Lecture 8

Last modified by Hal Eden on 2010/09/22 11:43

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Wisdom is not the product of schooling

but the lifelong attempt to acquire it.

- Albert Einstein

Design Methodologies

Gerhard Fischer, Hal Eden, and Holger Dick — Fall Semester 2010

gerhard@colorado.eduhaleden@colorado.eduholger.dick@gmail.com;  

September 22, 2010

background: Web Site of the CHI 2007 Workshop “Converging on a ‘Science of Design’ through the Synthesis of Design Methodologies” at: http://swiki.cs.colorado.edu:3232/CHI07Design/

Design for Which World?

  • Objective world: quality is a question of prediction and control
  • Social world: quality is a question of ethics determined through communication and interpretation
  • Subjective world: quality is a question of aesthetics centered on emotional experiences

Design Trade-Offs: Complexity ?? Simplicity

  • Don Norman: Complexity
  • I argue in favor of complexity, against the simple-minded notion that things should be simple. Simplicity is boring.
  • We want richness and depth in our lives.
  • the world and our activities are inherently complex, so the tools we use must match that complexity.
  • We don't want confusion, perplexity, and confusion ? we want our complex tools and activities to be understandable.
  • John Maeda: Simplicity
  • we can learn to simplify without sacrificing comfort and meaning
  • 10 laws:
  • law-1: Reduce = it is not beneficial to add technology features just because we can
  • law-10: simplicity is about subtracting the obvious, and adding the meaningful

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Major Challenges for (Software) Design

  • Importance of Application Domain Knowledge
  • Supporting Communication and Coordination
  • Designing Open and Evolvable Systems
  • source: Curtis, B., Krasner, H., & Iscoe, N. (1988) "A Field Study of the Software Design Process for Large Systems," Communications of the ACM, 31(11), pp. 1268-1287.

Different Generations of Design Methods

  • 1st Generation (before 1970) — example: waterfall-type models
  • directionality and causality
  • separation of analysis from synthesis
  • major drawback: (a) perceived by the designers as being unnatural, and (b) does not correspond to actual design practice
  • 2nd Generation in the early 70'es — example: participatory design
  • participation — expertise in design is distributed among all participants
  • argumentation — various positions on each issue
  • major drawback: insisting on total participation neglects expertise possessed by a well-informed and skilled designer
  • 3rd Generation (in the late 70'es) — example: meta-design
  • inspired by Popper: the role of the designer is to make expert design conjectures
  • these conjectures must be open to refutation, rejection, and elaboration by the people for whom they are made

The Waterfall Model (strictly sequential)

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The Waterfall Model (with Feedback)

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The Spiral Model

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Overview of Different Design Methodologies

  • professionally-dominated design
  • works best for people with the same interests and background knowledge
  • user-centered design
  • analyze the needs of the users
  • understand the conceptual worlds of the users
  • very different from user-design (design done by users; facilitated by meta-design)
  • learner-centered design
  • low threshold and high ceiling
  • draws attention to the changing needs of users
  • combine HCI interaction principles with educational interaction support
  • participatory design
  • involve users more deeply in the process as co-designers by empowering them to propose and generate design alternatives
  • focus on system development at design time by bringing developers and users together to envision the contexts of use

Different Design Methodologies — continued

  • collaborative design
  • the power of many hands and many heads
  • communities of practice and communities of interest (more in lecture on: Oct 27)
  • meta-design (more in lecture on Sept 27)
  • create design opportunities at use time
  • improvisation, local knowledge, tacit knowledge getting activated in actual use situations is supported
  • value-sensitive design (Batya Friedman)
  • emotional design (Donald Norman)
  • questions: does cheap wine taste better in fancy glasses?
  • claim: “when a product is aesthetically pleasing and plays to our ideas about ourselves and society, we experience it positively”
  • http://www.jnd.org/

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Professionally-Dominated Design

  • Motto of the 1933 Chicago World’s Fair:

Science Finds,

Industry Applies,

Man Conforms

  • A person-centered motto for the 21st century:

People Propose,

Science Studies,

Technology Conforms

  • source: Norman, D. A. (1993) Things That Make Us Smart, Addison-Wesley Publishing Company, Reading, MA.

Professionally-Dominated Design

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User-Centered Design — More than “Ease-of-Use”

  • human-computer interaction is more than user interfaces

Applying the Macintosh style to poorly designed applications and machines is like trying to put Béarnaise sauce on a hot-dog! (A. Kay)

  • make systems useful and usable

If ease of use was the only valid criterion, people would
stick to tricycles and never try bicycles. (D. Engelbart)

  • support human problem-domain interaction

Interfaces get into the way. I don't want to focus my energies on an interface. I want to focus on the job. (D. Norman)

Usable and / versus Useful ? Usable as Main Objective

  • novices
  • limited functionality
  • low threshold to get started
  • walk-up and use
  • experts exist
  • understandable model of the complete system can be developed
  • examples: water faucets, ATMs, VCRs,

Usable and / versus Useful ? Useful as Main Objective

  • skilled users
  • broad functionality
  • high ceiling for skilled users
  • no “experts” (? learning on demand is a necessity rather than a luxury)
  • no complete models
  • end-user modifiability, programmability
  • examples: Unix, MS-Word, Excel, Mathematica, Photoshop

Learner-Centered Design

  • it has been years since most designers were children
  • many myths of what children want have developed in the design world
  • children should be part of the design process in order dispel the myths
  • learner-centered design requires redefining the modeling task, focusing on providing support to learners while they engage in activities that are normally beyond their abilities
  • scaffolding
  • tools for living versus tools for learning
  • focus on developing a learner's understanding, rather than on improving usability issues

Tools for Living and Tools for Learning

  • tools for living (doing tasks with tools):
  • grounded in a distributed intelligence perspective
  • intelligence is mediated by tools for achieving activities that would be error prone, challenging, or impossible to achieve (e.g., microscope, telescope, ...)
  • tools for learning (scaffolding with fading):
  • objective: autonomous performance by people without tools
  • examples: training wheels, wizards, external scripts, templates, prompting systems
  • the fundamental question: what does it mean to “learn” in the 21st century in which powerful tools are available for many intellectual activities?

Tools for Living

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Tools for Learning

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Participatory Design

  • attempts to actively involve the end users in the design process to help ensure that the product designed is useful and usable
  • used in software design, urban design, architecture, landscape architecture, and planning as a way of creating environments that are more responsive and appropriate to their inhabitants and users cultural, emotional, spiritual and practical needs
  • a series of bi-annual conferences

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Participatory Design

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Collaborative Design

  • why?
  • design problems are systemic problems; they seldom fall within the boundaries of one specific domain ? they require the participation and contributions of several stakeholders with various backgrounds
  • concepts:
  • symmetry of ignorance
  • conceptual collision
  • epistemological pluralism to avoid group-think

Basic Patterns of Collaborative Design

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Dimensions of Collaboration:
Spatial, Temporal, Conceptual, Technological

DimensionRationaleAddressed byMedia / TechnologiesChallenges
spatialparticipants are unable to meet face-to-face; low local density of people sharing interestscomputer-mediated communicatione-mail, chat rooms, video conferences, local knowledge in global societiesachieve common ground; involve large communities (“the talent pool of the whole world");
temporaldesign and use time: who is the beneficiary and who has to do the work?long-term, indirect communication; meta-designgroup memories, organizational memoriesbuild on the work of the giants before us; design rationale, reflexive CSCW

Dimensions of Collaboration: Continued

DimensionRationaleAddressed byMedia / TechnologiesChallenges
conceptual within domainsshared understandingcommunities of practice (CoPs), legitimate peripheral participation (LPP)domain-oriented design environments (DODEs)

innovation;
avoid
group-think

conceptual between domainsmake all voices heardcommunities of interest (CoIs); boundary objectsEnvisionment and Discovery Collaboratory

common ground;
different ontologies; integration of diversity

technologicalthings are available; complement human abilities

distributed cognition, socio-technical environments;
meta-design

agents, critics, simulationsformalization; human-problem-domain interaction; digital fluency

Fischer & Eden & Dick 29 HCC Course, Fall 2010

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Created by Hal Eden on 2010/09/22 11:22

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