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JOURNAL OF INFORMATION TECHNOLOGY THEORY AND APPLICATION
JITTA
HUMAN-CENTERED VS. USER-CENTERED APPROACHES
TO INFORMATION SYSTEM DESIGN
SUSAN GASSON, Drexel University
College of Information Science and Technology, Philadelphia, PA, USA, Email: sgasson@cis.Drexel.edu
ABSTRACT
Despite continuing debates about the \"user\" emphasis in HCI, new design approaches, such as interaction design, continue to focus on humans as technology users, constraining the human-centeredness of design outcomes. This paper argues that the difference between \"user\" focus and a human-centered focus lies in the way in which technology is designed. The emphasis on problem closure that is embedded in current approaches to designing information systems (IS) precludes an examination of those issues central to human-centered design. The paper reviews recent approaches to user-centered IS design and concludes that these methods are targeted at the closure of technology-centered problems, rather than the investigation of suitable changes to a system of human-activity supported by technology. A dual-cycle model of human-centered design is presented, that balances systemic inquiry methods with human-centered implementation methods. The paper concludes with a suggestion that IS design should be viewed as a dialectic between organizational problem inquiry and the implementation of business process change and technical solutions.
'human' is much more than eye and finger movements\". So how do we design for human-By focusing on usability, the IS centeredness? Gill (1991) defines human-literature too often overlooks the social centeredness as \"a new technological tradition context of use. Bjorn-Andersen (1988) which places human need, skill, creativity and criticized the narrow definition of human-potentiality at the center of the activities of computer interaction (HCI) in the literature, technological systems.\" The human-centered with the words: \"it is essential that we see our approach to the design of technology arose as field of investigation in a broader context. A
INTRODUCTION
Ken Peffers acted as senior editor for this paper.
Gasson, S., “Human-Centered Vs. User-Centered Approaches to Information System Design”, The Journal of Information Technology Theory and Application (JITTA), 5:2, 2003, 29-46.
Susan Gasson
a reaction to perceptions that traditional approaches to technology design deskill technology users and impoverish the quality of working life (Gill, 1991; Scarbrough and Corbett, 1991). While many of the issues of human-centeredness have been adopted by the IS and HCI literature, many have been considered to lie outside the boundaries of “user” interactions with computers. This is because of a focus on technology and how humans interact with technology, rather than business processes and user-interactions with the intended information system. •
Agile Software Development is presented, as uniquely a practitioner-initiated approach to human-centeredness in IS design.
The paper argues that each of these approaches focuses on user-centeredness at the expense of human-centeredness, because of an implicit IS focus on technical problem-closure, questioning how and why technology may be of service in supporting human work. Despite continuing debates about a focus on human actors as “users” of technology, this issue has not gone away and continues to constrain new, \"user-centered\" approaches to IS design, such as agile software development (Beck, 1999; Fowler and Highsmith, 2001; Highsmith, 2000) and interaction design (Cooper, 1999; Preece, Rogers and Sharp, 2002; Winograd, 1994). These constraints sit poorly with the need to design systems that support emerging knowledge processes (Markus, Majchrzak and Gasser, 2002) and result in systems that do not support the processes required to support organizational work (Butler and Fitzgerald, 2001; Lehaney, Clarke, Kimberlee and Spencer-Matthews, 1999).
This paper is structured as follows. The next section provides a discussion of the tenets of human-centered design and why this is not catered for in the mutual adaptation that is theorized to take place between organization and technology. Then we examine what we know about the nature of IS design processes, that makes human-centeredness problematic. Following this, the paper critiques some recent developments in IS design, from the perspective of human-centeredness: •
Participatory design is discussed as an alternative to the traditional, technology-centered system development life-cycle that resulted from an emphasis on human-computer interaction (HCI).
•
Interaction design, a development of HCI that considers work processes is examined.
•
Use-cases as part of a Unified Modeling Language (UML) approach are discussed, as a recent advancement for modeling
30
rather than inquiry. An alternative, “dual cycle” model of IS design is presented, that focuses on problem definition jointly with problem closure, based on a longitudinal study of stakeholder design.
HUMAN-CENTERED INFORMATION SYSTEM DESIGN
Recent theories that explain the relationship between technology and organization have argued that the two are mutually interdependent: each shapes the other
CONTRIBUTION The main contribution of this paper is to argue that \"user-centered\" system development methods fail to promote human interests because of a goal-directed focus on the closure of predetermined, technical problems. The paper is unusual, in that it questions the traditional interpretation of human-centeredness found in the HCI and IS literatures, as the production of a usable system design. The author critiques a number of recent developments in human-centered design methods, to examine the extent to which their focus on stakeholders as simply users of technology limits the extent to which they can support organizational work. Finally, the paper presents a \"dual-cycle\" design model, that balances technical problem closure with organizational problem inquiry. The need for a dialectic process, to achieve a balance between human-centered system outcomes and the design of an effective, formal technical IS solution is emphasized. Human-Centered Vs. User-Centered Approaches to Information System Design
through self-reinforcing cycles of sensemaking human-centeredness = usability. Much of the and giving form to the organizational work that deals with human-centeredness is meanings that ensue (Majchrzak, Rice, dated, or is located in the organizational Malhotra, King and Ba, 2000; Orlikowski, management literature; this is reflected in the 1992; e.g. Orlikowski, 2000; Scarbrough and discussion here. Corbett, 1991). But the process by which
Human-centered design takes a socio-meanings are explored and then translated into
technical view (Emery and Trist, 1960),
organizational procedures, with their
balancing the requirements of two, competing
supporting technical artifacts – the process of
“systems” (Hedberg and Mumford, 1975;
design – has received relatively little attention.
Heller, 19):
Information technology (IT) is most often
viewed as a “black box”, the form of which is • The social system of interacting human predetermined by decisions as to its role and activities, multiple, implicit (and often purpose (Orlikowski and Iacono, 2001). But conflicting) goals, human understanding the physical ways in which users may interact and knowledge, business context and with an IT system, the work-processes that are application-specific cultures and practice. supported or not supported, and the extent to
which users are permitted to control IT system • The technical system of formal, rule-based
procedures and technology, managed by processes fundamentally affect how work is
performance indicators and exception-performed, regardless of the adaptation
handling. processes that follow. For example, in a study
of computer-supported factory automation, The difficulties inherent in achieving Wilkinson (1983) reports that a company this balance have been recognized in which wanted to purchase a system that organizational literature on the impact of permitted their shop-floor workers to control technological change at work. A human-the manufacturing process found that there centered approach takes the design ‘problem’ were none available on the market. The from work-participants – this is often designers of such systems assumed a embedded in local, organizational practice, managerial intention to remove autonomy rather than seeking a technical solution to a from manufacturing workers and so designed context-free, information-processing problem systems to prevent workers from \"tampering\" (Lehaney, Clarke, Kimberlee and Spencer-with production control parameters. Similarly, Matthews, 1999). The main tenets of this, Button et al. (Button, Mason and Sharrock, \"human-centered design\" perspective are: 2003), writing twenty years later, discuss how
a workflow and information management 1. Human-centered design advocates the
design of flexible systems that permit the system prevented workers from managing
people who work with them to shape and their work in the most effective way, because
manage their work (Gill, 1991; Kapor, of assumptions built into the system about the
1996; Lehaney, Clarke, Kimberlee and flow of work. The need to understand a \"web\"
Spencer-Matthews, 1999). of computer-supported activity, when
designing an information system (Kling and 2. Technology is shaped by, and shapes in Scacchi, 1982) and to understand how turn, social expectations: the form of organizational purposes are transformed technology is derived from the effect of through the IS design and implementation these social expectations upon the design process (Markus and Bjorn-Andersen, 1987; process (Mackenzie and Wajcman, 1999). Markus and Robey, 1988) appear to be well Human-centered design advocates the established principles in the IS literature. Yet design of systems that question normative these principles appear to have had relatively expectations of technology (Kuhn, 1996). little impact on IS research or practice
(Orlikowski and Iacono, 2001). These issues 3. The human-centered approach is opposed
to the traditional, technology-oriented have largely disappeared from the IS literature.
approach, which prioritizes computer-As a result, there are few papers that do not
based information processing and uncritically adopt the HCI perspective that
Journal of Information Technology Theory and Application (JITTA), 5:2, 2003 31
Susan Gasson
technology-mediated communications located in multiple \"communities of practice\": over humans and their communicative groups of people who work together to collaboration (Barthélemy, Bisdorff and achieve specific ends, in locally-defined ways Coppin, 2002; Gill, 1991). (Boland and Tenkasi, 1995; Wenger, 1998).
Knowledge about how to perform work
4. Human-centered systems production
processes and the role that an information
should concern itself with the joint
system might play in the organization is often
questions of \"What can be produced?\" and
implicit and difficult to communicate (Brown
\"What should be produced?\" The first is
and Duguid, 1992).
about what is technically feasible, the second about what is socially desirable Individuals inhabit a socially (Kuhn, 1996; Lehaney, Clarke, constructed world and through their actions, Kimberlee and Spencer-Matthews, 1999). 5. The explicit, rule-based knowledge
needed for computer-based systems is
useless without the tacit and skill-based
knowledge through which explicit
knowledge is filtered (Cooley, 1987; Rosenbrock, 1988). Human-centered
design acknowledges the need for
informal information systems that enable
the use and communication of implicit
knowledge (Land, 1992).
6. We should avoid the prevailing tendency to separate \"planning\" tasks from \"doing\" tasks, as this separation results in deskilled technology users who are ill-equipped for exception-handling or meaningful decision-making (Cooley, 1987). Human-centered design strives for socio-technical systems that support meaningful, enriched work (Gill, 1991; Lehaney, Clarke, Kimberlee and Spencer-Matthews, 1999).
If nothing else, human-centered design
is predicated on enlightened self-interest.
Technologies are designed around a set of assumptions concerning what work processes are required and how they will take place that are often simply wrong (Button, Mason and Sharrock, 2003; Dourish and Button, 1998). A technology focus fails to take into account the distributed and informal nature of expertise and decision criteria (Barthélemy, Bisdorff and Coppin, 2002; Land, 1992).
Stakeholder interpretations of
organizational processes, goals and needs may
differ considerably, depending on the work or
interest-group to which they belong (Gasson,
1999b; Lave, 1991; Weick, 1979). The
requirements for an information system are
32
reproduce and give meaning to that world
(Berger and Luckman, 1966; Kelly, 1955;
Weick, 1979, 2001). People create a personal
system of psychological constructs, which
varies as they successively construe
replications of events (Kelly, 1955). Through
the use of specific social genres and forms of
communication, individuals not only pursue
their goals, but they define a situation and a
problem at hand, they present themselves to
the external world and they recreate personal
and group identities (Habermas, 1987;
Strauss, 1983; Yates and Orlikowski, 2002).
People shape and are shaped by this experienced \"lifeworld\" (Habermas, 1987) and that in turn shapes how they conceptualize an organizational information system. Thus, an organizationally-situated design is the result of negotiation between multiple, social “worlds”, that represent reality in different ways (Strauss, 1983). The resulting IS reflects intersections between an overlapping set of
individual and group perspectives, that shift and evolve as the design proceeds.
The notion that design is driven by a consensual set of goals, determined at the start of the analysis, is a vast over-simplification. Goal-directed methods, that do not revisit the initial goals for a problem solution, but take these as given throughout the design, lose the opportunity to benefit from the learning that accrues through the process of design and may be subject to implicit goal-redefinition. For
example, in a study by Gasson (1999a), a user-centered design project failed because of the
different ways in which non-technical and
technical design participants communicated
and evaluated the knowledge about the design.
The legitimacy of certain design goals was
judged differently by the two subgroups
participating in the project and this affected
Human-Centered Vs. User-Centered Approaches to Information System Design
form for the technical component of an information system. The traditional SDLC (the waterfall model) has three main limitations as a guide to the design of organizational information systems. Firstly, it relates to the development of systems to support relatively well-defined, technical goals and tells us little about how ill-defined and unbounded
An analysis of technology as the
problems should be defined and resolved
malleable product of improvisational
(Lanzara, 1983; Mathiassen and Stage, 1992;
adaptation (Lau, Doze, Vincent, Wilson,
Rittel, 1972). Secondly, it is based on a model
Noseworthy, Hayward and Penn, 1999;
of design as individual, rational problem-Orlikowski and Hofman, 1997) ignores the
solving, whereas organizational IS design
technological decision-making process that
tends to involve collaborative action, situated
gives the artifact a specific form. During this
in a social and political context that is far from
process, new purposes and roles for the
rational (Boland and Tenkasi, 1995; Preston,
technology emerge, are debated, and may
1991). Thirdly, it assumes that objective goals
replace the original purposes, as more
and solution requirements may be defined
technically “appropriate” (Gasson, 1999a).
early in the design process whereas empirical
Many assumptions and interests are
research tells us that IS goals emerge through
unreflectively embedded into the technical
the processes of design and that these goals are
artifact during system design, that constrain its
political, subjective and negotiated (Boland
potential role and use in organizational work
and Day, 19; Gasson, 1998; Guindon,
(Akrich, 1992; Mackenzie and Wajcman,
1990). However, the assumptions of the
1999; Xu, Lehaney, Clarke and Yanqing,
waterfall model appear to underlie many
2003). Refrigerators hum because everyone
current approaches to IS design. For example,
knows that refrigerators hum … no-one
the recent revival of interest in \"pattern
questions the use of the specific coolant
languages\" is based on the concept that
circulation technology that makes them hum.
inherent patterns exist in organizations and so
Similarly, computer-based information
computer-supported activity may be \"ordered\"
systems are configured in a certain way
by designing them according to \"some of the
because it makes technical sense to locate
physical structures that make an environment
functions in a certain way. No-one questions
nurturing for human beings\" (Alexander,
the impact that this will have upon how people
1999, page 73). Much of the appeal of the
can use the system, until these decisions have
Unified Modeling Language (UML) approach
been made and the designers turn their
(Booch, Rumbaugh and Jacobson, 1996),
attention to making the system “usable”. But,
discussed below, appears to rest upon its goal-by then, these decisions may fundamentally
directed (and therefore decompositional)
constrain the ways in which people can
nature, making the production of systems and
perform their work processes (Button, Mason
software easier to manage and control.
and Sharrock, 2003; Gasson, 1999a). Given that many of these ideas have been debated Simon's (1960; 1973) assumption of and explored for several years, the question goal-directed (and thus objectively justifiable) arises as to why these ideas have not been behavior in design have been adopted widely: incorporated into the design of IT systems. this assumption has received remarkably little The next section discusses the nature of the attention in the IS literature (Checkland and design process, to explore this question. Holwell, 1998). This is perhaps because the
result of challenging this perspective is to conclude that design is not amenable to THE NATURE OF THE IS DESIGN
planning, in the manner previously thought. PROCESS
Simon (1973) argues that ill-structured
Traditionally, IS design is viewed as a problems, such as the design of organizational single stage in the systems development life-information systems, are associated with a cycle (SDLC), defining a detailed physical consensual set of goals for the solution of an
Journal of Information Technology Theory and Application (JITTA), 5:2, 2003 33
which goals were acted upon by different subgroups. Through their ability to control the technical implementation of the design, the technical developers subverted the original intentions of the project to a considerable extent. But the formal goals for the project remained unchanged.
Susan Gasson
objectively-defined problem. Thus, a solution stakeholders are placed in a situation where can be derived rationally (or at least, in ways they can negotiate their requirements of an IS that may be justified on the basis of around a design exemplar - a prototype IT rationality), from these goals. But empirical system, or a prototype work-system. But the research into \"expert\" software and IS design attempt to balance the two domains tends to has demonstrated that design strategies are focus more on one domain than the other. \"improvisational\" (Lau, Doze, Vincent, Whilst, for example, Mumford’s work in Wilson, Noseworthy, Hayward and Penn, ETHICS (Mumford and Weir, 1979; 1999; Orlikowski, 1996; Orlikowski and Mumford, 1983) attempts the joint satisfaction Hofman, 1997; Weick, 2001) or of both social and technical interests, it deals \"opportunistic\" (Ball and Ormerod, 1995; almost exclusively with the design of work Guindon, 1990; Khushalani, Smith and Howard, 1994), in practice. Individuals appear to be guided by locally-contingent and partial plans (Majchrzak, Rice, Malhotra, King and Ba, 2000; Malhotra, Thomas, Carroll and Miller, 1980; Suchman, 1987; Turner, 1987), to resolve problems that are subjectively-defined, are interrelated with other problems and are amenable to many, often incompatible solutions (Ackoff, 1974; Rittel, 1972). Problem definition is guided by the designer's experience of, or exposure to, suitable complete or partial solutions (Majchrzak, Rice, Malhotra, King and Ba, 2000; Malhotra, Thomas, Carroll and Miller, 1980; Turner, 1987). Problem and solution are conceived together and are inextricably intertwined
(Bansler and Bødker, 1993).
These insights demonstrate that we need to view IS design as involving problem-exploration jointly with problem closure. Taking this approach would allow us to continually examine decisions concerning the role of IT within an organizational “system” of work (Checkland and Holwell, 1998). The remaining sections of this paper examine “state of the art” approaches to IS design that purport to focus explicitly on human-centeredness, to examine the extent to which these approaches support a problem-centered focus. DEVELOPMENTS IN HUMAN-CENTERED DESIGN APPROACHES
Participatory Design The socio-technical perspective is most
apparent in the literature analysis of
prototyping and participatory design. This area
of work explicitly attempts to deal with the
\"multiple worlds\" problem discussed above. IS
34
systems. Technology is viewed as infinitely configurable to suit the organization of workgroups, with no account taken of constraints imposed by either technology design or its implementation. More recent work (Butler and Fitzgerald, 2001; Lehaney, Clarke, Kimberlee and Spencer-Matthews, 1999) examines the ways in which user participation in decisions concerning the use of information technologies affects the outcome, but focus on participation in business process redefinition. While this is essential, it is not sufficient. We have discussed how goals may be subverted by the technical systems design and implementation processes that follow business process redefinition. Muller et al. (1993) list a variety of
methods for participatory design, classified by
the position of the activity in the development cycle and by \"who participates with whom in what\". The latter axis ranges from \"designers participate in users' worlds\" to \"users directly participate in design activities\". For participatory design to be participatory, user-worlds must be effectively represented in the design. But, as discussed above, there is a wide disparity in user “worlds”. Participatory development has more potential to be politically disruptive and contentious than traditional (non-participatory) forms of system development, because it involves a wide
variety of interests, with differing objectives and perspectives on how organizational work and responsibilities should change (Howcroft and Wilson, 2003; Winograd, 1996). This
situation is therefore managed carefully in
practice. System stakeholders are selected for
participation on the basis of political
affiliations and compliance, rather than for
their understanding of organizational systems
support and information requirements. This
constrains user choice and significantly affects
Human-Centered Vs. User-Centered Approaches to Information System Design
the potential to achieve a human-centered Interaction Design system design (Howcroft and Wilson, 2003).
Interaction design is a recent
Users often have little choice about whether to
development arising from work in Human-participate. Even when trained in system
Computer Interaction (HCI). It considers a
development methods, users and other non-much deeper set of concepts than the
technical stakeholders often cannot participate
traditional HCI interests of user-interface
on an equal basis with IT professionals
affordance and usability. Interaction design
(Howcroft and Wilson, 2003; Kirsch and
examines the ways in which people will work
Beath, 1996). User views are often
with a technical artifact and designs the
inadequately represented because of cost
artifact to reflect these specific purposes and
constraints, or a lack of appreciation of the
uses (Preece, Rogers and Sharp, 2002).
significance of users' perspectives (Cavaye,
Winograd (1994) defines interaction design as
1995). Howcroft and Wilson (2003) argue that
follows:
the user choice is significantly constrained by organizational managers, who predetermine \"My own perspective is that we need to boundaries for the scope of the new system, develop a language of software interaction and who select who will participate in systems - a way of framing problems and making development and to what extent. distinctions that can orient the designer.
… There is an emerging body of concepts
Because of its reliance on the
and distinctions that can be used to
production of technical system prototypes, the
transcend the specifics of any interface
participatory approach is therefore technology-and reveal the space of possibilities in
focused. IT professionals exercise conceptual
which it represents one point.\"
power, in managing user perceptions of how a
(Winograd, 1994, pages 8-9).
technology can be employed (Markus and Bjorn-Andersen, 1987). They are able to So interaction design has the potential constrain the choices of non-technical to consider a \"space of possibilities\stakeholders, by the ways in which alternatives encompasses many different and subjective are presented and implemented in the system definitions of the organizational problem. A prototypes. User worldviews may easily be human-centered solution would be one that relegated to \"interface\" considerations by negotiates the needs of the multiple technical system designers, even when the stakeholder \"worlds\". This would lead to many explicit focus of the method is on joint system alternative technical solutions being evaluated definition (Gasson, 1999a). The use of by stakeholders. But in practice, interaction participatory design may become a power design appears to be limited by the tradition of struggle between, on the one hand, \"rational\HCI discourse. It examines how a single user technical system designers and, on the other might use a predefined technical artifact, to hand, \"irrational\" user-representatives who are determine how to design the artifact to be unable to articulate system requirements in usable. As Cooper (1999) argues, analyzing technical terms (Gasson, 1999a; Nelson, how people might want to use an artifact is a 1993). The concept of empowering workers significant advance over current methods of raises hackles: this is seen as \"social design. Cooper (1999), who claims to have engineering\" that compares unfavorably (in invented the approach, defines interaction scientific, rationalist discourse) with \"software design as \"goal-directed design\" that is product engineering\". Designers who engage in such and development driven. This approach irrational behavior must have a subversive defines what software system products should agenda that is counterproductive (Nelson, be built and how they should behave in a 1993). Thus, participatory design may often be particular context (Cooper, 1999). But goal-subsumed to the less intrusive (and much less directed approaches are only appropriate when confrontational) path of producing user-the problem is relatively well-defined centered design \"methods\" that can be partially (Checkland, 1981; Checkland and Holwell, used, in ways chosen and controlled by 1998). Most organizationally-situated design technical designers. goals are emergent and to cope with this, a
Journal of Information Technology Theory and Application (JITTA), 5:2, 2003 35
Susan Gasson
human-centered design approach needs Special cases (extensions) of associations mechanisms for eliciting and capturing goals between objects or business processes are that emerge as the design proceeds. shown with a dotted line, while normal
associations are shown with a solid line. So in
A similar, goal-driven approach is
the example given here, the credit limit would
taken by Preece et al. (2002), who emphasize
only be checked in some circumstances (e.g.
\"the interactive aspects of a product\" (page
if the account balance is insufficient for the
11). Although they emphasize the evolutionary
withdrawal).
nature of design and extend the goal-driven concept with rich discussions of use, their perspective is also essentially driven by the
Withdraw uses Check account notion that design is centered around the balance money conceptualization of a computer-based product
with an individual user. Inquiry into the socio-cultural worlds of its use and into negotiated collaboration between interested stakeholders
are secondary. The discourse of Interaction Design starts with a concept of \"the computer\" (or computer-based technology) and only then considers the context of the human-computer interaction. This has the effect of moving the design model back to the historically unitary focus of HCI: a single technology user, moving towards closure of a single, task-related problem, in isolation from the social world of work that surrounds them. Interaction is thus reduced to interface.
HCI research into user-centered design has, however, had a significant impact on software development practice, as evidenced by the emergence of two schools of design methodology: the production of Use-Cases as part of Uniform Modeling Language (UML) approaches to system design and \"agile\" software development. Use-Cases in UML
The production of use-cases (Jacobson, 1991) has now been absorbed into the Unified Modeling Language (Booch, Rumbaugh and Jacobson, 1996) approach to formal system representation and modeling. The primary concerns here are the correctness and completeness of a technical system model. Use-cases constitute a representation of interactions between different classes of user and a computer system. From these use-cases, formal object-oriented models and specifications may be defined, that enable the production of a technical system. A example of a use-case diagram is shown in Figure 1.
36
extends Check credit limit Figure 1: Example of a Use-Case Model A benefit of the method is that designers are encouraged to base use-case models on the viewpoints of, and interactions between, multiple stakeholders. A high-level model is thus constructed that, ostensibly, starts with the user requirements of the proposed system and develops a set of \"business\" processes that the system will (partly or wholly) automate.
In HCI terms, this method represents a major victory for user-centeredness in technical practice. System conceptualization starts with an understanding and definitions of user-interactions. But is this really true? The use-case model focuses on the articulated requirements of a single user. It has no way of surfacing (or even recognizing the existence of) implicit requirements. Where multiple viewpoints are sought, the task is to reconcile these, not to represent (often conflicting) user requirements of the system. Additionally, most use-cases appear to be produced by the designer imagining how users would interact with their target system, to derive a set of algorithmic business-rules. Use-cases are largely based on short interviews and there is little opportunity for validation. So we revert to the problem with traditional approaches, identified by Norman (1990):
\"The designer expects the user’s model to be identical to the design model. But the designer does not talk directly with the user - all communication takes place through the system image.\" (Norman,
Human-Centered Vs. User-Centered Approaches to Information System Design
approaches that combine a minimalist form of system design (i.e. informal methods and short
The most serious problem with the
lifecycles) with a user-centered approach. The
UML approach (from a human-centered
Agile Manifesto (Fowler and Highsmith, 2001)
perspective) is that the design of user-argues for the following points:
interaction starts with a concept of the
computer system, that is not challenged by the • Individuals and interactions are valued process of design inquiry. Designers gradually over processes and tools. build up a set of interactions with a technical
system whose form is preconceived (as • Working software is valued over
comprehensive documentation. demonstrated by their ability to imagine and
represent interactions with this system), rather • Customer collaboration is valued over than with a conceptualization of users, their contract negotiation. work, the problems that they face, and their
lifeworlds. An understanding and definition of • Responding to change is valued over
following a plan. system interactions are therefore formed by the
designer constructing a model of the system as These points reflect many of the a set of functions, rather than by an conclusions of the literature discussion above, understanding of the needs of potential users particularly with their focus on goal and other system stakeholders. So, while emergence. The ways in which goals are system design based on use-cases may be inquired into, agreed and made explicit are considered user-centered, it does not fulfill the critical to achieving a human-centered requirements for human-centeredness. This outcome. Agile software development approach focuses on interactions with a emphasizes an adaptive approach to defining technical system, ignoring the wider social system goals and requirements, as the design context and the emergent, negotiated purposes proceeds. This is an implicit recognition of the of the system. difficulties of understanding the needs of
multiple user worlds, in advance of the system Agile Software Development
design. System goals and requirements are
Formal methods are increasingly being adapted to the designer's (and others abandoned in favor of rapid methods with stakeholders') increasing understanding of the shorter lifecycles and a lower administrative role that the system will play, in organizational overhead (Barry and Lang, 2003; Beynon-work. In Adaptive Software Development, Davies and Holmes, 1998). But rapid methods Highsmith (2000) rejects what he terms do not appear to deal well with user \"monumental software development\requirements and may lead to a more techno-of \"fitting the process to the ecosystem\". At centric focus than with traditional methods the heart of the approach are three overlapping (Beynon-Davies and Holmes, 1998). There is phases: speculation, collaboration, and a temptation with rapid approaches, for system learning. He argues that systems design developers to revert to the code-and-fix should respond to the contingencies of the approach that characterized software local context, rather than fitting the problem development before the advent of formal analysis to the framework underlying a formal methods (Boehm, Gray and Seewalt, 1984; analysis method. Although Highsmith does not Fowler, 2003). \"Agile\" software development prescribe specific methods, he does emphasize was conceived in response to a perceived need teamwork and the involvement of system users to balance technical system design interests in all aspects of system definition and design. with an understanding of user requirements. However, although Highsmith's work has been Uniquely, this approach is a practitioner-influential in forming popular perceptions of initiated approach to human-centeredness in IS how to manage system design, it does not offer design. Highsmith's (2000) Adaptive Software a method for performing design. One of the Development and Beck’s (1999) eXtreme most popular methods for agile software Programming are both examples of agile development is eXtreme Programming (Beck, software development: practitioner-instigated 1999). This approach is based partly on the
1990, page 16).
Journal of Information Technology Theory and Application (JITTA), 5:2, 2003 37
Susan Gasson
concept of scenario analysis (Carroll and Rosson, 1992) - a concept that is familiar to HCI researchers but novel to many technical system designers. The eXtreme Programming approach emphasizes a specific way of eliciting requirements from system users, in an informal and iterative process. Technical systems developers work in pairs with selected users, to generate short scenarios, which are coded into a system prototype. One developer codes, while the other checks the code for authenticity and correctness (these roles are swapped frequently). The user is invited back to validate the prototype against the scenario and to generate additional scenarios, based on their realization of shortcomings or omissions in the original scenario generated, after having used the prototype.
In its focus on emergence and \"the people factor\may be considered human-centered in its intent. However, its ultimate emphasis on the practice and profession of producing software systems, without explicit validation of system goals and organizational roles by non-technical stakeholders, renders it vulnerable to deadline-driven expediency (Nelson, 2002). Agile approaches provide a worthwhile attempt to deal with problems of implicit knowledge, evolutionary learning (by users) of what technology has to offer for their work, and misunderstandings between technical designers and users, as technologists gradually enter the lifeworld of the user. But these
approaches are based on the development of software, rather than organizational systems. It involves a very small selection of \"representative\" users, there is no attempt to understand or investigate the wider, socio-technical system of work and there is little attention paid to the selection of appropriate system users for scenario generation. Additionally, this method suffers from a common problem of evolutionary prototyping: the approach starts with the specific intention of building a technical system, not with the intention of bringing about organizational and technical change. As Butler and Fitzgerald (2001) remark, stakeholders must be involved in the definition of organizational and process change, before their involvement in IT systems development can be considered anything other than token.
The Need To View Human-Centered Design As Mutually-Interacting Inquiry and Implementation
I have argued here that the IS and HCI literatures have largely ignored the effect that the forms of available technology have, upon the range of social choices available and the role that IT systems play in work design. I examined a number of developments in \"human-centered\" IS design, to determine the extent to which they could achieve those elements of a human-centered outcome that were defined above. The findings are summarized in Table 1.
Table 1. Summary of Human-Centered IS Design Approaches
Approach Intended Focus Traditional IS The structuring of ill-structured design problems: goal-driven approaches decomposition.
Prototyping and Negotiation and exploration of ill-participatory structured problems. design
Interaction design Exploration of IT-supported user
work-processes. UML and Use-Cases
Actual Focus
Explicit (management) focus is goal-driven and
decompositional. Implicit strategies are opportunistic, to deal with goal-emergence.
Iterative and cyclical process of stakeholder involvement, limited by political selection of user-representatives and technology-centered requirements focus.
Technology-centered, individual user focus. Assumes consensus among system users, with well-understood IS goals.
Modeling of business processes and Models formal information-processing (business user-interactions with intended IT processing rules). Technology-centered and system. decompositional (so no opportunity to redefine goals as
these emerge through design process).
Adaptation of an evolving system Technology centered prototyping, accomplished by the design, based on user interaction development of individual user-scenarios. and scenario generation.
Agile Software Development
38
Human-Centered Vs. User-Centered Approaches to Information System Design
Most of the more recent approaches are of stakeholders was suggested by the various iterative and so avoid the problems of the organizational groups who would be affected traditional, decompositional focus. But I by the proposed system. These stakeholders would argue each of these approaches focuses met regularly, to discuss how work processes on user-centeredness at the expense of human-should change and how the new IT system centeredness, because of their technology-should be defined, to support these processes. centered focus. To embrace the tenets of derived from this study and from other case human-centeredness discussed earlier in this studies of stakeholder-driven design. The paper, system stakeholders -- the intended model has been refined according to the \"victims and beneficiaries\" of the proposed findings of other studies (Gasson and Holland, information system (Checkland, 1981) -- 1996; Gasson, 1999a) and ongoing case should be enabled to negotiate the role and investigations. It therefore represents an purposes of the system with other optimal way of managing the dialectic stakeholders, non-technical as well as between subjective, organizational problem technical. This is not a new idea - it was inquiry and goal-directed, process and proposed by Mumford (1983), early in the technical solution design. participative design movement. But its
The model in Figure 2 represents two
implementation has been problematic, because
\"cycles\" of the design process, to deal
of the persistence of the goal-driven,
separately but interactively with system
technology focus in IS design. It can be seen
inquiry and implementation (opening-up of
from the discussion here that most user-organizational problems and closing-down of
centered approaches are concerned with
business process/technical solutions).
closing down a technology-centered and goal-directed IS problem-definition, not about The first iteration is the cycle of exposing (or opening up) the social and inquiry, in which organizational \"problems\" organizational context (the design \"problem\") are debated, negotiated and defined: to examination and debate. Even in agile
1. Stakeholders agree a set of explicit goals
software development, the design problem is
for the organizational and information
determined very early in the process and
system changes.
remains unexamined after that point. The user-interaction and use of scenarios may generate 2. Based on these goals, a single stakeholder, new IT system requirements-goals, but it does who is familiar with a particular area of not question the essential form and social role work, produces a \"paper prototype\" process of the technical system, as even this approach design to achieve the goals for change. As focuses on an individual \"user\" of technology. part of this prototype, they conceptualize The most human-centered of the methods the role that a computer-based IS should discussed, participatory design approaches, do play in this process. Other group members not change the fundamental nature of the critique the suggested design: both the \"circular\" system development life-cycle. They process changes and the IT system concept
are refined, as part of this process. merely \"rotate” the life-cycle through 90°, so
that the cycle is driven by user-evaluation of
3. This is followed by a definition and
system design requirements, rather than by
validation stage, where the group defines
technical evaluation of system design
and agrees deliverables, in the form of
requirements. This rotation does not question
organizational process changes and IT
many of the essential contradictions of the
system goals. This is also the transition-traditional perspective, because it inherits the
point to the implementation cycle (stage 5),
\"problem closure\" life-cycle emphasis.
if the group feels that the goals and requirements for change are clear and To resolve these problems, design may
consensual enough for them to proceed. be managed as shown in Figure 2. This model
is based on findings from a longitudinal study
of a stakeholder-driven IS design in a midsize engineering company (Gasson, 1998). A group
Journal of Information Technology Theory and Application (JITTA), 5:2, 2003 39
Susan Gasson
Inquiry: Opening Up The Design Problem 1. Stakeholders agree and understand emergent design goals and relevant organizational boundaries4. Explore organizational possibilities & constraints. 2. Prime investigator defines organizational change and technical system role & functions.Implementation: Closing Down Technical Solutions 6. Synthesize design: plan IT system form requirements & delivery. 3. Definitions of 5. Review/agree IT organizational changes system goals and user-and IT system form and computer interaction function are validated intersubjectivityscenarios. with stakeholders. 7. Implement organizational change and technical support system. Technical and organizational change in operation8. Stakeholders evaluate changes against agreed organizational goals, boundaries and constraints. Figure 2. A Dual-Cycle Model Of Human-Centered Design (Adapted from Gasson, 1998) 4. If the group feels that the changes are still not well-understood (or not understood by group members in common), they explore organizational possibilities and constraints that operate upon the process, from the perspective of their domain-worldview. Revised goals for change are suggested through this process of \"argumentationhat leads back to the goal-definition activity (1).
development of a common worldview, that enabled them to debate design issues more meaningfully than before. At the validation stage, they reached a clear agreement that this design would satisfy their needs for change. This intersubjectivity permitted them to move to the implementation cycle.
IS solutions are defined through the implementation cycle, which is driven by the goals and problem-definitions defined in the inquiry cycle:
As new information emerges and
individual stakeholders understand interactions 5. The implementation cycle starts with a between their own work domains and those of review of goals and scenarios, based on the others, goals are redefined, often in small but previous cycle's definition of the significant ways that redefine the role of the organizational problem. This activity computer-based IS. For example, in the study ensures that goals and requirements for the from which this model was initially derived, IS-related change are clearly defined and the definition of the computer-based IS as a their implications for the solution are well-way to track and chase individuals to complete understood. sections of a document was quietly dropped,
6. Stage 5 produces an explicit and agreed set
as stakeholders agreed that they did not want
of changes that are synthesized into a set of
\"this big snake that runs through the whole
requirements and deliverables by what is
company\". In the first few iterations,
now a fairly knowledgeable set of
stakeholders understood the goals and
stakeholders -- at least in terms of the part
suggested solutions in different ways -- a
of the business process for which a solution
reflection of the different \"worlds\" discussed
has been agreed so far. It is at this point
above. But as they iterated around this cycle,
that the physical form of the IT system is
they developed a degree of a shared
agreed (e.g. \"we need a data portal to
understanding, based on the negotiation and
40
Human-Centered Vs. User-Centered Approaches to Information System Design
stage, resulting from HCI research and practice, many of which are discussed above.
7. As the group now shares a common
However, problem inquiry and definition are
understanding of the goals and
insufficiently researched and insufficiently
requirements for change, the
interrelated, in the way in which we approach
implementation of organizational changes
system design. This model presents an
and the computer-based IS may be
alternative to the limited models of technical
delegated to the oversight of individual
problem-closure that are implicit in each of the
stakeholders. For example, in the
approaches discussed above.
longitudinal study, other stakeholders cheerfully delegated the development of
the technical system to the IT manager and CONCLUSIONS AND IMPLICATIONS delegated the implementation of the initial FOR PRACTICE process changes to the manager of the In fields such as architecture, design is existing process. viewed holistically, as the synthesis of 8. Once the changes have been made, problem exploration and solution definition stakeholders can evaluate them against (Lawson, 1990; Winograd, 1996). But the IS their agreed goals for change, with a perspective takes a view of human agency that
reduces human-centeredness to those common understanding of the
organizational goals and constraints within considerations required to model individual which they operate. This understanding is interactions with a computer-system. It thus communicated to stakeholders' local avoids considerations relating to emancipation, workgroups, which also achieves a higher autonomy, and the role of IT configuration in sense of shared ownership than is normally enabling or constraining organizational work. the case. The evaluation results either in The difference between a \"user\" focus and a the process and IS changes becoming human-centered focus lies in the way in which operational, or the group may feel that a technology is designed. This paper argued that formal review of the evaluation is needed, \"user-centered\" system development methods to debate problems that need to be dealt fail to promote human interests because of a with in another cycle of the design, or goal-directed focus on the closure of changes to this or another process. In this predetermined, technical problems. The case, the group moves back to the cycle of traditional interpretation of human-inquiry (stage 3), defining what elements centeredness as the production of a usable need to be dealt with next. The process system design, found in the HCI and IS ends when the group feel that all significant literatures, was found wanting. A number of areas of change have been dealt with and recent developments in human-centered design the new system of business processes and methods were examined. It was argued that
their focus on stakeholders as simply users of IS is operating adequately.
technology limits the extent to which these
The dual-cycle model emphasizes the methods can support effective, human-importance of systemic inquiry as part of the centered organizational work. Finally, the design process. The problem closure models paper presented a \"dual-cycle\" design model, within which we normally work delegitimize that balances technical problem closure with user participation and prevent users from organizational problem inquiry. The need for a revisiting problem definitions (Gasson, 1998, dialectical process, to achieve a balance 1999a). This model acknowledges the process between human-centered system outcomes and of involving stakeholders in defining actions the design of an effective, formal technical IS for organizational and technical change, as solution was emphasized. part of a procedural design approach.
I have argued that new, \"user\" centered Although the implementation stage is treated
almost superficially by this model, this is not IS design approaches are as limited as to claim that the implementation of technical traditional approaches to IS design, because of or organizational change is unproblematic. We their emphasis on problem closure. But already have good methods to manage this sometimes, a goal-oriented approach is
Journal of Information Technology Theory and Application (JITTA), 5:2, 2003 41
deliver these documents\").
Susan Gasson
appropriate. If stakeholders can agree a well-human-activity for examination and change. In defined problem, which can be solved with \"user-centered\" system design approaches, the known technology, goals are relatively easy to boundary of inquiry is too limited for set. The decision about which design designers to consider those aspects of context method(s) to use depends on the familiarity of and socio-cultural significance that would stakeholders with the proposed type of make the system \"human-centered\". information system technology, and on the
Recent developments in \"user-ease with which the IS \"problem\" can be
centered\" system design do not engage with
negotiated and agreed among stakeholders. If
the core problems of traditional systems
stakeholders feel that the organizational
development: its focus on technical problem-\"problem\" is well-defined and agreed, then
closure and its view of system stakeholders as
\"user-centered\" methods are appropriate, for
either \"managers\" (and therefore definers) or
the design of that part of the solution which is
\"users\" (and therefore consumers) of IT. This
computer-based. If stakeholders cannot agree
means that there is no mechanism by which
a suitable problem definition, then complex
emergent goals and requirements for IS-related
inquiry methods are required to provide such a
change can be made explicit, so they can be
definition, which needs to be revisited
debated among affected stakeholders. What is
periodically, as suggested by the dual-cycle
required is a combination of systemic inquiry
model of Figure 2.
methods with user-centered interaction
In the spirit of inquiry, we conclude methods for the design of supporting with a problem-statement and a proposed technology, with a dialectic between the two. solution. We should focus on separating problem
It is proposed that the two \"worlds\" of investigation from solution design, using socio-cultural work and technology-interaction approaches and methods that permit us to are incommensurable. We cannot analyze operate in different modes of inquiry in each them using common methods, nor can we world. We can then use that unique, human derive procedures and methods for producing quality that we all possess - the ability to software that satisfies the needs of both. HCI synthesize across incompatible domains of methods are targeted at closing-down knowledge - to produce appropriate and technology-centered problems, rather than human-centered solutions for the real world. opening up a technology-supported system of
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AUTHOR
Susan Gasson (PhD, Warwick Business School, UK) is Assistant Professor in IS at the College of Information
Science and Technology at Drexel University.
Her research
interests include social cognition, the design of organizational information systems and human-centeredness in information system implementation and use. Prior to her academic career, she worked as a consultant and manager in the areas of software design, data communications and information systems architectures.
46
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