large ferries, which means that at arrival/departure, the water in the
vicinity is obscured by the ferry itself, thus the captain cannot easily monitor distance between the ferry and
the key.
E. Olsson / Interacting with Computers 16 (2004) 377–401 389
3.2.2. The designers group
The designers immediately took possession of the room. After the initial 30 min of
individual work, they never sat down again for more than a few seconds. They moved a
table closer to the whiteboard. They started to talk about the procedure to get the job
done, quickly agreeing on the required steps to go through, such as stating user
definitions, user roles, design criteria and information points.
They discussed how to organize their work, their sketches, how to use overhead film in
layers as a way to visualize layers in the design, how to use whiteboard and note pads, how
to document their work and so on. They went back and forth between the whiteboard, the
table in front of it, and the table where they placed reference material further back in the
room. The tasks of taking notes, drawing displays and finding out basic information from
the reference material were evenly distributed among the group members. Within a few
minutes, they had written down prioritized information on Post-it notes, given priorities to
and sorted them visually on the table in front of the whiteboard, based on the information
given in the reference material as well as on their own attempts to draw conclusions.
According to the design criteria this is supplementary information. The green
(Post-it) notes also show design criteria.
Other notes describing salient design features and multiple display views eventually
accompanied the notes. On several occasions during the day, the designers returned to and
reflected on the procedure to check that they carried out and finished the steps involved in
the design task, as they perceived it.
They tried to make a series of decisions, frequently assuring that their work proceeded
with statements such as, ‘now we have decided’ and ‘let’s assume’. These decisions and
conclusions were properly documented.
We have to make a few assumptions here. There are a lot of dimensions of information
presentation that we have to consider, the data presentation, analogue, digital or a
picture. You must be able to scan the information. The position, where to present data,
the coding and so on. We won’t be able to take all design decisions into account. I start
a listing here.
Table 1
Analysis of the statements related to design procedure issues in the user representatives group
Statements related to design procedure in user representatives group Number
Sketches 3
Design decisions 1
Graphic design 1
Design examples 1
Contextual analysis 1
Total 7
Sketches were discussed on three occasions. They did not mention contextual analysis explicitly, but one
statement was related to such an analysis.
E. Olsson / Interacting with Computers 16 (2004) 377–401390
The designers based most of their conclusions on general HCI knowledge. They
commented on information density, simultaneous presentation of relevant information,
on how the user should be in control, how displays should support decisions. Further,
they discussed to what degree automation should be implemented, its negative
consequences, on trust in automation, disturbing alarms, and how they are shut off, on
how people are different and the consequences of this fact, in terms of personal
settings.
From time to time, the designers remarked on their deficient domain knowledge.
Lacking the domain knowledge, they instead referred to experiences from other industries,
such as the air and car industries and pleasure boat experiences.
Many questions were related to which activities different members of a crew do on the
bridge and how different tasks are performed.
You have almost connected the situation to the role, a captain or a marine pilot
can certainly perform the mooring, then you need particular information. Is it a
matrix—a role in a particular situation or is it just the role: mooring?
They originated in uncertainties regarding different roles and responsibilities, and
seemed to be the result of an urge to make sure that only the required information was
presented on displays tailored to specific users, and that irrelevant information was
removed.
The largest cluster of statements in the designers group concerned design procedure
issues (29%), they made 93 such references (Fig. 4). These statements were thus separated
into sub-categories to allow for further analysis. Many statements concerned the
designers’ own work procedures (21%), but frequently they also made explicit references
to design decisions (17%) and design criteria (16%) as well as contemporary software
development procedural steps, such as contextual analysis and conceptual design
(Table 2):
Table 2
A detailed analysis of the statements related to design procedure issues in the designer group
Statements related to design procedure in designer group Number
Own work procedures 20
Design decisions 16
Design criteria 15
User participation 6
Roles 5
User categories; scenarios 4
Design examples; information elements; contextual analysis; prioritization 3
Design suggestion; conceptual analysis; conceptual design 2
User test; design without users; documenting; prototyping; sketches 1
Total 93
Most of them concerned their own procedures while working on the task, followed by references to decisions
made, indicating significant progress in carrying out the work assignment.
E. Olsson / Interacting with Computers 16 (2004) 377–401 391
But isn’t this a hypothesis that we could work pretty much with, overlay in different
levels. Now I am pretty much ahead of the design. This is a design decision.
What’s the difference between… Exactly! This was dependent on the different systems.
Now we have to, we could say that this is a design decision, not to separate the symbols
depending on the system, a vessel is a vessel.
The design decisions they arrived at concerned visualization of information, how to use
colors and symbols, principles for the design solutions such as optimization of different
display views for different situations, and assumptions resulting from a lack of domain
knowledge. Sometimes they backtracked and revised decisions made earlier without
hesitation.
Even when domain related issues were discussed, they related to design procedure
issues, for instance, in the midst of a discussion about the chart, different scales and zoom
functionality, one of them stated that:
The possibility to switch between different scales may constitute a design criterion.
On a few occasions, the designers’ negative experiences from work with users
emerged. There were remarks such as:
…then they suddenly change their minds.
…then they want…
When they finally get a system like this, they might not like it at all.
Finally, they commented on the difficulties involved in agreeing on requirements,
without being able to evaluate them, for instance, by creating a prototype.
3.2.3. Technical issues
The designers discussed what the technical prerequisites might be and explicitly
declared several times that this was an important criterion that should be agreed on. They
decided to assume that a 4200 high-resolution screen would be reasonable, given the
enormous cost involved in building a craft like this.
Augmented reality was a familiar concept to the designer group and they discussed
whether this would be a competitive alternative to a conventional display. The user
representatives reasoned in similar ways when they sought solutions for the presentation of
information in stressful situations, such as when the captain absolutely needs to watch the
quay at mooring—although the user representatives related to how information previously
has been projected on the windscreen in fighter jets, instead of referencing the augmented
reality technique as such:
…as they do in aircraft, project on the windscreen, for instance wind direction, a big
arrow that comes from starboard.
E. Olsson / Interacting with Computers 16 (2004) 377–401392
3.2.4. References to appearance
The designers made 32 references to the appearance of their suggested design solution.
The references fell within two categories; 15 direct references to nice or ugly, e.g.:
How nice can you get it?
This will look pretty good.
That would look ugly.
There were 17 references concerning a messy and confusing display, e.g.:
The display may become messy if this information is added.
How can we make the display cleaner?
The user representatives only referred to appearance twice, once when talking about an
existing system as messy and once in general terms when stating that too much
information in a view would make it look cluttered.
3.2.5. Task solution
The given task was to integrate two displays into one. On several occasions,
both groups discussed views—for instance, displaying different views of the
information on the display that would be adapted to different situations or different
users. In the user representatives group, it was the most frequently discussed category
(18%) and in the designer group, it was the second most frequently discussed category
(19%).
The user representatives criticized the given designs and questioned the feasibility of an
integrated display.
A solution like this (the provided design) cause tunnel vision, I can confirm that.
They haven’t asked the expertise that is knowledgeable in this area (visualization)…
…then we have this (the provided design), I feel that they have just taken (…) and
stripped off (…), but it is not so damned well thought out.
This design (the provided design) is not satisfactory as it is now.
They decided that it would be an inadequate solution, and finally established that they
needed three different views (ocean, coast, and harbor) depending on the different
E. Olsson / Interacting with Computers 16 (2004) 377–401 393
requirements in different situations. A few examples related to the three views are given
below:
There is no stress in the open sea, the time to decision is long, you need anti-
collision…You don’t need to see the instrument, it’s better to have it dark and cozy, it’s
better to collect rate of turn via hearing… (ocean mode)
In coastal mode you see the route, it is a red line, but you may have to deviate from the
route, sometimes you need to know if you can turn to starboard or port, and still have a
safe passage.
…movements is the interesting thing here, how you can visualize it. If you had ONE
point of rotation, it had been easy, but we know that you need some kind of docking
display where you see the bow movement, the stern movement and the rotation (named
harbor mode later).
The user representatives referred to what they thought was necessary, based on their
own experiences—for example, in the following scenario: at sea, at night, you want to sit
quietly without being disturbed by lit up screens that destroy your night vision, you only
want to see potential hazards, therefore, a display with only absolutely relevant
information is desired. Correspondingly, when you are approaching the quay, other
information elements will be relevant.
The information required and prioritized in, e.g. the coastal view was heading, speed
over ground, graphical representation of rudders (or corresponding nozzles on water jets)
in the bottom of the display, depth-information if deviating from ECDIS, and finally cross-
track error (a measure of deviation from the route). Depending on different preferences
that had emerged in the group, they suggested the possibility of having individual settings,
for instance, for information related to wind, bow-thrusters, the movement for bow, etc.
Having considered the statements given by captains at the previous review of the design
available in the reference material, the designers arrived at a similar solution of using
different views in different situations:
It could be one display for each situation.
…a common display for particular information items, but different views.
It should be an integrated display, but we could find that solution inadequate.
In terms of different views, the designers discussed the possibilities as well as the
potential negative consequences of automated functionality—specifically, if views should
be switched automatically (e.g. zooming in the chart when approaching the harbor)
depending on the speed or current location of the vessel, for example.
Both groups discussed whether information elements not belonging in the center of the
chart should be placed along the borders. They also examined the possibility to integrate
E. Olsson / Interacting with Computers 16 (2004) 377–401394
the information in the chart display—perhaps in the form of overlays, or to reduce the
chart to allow for panels on both sides. Further, against the current trend of squeezing in as
much information as possible in each display, they also wanted to remove information
items that were not truly necessary.
Finally, both groups also discussed the possibility of using the windshield as
an alternative display for navigation information, as has been previously suggested
(Olsson et al., 2002).
4. Discussion
In this study, a group of interaction designers and a group of user representatives
worked on a solution to a design problem on separate occasions, and with methods of their
own choice. The intentions were to reveal what the two groups contribute to the design
process, respectively. In particular, the user representatives group was exposed to an
unusual approach, as they were allowed to initiate design work without interference from
usability professionals—contrary to recommended procedures in design work with user
involvement (Buur and Bødker, 2000). Their reflections on what they would require in real
life in order to do a high-quality job were expected, but they also thought a great deal about
innovative design solutions. The users’ role in the design process and their contributions to
design as indicated by empirical data are discussed in Section 4.1.
Unsurprisingly the designers focused on design procedure issues and progress, but the
degree to which they reflected on the design procedures and dominated the room is worth
noting. Negative consequences for user involvement related to such practices will be
discussed in Section 4.2.
The groups were not expected to produce innovative and complete design solutions,
given that they were unprepared and only had a day to spend on the task, and the quality of
the resulting solutions has not been evaluated here.
4.1. Actively involved users
Reservations have been expressed against listening too carefully to users’
descriptions of their current work tasks for fear of perpetuating current work procedures.
Gentner and Grudin (1990) argued that tools of the past have shaped the users’ tasks and
a blind adaptation of an interface to an existing task would lock users into obsolete
behavior. This might be a legitimate fear in environments where newly introduced
computer systems make parts of current work routines superfluous. The opposite
situation—where well-established work procedures are ignored and new systems make it
completely impossible to get the job done—has been thoroughly documented (Kuhn,
1996; Eason, 1997).
However, work practices are developed and refined over time, and they have a value of
their own that must be understood before a radical change can be implemented. Suchman’s
(1993) work on air traffic controllers further demonstrates how work in practice may differ
from formal procedures (which sometimes are the basis for design) and how groups work
together to develop a common understanding of problems.
E. Olsson / Interacting with Computers 16 (2004) 377–401 395
The train drivers participating in the study referenced in Section 1.3 were given
plenty of time to discuss work in their own vocabulary and the designers tried to
avoid being authoritative. Even so, the drivers were more or less expected to deliver
answers to the questions that the designers had. The train drivers were free to take on
the expertise role; still they assumed a lower profile, probably acknowledging that the
researchers were more knowledgeable on for instance design, decision-making, and
automation. The opportunity to start in the way the user representatives did here
allowed them to assume the role of being an expert rather than having to adapt to
being informants inquired about certain aspects of their work. Sachs (1995) found that
extensive discussions, data collection, and reflection were required to get workers to
let go of organizational thinking about their work and instead integrate tacit elements
of work, e.g. taken for granted knowledge that we are unconscious of (Polanyi, 1958),
into their analyses and design efforts. In comparison, the user representatives in this
study managed to get on without an extensive introduction, perhaps depending on the
lack of demands on formal methods. They were also able to speak in their own
domain-specific vocabulary with their colleagues, a situation that gave them time to
develop their own thinking without irrelevant interruptions that distracted their line of
thinking.
The users in this study represent operators of dynamic control systems. They have
lots of opportunities to consider and evaluate their work and their support systems
during periods when their workload is low, and no immediate actions are required
(e.g. going for hours on autopilot, only surveying potential hazards from surrounding
traffic). Crews are also renowned for their flexibility; they often shift from one ship to
another. These circumstances give crewmembers extensive experience in support
system features and exposure to what works, and what does not. Narrations about
incidents, accidents and work experiences, which was a vital part of the user
representatives’ discussions, are also a naturally occurring fundamental part of the job.
This circumstance deserves to be more acknowledged in design work. Erickson (1996)
believes that the stories people tell about what they do and how they do it contain
information essential to designing good interfaces. According to Muller (Rohn et al.,
2002, p. 893) they can provide “another kind of hybrid or third space in which the
domains of end-users and of software professionals can enter into a productive and
insightful dialogue”.
People use a specific vocabulary to talk about their work. These concepts are not
arbitrarily chosen, rather, they arise from the need to handle and talk about work in
terms of fundamental concepts. Users and software developers need to share the kind
of common work concepts that are dependent on thorough domain knowledge in
order to produce efficient systems (Gulliksen and Sandblad, 1995). Acquiring a
domain-specific vocabulary is the key to a better understanding of what takes place
at work. The stories that the user representatives are telling here are ‘real’ in the
sense that there are no formal principles to them and they are not artificially
constructed to primarily reveal requirements on design. According to Erickson (1996,
p. 35) they “reveal a user’s eye view of the landscape and provide an extremely
efficient way for getting people—both users and designers—involved and talking with
one another”.
E. Olsson / Interacting with Computers 16 (2004) 377–401396
Finally, captains may be considered conservative from an outsider’s point of view, but
they often have creative ideas. For instance, a user representative in this study remarked
that:
I want to stick to the frontline; these displays (the given designs) are damned old
fashioned. We continuously talk radar, GPS, and technical systems, but we haven’t
mentioned sound impressions, we feel how the ship moves. We exclude an extensive
amount of information that never will be considered in this display.
The study shows that given the time and opportunity to express their opinions, these
users are more than happy to discuss problems with support systems and innovative
solutions to them. The habit of using narratives to describe how work is performed might
disclose tacit knowledge, which is difficult to deduct from structured work task modeling
sessions, but may be revealed when people actually do things or are reminded of things.
Even if separating users and designers cannot be recommended as future practice, the
outcome of an initial group discussion among domain experts would probably be valuable
as an introduction for systems developers as well.
As the above discussion indicates, strategies based on focused methods and notations,
such as, modeling use cases together with users, may actually prevent the users from telling
their stories. However, such anecdotes may reveal important details and create a shared
understanding, which could function as the glue that keeps users and designers together.
4.2. Must users become computer experts?
In HCI research, users are often brought together with designers using rather rigorous
methods to solve design problems. The negative consequences arising from the clash
between different competencies thus brought together have been reported frequently
(Cooper, 1999). Although this study involved people confident in their professional roles,
it revealed a difference in behavior between the groups. The designers took possession of
the room. They had a well-established pattern and structure for their work:
OK, we are going to build a system. What do we need to know?
What are the user categories?
What are the constraints?
Let’s get going!
This will be good, this will look nice.
The user representatives were more cautious; they remained seated and used
whiteboards and other material sparingly. Their discussion focused on how work
is presently performed and what is really required to perform work proficiently.
E. Olsson / Interacting with Computers 16 (2004) 377–401 397
The difference in behavior between the groups could not easily be explained by everyday
work habits or the settings that the groups were exposed to; both groups performed their
task in familiar settings and knew the other members of their group.
Cooper (1999) deems interaction design in teams with representatives from different
disciplines as ineffective and judges that the user is often the most poorly equipped to
articulate her concern in such a team. The discussions are largely controlled by developers
and designers; they join the meetings armed with questions, modeling techniques, design
suggestions and pre-conceptions about what the system should look like (Symon, 1998;
Boivie et al., 2004), and they know what systems development is about. They exercise
power—they have the right to question work contents and current procedures, and in the
end, to explain what is proper and what is possible to implement in the software.
Furthermore, they have a common domain-specific vocabulary and this occupational
vocabulary enables them to communicate with each other in a brief and efficient manner.
The users who are not familiar with the jargon easily become bystanders, ‘probably
disoriented and discouraged about the potential for successful progress of the project’
(Bahn, 1995, p. 78). Although they were working on their own, the designers in this study
displayed many of these patterns of behavior, which taken together may hinder effective
user-designer communication.
User who accept these conditions and become extensively involved in a development
project may change their initial focus on being a user representative and defending that
perspective. Often, at least to some extent, they become steeped in the system developers’
way of thinking and in fact, change their vocabulary; a new vocabulary evolves
(Boivie et al., 2004). This may well be an instinctive survival strategy—either you pick up
the ruling developer vocabulary and stay in the project or you become marginalized and
leave. Besides, designers’ habit of discussing solutions in terms of interface components
available in the current development tool is very catching, and users who pick up the habit
of discussing design in terms of interface components may become limited in their
thoughts. Instead of achieving real change in work practices, the design may become
restricted to what is feasible given the particular development tool in use.
5. Conclusions
In conclusion, the designers in this study focused on design procedure issues to a
great degree. They used their methods and professional vocabulary to ensure progress
and results. The user representatives on the contrary had a narrative way of talking
about their work; they also spent more time on each discussed issue than the
designers did. If these competencies were brought together without further
introduction, there is a risk that the designers—with their strong reliance on a
sequential chain of steps towards a final goal—would have set the pace, and guided
the outcome of the design meeting without including proper consideration of domain
and use specific circumstances.
One way of giving the users a head start would be to encourage them to reflect on their
present and future work procedures and practices prior to modeling sessions, before they
become entangled in systems development and the vocabulary of designers. Such an
E. Olsson / Interacting with Computers 16 (2004) 377–401398
opportunity would make them better prepared to convey the ‘the big picture’ as well as
the meaning of details that matter in their work domain. Further, a future concern must be
to avoid that user representatives change their vocabulary and professional identity and
become IT workers when they get involved in systems development projects—and instead
to encourage them to maintain and develop their original professional identities.
Continuing use of and reflection upon the design narrative is an approach that could allow
them to develop their practices.
Designers and users must collaborate in the design process. Encouragingly enough, the
two groups in the study expressed the need for other competencies, both in the initial
questionnaire and later on in the work with the design task. The designers identified the
need for domain knowledge and mentioned user participation in a number of ways,
through, for instance, field studies, interviews, and user testing. Likewise, it was discussed
in the user representatives group how a ‘graphic designer’ probably would have solved
visualization issues since they know how to design a display that communicates with the
viewer. Similar references were made in the designer group, where they decided to leave
particular presentations of information elements as they were, since a graphic designer
would solve the problem more gracefully.
However, designers must realize that regardless of the kind of user involvement one
chooses, it does not mean that users will be able to provide upfront, straight answers or
requirements on the new system. Users know what they want to achieve at present and,
given time, they may have great ideas and visions about other tasks that maybe could be
performed in a new system. They can easily express such knowledge and visions in their
own domain vocabulary. Nevertheless, users who deliver requirements on demand are
rare, and consequently you cannot hope to capture requirements by involving users.
Designers are the ones who must transform task and domain knowledge, perhaps delivered
in narrative form, into requirements.
Acknowledgements
I would like to express my gratitude to the captains from Kalmar Maritime Academy
and the designers from Redina-Enea AB who took part in the study, and finally thanks to
my colleagues at the department who graciously took time to share their experiences and
insights, in particular Inger Boivie, Jan Gulliksen, Anders Jansson, Stefan Blomkvist and
Bengt Sandblad.
The research reported here was conducted within the SASAM project, which has been
funded by the Swedish Agency for Innovative Systems (VINNOVA), the Swedish
Maritime Administration, and the Swedish Mercantile Marine Foundation.
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