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Participatory Design concept for HCI
Typology: Lecture notes
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Problems can arise when a system is introduced without a full understanding of all the people who will be affected by it. But how can we better understand and support complex organizational structures, workgroups and potentially conflicting stakeholder needs? We begin by capturing and analyzing requirements, but we need to do this within the work context, taking account of the complex mix of concerns felt by different stakeholders and the structures and processes operating in the workgroups. Here we consider participatory design which is aimed at understanding the reality of work contexts and the perspectives of different stakeholders. It recognizes that technology can be successfully deployed only if it is done with an understanding of the context of use.
WHO ARE STAKEHOLDERS Understanding stakeholders is key to many of the approaches to requirements capture, since in an organizational setting it is not simply the end-user who is affected by the introduction of new technology. Imagine that a new billing system is to be introduced by a local gas supplier. Who will be affected by this decision? Obviously, the people who are responsible for producing and sending out bills – they will be the ones using the system directly. But where do they get the information from to produce the bills? To whom do they send the bills? Who determines the level of charging and on what grounds? Who stands to make a profit from increased revenue? Who will suffer if customers choose to switch supplier due to the improved service? Meter readers, customers, managers, regulators, shareholders and competitors are all stakeholders in the system. We need approaches that will capture the complexity of their concerns, which may be in conflict with each other. A stakeholder, therefore, can be defined as anyone who is affected by the success or failure of the system.
CATEGORIES OF STAKEHOLDERS Primary stakeholders are people who actually use the system – the end-users.
Secondary stakeholders are people who do not directly use the system, but receive output from it or provide input to it (for example, someone who receives a report produced by the system).
Tertiary stakeholders are people who do not fall into either of the first two categories but who are directly affected by the success or failure of the system (for example, a director whose profits increase or decrease depending on the success of the system).
Facilitating stakeholders are people who are involved with the design, development and maintenance of the system.
The aim of the design team is to meet the needs of as many stakeholders as possible. However, the reality is that usually stakeholder needs are in conflict with each other. As a general rule, the priority of stakeholder needs diminishes as you go down the categories. So primary stakeholders usually take priority over the others. However, this is not always the case. Imagine designing the control panel of a hospital life support machine. The primary stakeholders will be medical staff monitoring a patient’s condition. But who, in fact, has the greatest interest in this system working?
Surely it is the patient, whose life is dependent on the system’s success? In this case the tertiary stakeholder is of vital importance.
PARTICIPATORY DESIGN Participatory design is a philosophy that encompasses the whole design cycle. It is design in the workplace, where the user is involved not only as an experimental subject or as someone to be consulted when necessary but as a member of the design team. Users are therefore active collaborators in the design process, rather than passive participants whose involvement is entirely governed by the designer. The argument is that users are experts in the work context and a design can only be effective within that context if these experts are allowed to contribute actively to the design process. In addition, introduction of a new system is liable to change the work context and organizational processes, and will only be accepted if these changes are acceptable to the user. Participatory design therefore aims to refine system requirements iteratively through a design process in which the user is actively involved.
Participatory design has three specific characteristics. Firstly, it aims to improve the work environment and task by the introduction of the design. This makes design and evaluation context or work oriented rather than system oriented. Secondly, it is characterized by collaboration: the user is included in the design team and can contribute to every stage of the design. Finally, the approach is iterative: the design is subject to evaluation and revision at each stage. The participatory design process utilizes a range of methods to help convey information between the user and designer. They include:
Brainstorming: This involves all participants in the design pooling ideas. This is informal and relatively unstructured although the process tends to involve ‘on the-fly’ structuring of the ideas as they materialize. All information is recorded without judgment. The session provides a range of ideas from which to work. These can be filtered using other techniques.
Storyboarding: A storyboard is graphical depiction of the outward appearance of the intended system, without any accompanying system functionality. Storyboards do not require much in terms of computing power to construct; in fact, they can be mocked up without the aid of any computing resource. For interactive system design, the storyboards provide snapshots of the interface at particular points in the interaction. Evaluating customer or user impressions of the storyboards can determine relatively quickly if the design is heading in the right direction. Modern graphical drawing packages now make it possible to create storyboards with the aid of a computer instead of by hand. Though the graphic design achievable on screen may not be as sophisticated as that possible by a professional graphic designer, it is more realistic because the final system will have to be displayed on a screen. Also, it is possible to provide crude but effective animation by automated sequencing through a series of snapshots. Animation illustrates the dynamic aspects of the intended user–system interaction, which may not be possible with traditional paper-based storyboards. If not animated, storyboards usually include annotations and scripts indicating how the interaction will occur. Storyboards can be used as a means of describing the user’s day-to-day activities as well as the potential designs and the impact they will have.
Workshops: These can be used to fill in the missing knowledge of both user and designer and provide a more focussed view of the design. They may involve mutual enquiry in which both