The Design of Everyday Things (41 page)

BOOK: The Design of Everyday Things
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With each cycle, the tests and observations can be more targeted and more efficient. With each cycle of the iteration, the ideas become clearer, the specifications better defined, and the prototypes closer approximations to the target, the actual product. After the first few iterations, it is time to start converging upon a solution. The several different prototype ideas can be collapsed into one.

When does the process end? That is up to the product manager, who needs to deliver the highest-possible quality while meeting the schedule. In product development, schedule and cost provide very strong constraints, so it is up to the design team to meet these requirements while getting to an acceptable, high-quality design. No matter how much time the design team has been allocated, the final results only seem to appear in the last twenty-four hours before the deadline. (It's like writing: no matter how much time you are given, it's finished only hours before the deadline.)

ACTIVITY-CENTERED VERSUS HUMAN-CENTERED DESIGN

The intense focus on individuals is one of the hallmarks of human-centered design, ensuring that products do fit real needs, that they are usable and understandable. But what if the product is intended for people all across the world? Many manufacturers make essentially the same product for everyone. Although automobiles are slightly modified for the requirements of a country, they are all basically the same the world round. The same is true for cameras, computers, telephones, tablets, television sets, and refrigerators. Yes, there are some regional differences, but remarkably little. Even products specifically designed for one culture—rice cookers, for example—get adopted by other cultures elsewhere.

How can we pretend to accommodate all of these very different, very disparate people? The answer is to focus on activities, not the individual person. I call this
activity-centered design
. Let the activity define the product and its structure. Let the conceptual model of the product be built around the conceptual model of the activity.

Why does this work? Because people's activities across the world tend to be similar. Moreover, although people are unwilling to learn systems that appear to have arbitrary, incomprehensible requirements, they are quite willing to learn things that appear to be essential to the activity. Does this violate the principles of human-centered design? Not at all: consider it an enhancement of HCD. After all, the activities are done by and for people. Activity-centered approaches are human-centered approaches, far better suited for large, nonhomogeneous populations.

Take another look at the automobile, basically identical all across the world. It requires numerous actions, many of which make little sense outside of the activity and that add to the complexity of driving and to the rather long period it takes to become an accomplished, skilled driver. There is the need to master foot pedals, to steer, use turn signals, control the lights, and watch the road, all while being aware of events on either side of and behind the vehicle, and perhaps while maintaining conversations with the other people in the auto. In addition, instruments on the panel need to
be watched, especially the speed indicator, as well as the water temperature, oil pressure, and fuel level. The locations of the rear-and side-view mirrors require the eyes to be off the road ahead for considerable time.

People learn to drive cars quite successfully despite the need to master so many subcomponent tasks. Given the design of the car and the activity of driving, each task seems appropriate. Yes, we can make things better. Automatic transmissions eliminate the need for the third pedal, the clutch. Heads-up displays mean that critical instrument panel and navigation information can be displayed in the space in front of the driver, so no eye movements are required to monitor them (although it requires an attentional shift, which does take attention off the road). Someday we will replace the three different mirrors with one video display that shows objects on all sides of the car in one image, simplifying yet another action. How do we make things better? By careful study of the activities that go on during driving.

Support the activities while being sensitive to human capabilities, and people will accept the design and learn whatever is necessary.

ON THE DIFFERENCES BETWEEN TASKS AND ACTIVITIES

One comment: there is a difference between task and activity. I emphasize the need to design for activities: designing for tasks is usually too restrictive. An activity is a high-level structure, perhaps “go shopping.” A task is a lower-level component of an activity, such as “drive to the market,” “find a shopping basket,” “use a shopping list to guide the purchases,” and so forth.

An activity is a collected set of tasks, but all performed together toward a common high-level goal. A task is an organized, cohesive set of operations directed toward a single, low-level goal. Products have to provide support for both activities and the various tasks that are involved. Well-designed devices will package together the various tasks that are required to support an activity, making them work seamlessly with one another, making sure the work done for one does not interfere with the requirements for another.

Activities are hierarchical, so a high-level activity (going to work) will have under it numerous lower-level ones. In turn, low-level activities spawn “tasks,” and tasks are eventually executed by basic “operations.” The American psychologists Charles Carver and Michael Scheier suggest that
goals have three fundamental levels that control activities. Be-goals are at the highest, most abstract level and govern a person's being: they determine why people act, are fundamental and long lasting, and determine one's self-image. Of far more practical concern for everyday activity is the next level down, the do-goal, which is more akin to the goal I discuss in the seven stages of activity. Do-goals determine the plans and actions to be performed for an activity. The lowest level of this hierarchy is the motor-goal, which specifies just how the actions are performed: this is more at the level of tasks and operations rather than activities. The German psychologist Marc Hassenzahl has shown how this three-level analysis can be used to guide in the development and analysis of a person's experience (the user experience, usually abbreviated UX) in interacting with products.

Focusing upon tasks is too limiting. Apple's success with its music player, the iPod, was because Apple supported the entire activity involved in listening to music: discovering it, purchasing it, getting it into the music player, developing playlists (that could be shared), and listening to the music. Apple also allowed other companies to add to the capabilities of the system with external speakers, microphones, all sorts of accessories. Apple made it possible to send the music throughout the home, to be listened to on those other companies' sound systems. Apple's success was due to its combination of two factors: brilliant design plus support for the entire activity of music enjoyment.

Design for individuals and the results may be wonderful for the particular people they were designed for, but a mismatch for others. Design for activities and the result will be usable by everyone. A major benefit is that if the design requirements are consistent with their activities, people will tolerate complexity and the requirements to learn something new: as long as the complexity and
the new things to be learned feel appropriate to the task, they will feel natural and be viewed as reasonable.

ITERATIVE DESIGN VERSUS LINEAR STAGES

The traditional design process is linear, sometimes called the
waterfall method
because progress goes in a single direction, and once decisions have been made, it is difficult or impossible to go back. This is in contrast to the iterative method of human-centered design, where the process is circular, with continual refinement, continual change, and encouragement of backtracking, rethinking early decisions. Many software developers experiment with variations on the theme, variously called by such names as Scrum and Agile.

Linear, waterfall methods make logical sense. It makes sense that design research should precede design, design precede engineering development, engineering precede manufacturing, and so on. Iteration makes sense in helping to clarify the problem statement and requirements; but when projects are large, involving considerable people, time, and budget, it would be horribly expensive to allow iteration to last too long. On the other hand, proponents of iterative development have seen far too many project teams rush to develop requirements that later prove to be faulty, sometimes wasting huge amounts of money as a result. Numerous large projects have failed at a cost of multiple billions of dollars.

The most traditional waterfall methods are called
gated
methods because they have a linear set of phases or stages, with a gate blocking transition from one stage to the next. The gate is a management review during which progress is evaluated and the decision to proceed to the next stage is made.

Which method is superior? As is invariably the case where fierce debate is involved, both have virtues and both have deficits. In design, one of the most difficult activities is to get the specifications right: in other words, to determine that the correct problem is being solved. Iterative methods are designed to defer the formation of rigid specifications, to start off by diverging across a large set of possible requirements or problem statements before convergence, then again diverging across a large number of potential solutions before
converging. Early prototypes have to be tested through real interaction with the target population in order to refine the requirements.

The iterative method, however, is best suited for the early design phases of a product, not for the later stages. It also has difficulty scaling its procedures to handle large projects. It is extremely difficult to deploy successfully on projects that involve hundreds or even thousands of developers, take years to complete, and cost in the millions or billions of dollars. These large projects include complex consumer goods and large programming jobs, such as automobiles; operating systems for computers, tablets, and phones; and word processors and spreadsheets.

Decision gates give management much better control over the process than they have in the iterative methods. However, they are cumbersome. The management reviews at each of the gates can take considerable time, both in preparation for them and then in the decision time after the presentations. Weeks can be wasted because of the difficulty of scheduling all the senior executives from the different divisions of the company who wish to have a say.

Many groups are experimenting with different ways of managing the product development process. The best methods combine the benefits of both iteration and stage reviews. Iteration occurs inside the stages, between the gates. The goal is to have the best of both worlds: iterative experimentation to refine the problem and the solution, coupled with management reviews at the gates.

The trick is to delay precise specification of the product requirements until some iterative testing with rapidly deployed prototypes has been done, while still keeping tight control over schedule, budget, and quality. It may appear impossible to prototype some large projects (for example, large transportation systems), but even there a lot can be done. The prototypes might be scaled objects, constructed by model makers or 3-D printing methods. Even well-rendered drawings and videos of cartoons or simple animation sketches can be useful. Virtual reality computer aids allow people to envision themselves using the final product, and in the case of a building, to envision living or working within it. All of these methods can provide rapid feedback before much time or money has been expended.

The hardest part of the development of complex products is management: organizing and communicating and synchronizing the many different people, groups, and departmental divisions that are required to make it happen. Large projects are especially difficult, not only because of the problem of managing so many different people and groups, but also because the projects' long time horizon introduces new difficulties. In the many years it takes to go from project formulation to completion, the requirements and technologies will probably change, making some of the proposed work irrelevant and obsolete; the people who will make use of the results might very well change; and the people involved in executing the project definitely will change.

Some people will leave the project, perhaps because of illness or injury, retirement or promotion. Some will change companies and others will move on to other jobs in the same company. Whatever the reason, considerable time is lost finding replacements and then bringing them up to the full knowledge and skill level required. Sometimes this is not even possible because critical knowledge about project decisions and methods are in the form we call
implicit knowledge
; that is, within the heads of the workers. When workers leave, their implicit knowledge goes with them. The management of large projects is a difficult challenge.

What I Just Told You? It Doesn't Really Work That Way

The preceding sections describe the human-centered design process for product development. But there is an old joke about the difference between theory and practice:

          
In theory, there is no difference between theory and practice
.

          
In practice, there is
.

The HCD process describes the ideal. But the reality of life within a business often forces people to behave quite differently from that ideal. One disenchanted member of the design team for a consumer products company told me that although his company professes
to believe in user experience and to follow human-centered design, in practice there are only two drivers of new products:

BOOK: The Design of Everyday Things
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