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3.1 Goals of product development
“We want prolongation of life, restitution of youth, retardation of age, and mitigation of
pain.” / Francis Bacon
“Life, Liberty, Pursuit of happiness“ / Thomas Jefferson
“A sustainable development is a development that meets the needs of the present without
compromising the ability of future generations to meet their own needs.”
United Nations, Our common future, 1987
We all have lots of concurrent goals, both personal that a product should not violate,
and product related that the new product should fulfil, increasing our quality of life
(QoL). Examples of personal goals are; to have a good night sleep, have fun, to be
relaxed and satisfied. They can be related to our self-respect such as attracting the
attention of people who have status, and that we do not like to feel stupid or make
mistakes. The American psychologist Abraham Maslov introduced a famous model
for estimating quality of life. It consists of a hierarchy of needs starting bottom up
from physical health, security, self-esteem, love-belongingness, and with self-
actualisation at the top. A similar hierarchy of the perceived value of design is
functionality, reliability, usability, proficiency, and support for creativity (Lidwell,
2003).
Taking the question about why to the extreme we propose the following. As human
beings we populate a world with finite physical and social resources, e.g. attention,
and we depend on them to survive and prosper. Design is a way to rearrange
resources and make the best use possible out of them. Fair distribution and
participation by all, are other fundamental requirements. Design is political and
stories are essential both as tools in the process and as the result of the design.
A guideline throughout the design process is to iteratively design
for the best possible experience and fine tune the result as much as
possible. “Anything less is simply unacceptable.” (Fling, 2009). Less
than perfect technologies waste our time and make our lives worse.
In particular this is important for people who do not easily master
a new technologies, e.g. because of lack of education or disabilities,
physical, cognitive, sensory, social or any combination of them. Human centred
computing is important (Jaimes, 2007).
Designing for something often, bringeing somehing into being, also destroys (Fry,
2009, p. 4). Figuring out how to maximize the balance sheet is the trick of good
design.
Some goals that designers have should be altogether ignored (Cooper, 2004). False
goals are not aimed at fulfilling the all-important user goals, but at satisfying other,
more or less valid, constraints. One such is to save memory. Why should you save
memory if this is in conflict with a user’s goal, such as a need to play 24 hours of MP3
music rather than forty-five minutes? Okay, you save $5 on the retail price but you
might lose 50% of the customers. Other disputable goals are increased graphic beauty
for its own sake, data entry speed up, use of a bigger screen, and voice input where a
simple interaction technology, such as a button, works quite satisfactory. To the false
goals we can add functionality that neither matches the user expectations of the
product, nor provides useful added value.
Most technology share the overall goal of user QoL, because this is something a user,
or a society, is willing to pay for. But, the experience provided by the product has to
match its price. Basically the money paid serves as the reward for providing the
product, but fame, respect, and evidence of identity also motivate design work. The
price paid is a measure of the QoL provided by a service and so is to what extent a
product is used and how much it affects the life of the user.
A problem for marketing is that the experiences from a product or service as well as
its value changes. When new designs are introduced they change the basis for the
evaluation. Even disregarding this defining the experience with a product is not easy
to do. Estimating the experience of a teenager confronted with a gut-wrenchingly
compelling, immersive, 3D action game might not be difficult, but in general
experience is the weighted sum of every relation between the product and the user;
starting with initial awareness of the product, ordering, use, support, upgrades, and
all the way to end-of-life activities. It also includes marketing, appearance, status,
user expectations and preferences. Not a trivial calculation.
3.1.1 Experiences as goals
“Cool is one step from creepy.” / Christian Lindholm
The researcher Daniel Fällman points out that usability built on cognitive science
concepts was the main focus when HCI was introduced (Fällman, 2011). A second
wave in HCI explored participatory design, work context and groupware. Now, in
the third wave, keywords are “expressive”, “affective” and “culture”. We need to
contemplate questions such as what an experience is, what constitutes a good user
experience, what values are important and what the meaning of what we design is,
see also Section 2.8xxxHG2.x.
xxxHGTo have or to be? The psychoanalyst, sociologist, and philosopher Erich
Fromm asked this question and his answer was that being should win every day in
the week (Fromm, 1976). For one thing we are mortal and cannot take anything with
us. Hassenzahl (2013) asks the same question in the context of design, and comes to
the same answer. We are the sum of our experiences and positive experiences are
crucial to our well-being and happiness. This should be reflected in the work and
attitude of designers. Focus in the design community should be on what to design, its
content and effect, rather than on the design process.
An experience designer must be ready to take responsibility and must remain critical.
Experience design as discipline in turn must create a culture of reflecting about content, and
not only about methods and processes. (Hassenzahl, 2013)
The usability goal of satisfying the user can be extended for example into the
following user experience goals; enjoyable, rewarding, fun, entertaining, helpful,
motivating, aesthetically pleasing, supporting creativity, emotionally fulfilling,
surprising, seductive, and tempting (Preece, 2011). To promote these goals and if you
for instance aim for a touching drama, a shocking sensation, support for imagination
and fantasy, or is involved in a quest for ‘WOW!’, then you should also make use of
unexpected needs, e.g. hunger, maintain a greater control over context, provide apt
feedback, invite to play and novel interaction (Hudson, 2009).
According to Donald Norman (Norman, 2005) design should be dealt with at three
different levels, visceral, behavioural, and reflective, each with its own
characteristics. The visceral, or physical level is the immediate level. Humans have
many hardwired behaviours and perceptual inconsistencies installed over the last
million years. Next, we have the behavioural, or functional, level. At this level we
have to make sure that the product is useful, with the right functionality, and with
high usability. Third, we have the reflective, or cultural level that reflect deep human
traits, social and narrative intelligence, humour, surprise, learned aesthetics. All
complex and rich behaviours.
The three levels interact and bias each other. If we begin at the biologically defined
visceral level it reacts quickly, modulated by everyday behaviour learnt over a longer
time. This behaviour is in turn supported by information from the visceral level. We
for instance does not run away if we see a car approaching. At the reflective level we
contemplate and tweak everyday behaviour. On our way home we speed up as we
look forward to a cup of coffee and a short nap on the sofa. We bring a raincoat along
if we suspect that it will rain.
Subconscious affect works at the visceral level, where for instance a
bad mood indicates that something is wrong. Emotions are
transient conscious affective states that guide reflective thought and
speeds up decisions, which means that they are crucial factors when
someone decides to spend money. The product design will modify
the affective state of the user, but to what effect both on the context
of the product and the user. If a product fails to be useful, or if its usability is low,
negative affect will result. Furthermore, reflective behaviour and affect also interacts.
We think better when we are in a good mood, for instance when we are filled up, and
reach for the coffee cup. Elation makes a person impulsive, speeds up decisions, and
allows us to become better problem solvers, for instance to manage a complicated
user interface. We have all of us at some time even used a bad mode as an excuse for
failure. So to conclude, the product should be pleasurable. But what does this mean
to a teenager in New York, a grandmother in Stockholm, or a business man in
Tokyo?
The framework sketched above does not give the whole truth and can rephrase it
and rearranging the factors involved, e.g. basing the model on Aesthetics (Locher,
2010). In 2.8xxxHG we introduced aesthetics, and also a framework for evaluating
experiences from products and services with the following layers: sensory layer, emotional, intellectual/ reflective/ idea layer, social, contextual, and the practice
layer. The following subsections will add some details on user experience more
related to design and concluding with some notes on immersion, engagement and
flow.
There are many models proposed for user experience related to design, some that
also include stories or storytelling. A particularly interesting one suggests four
interrelated levels; sub-conscious (behavioural), cognitive (Intellectual), narrative and
storytelling (Forlizzi, 2000). The sub-conscious experience results from a well
learned behaviour, e.g. smiling. If the user starts to reflect on the smile, then a
cognitive experience surfaces. Next, a story emerges from the reflection, a narrative
experience that we can formulate around the design. Finally, if this is a personal and
unique story it grounds the narrative in the user’s real world context. The user can
understand and rephrase the narrative into a personal story that could work as an
argument in persuasion.
A related set of goals can be listed for forms of technology that
help us to express ourselves rather than expressing itself, i.e.
support “the action of making known one’s thoughts or
feelings” (Hook, 2011). Clothes, glasses, megaphones and
equipment for artists such as a Video Jockey (VJ) are some
examples of products.
To appreciate the breadth of the concept of user experience we can contrast the
current approaches in HCI to a performance oriented one, see table below (Jacucci,
2004).
T
General human-computer
interaction
Performance applied to physical
interfaces
Task, timeless, general Event, contingent, unique
Recognition, affordance Perception, sense experience
Usability, accountability Expression
Behaviour Inividual’s expressivity
Users Performers
Personalising, artefact’s view Configuring, actor’s view
Sensing system Sensing humans
Tracking movements, objects Amplifying movements,
augmenting objects
Recognising, sensing situations Staging, configuring situations
Table 3.1.1 HCI contrasted to a performance perspective (Jacucci, 2004).
Performance here means doing close to anything with the understanding that
someone is watching, e.g. playing a game in a group or using a mobile in public. The
performance view stresses the particularity, the uniqueness of a user’s interface,
instead of its generality. A user acts and dances a private dance with the interface.
3.1.1.1 Immersion, engagement and flow
Immersion and engagement are keys to user experiences. Immersion implies that we
accept the schemas offered as familiar, useable and “supportive of our ability to take
guided action and see the outcomes from our choice of one or more scripts within a
single schema.” (Douglas, 2001). To maintain immersion interaction, narrative and
possible actions need to be aligned with the schema and the script, see also
discussion on immersion in Section 1.4.5xxxHG.
Engagement is another desirable state. It is the result of challenge, of our ability to
merge schemas presented to us: “our attempts to discover congruencies between the
hypertext and an array of often mutually exclusive schemas, and, ultimately, our
ability to make sense of the work as a whole.” (Thomas, 2007). As a natural
consequence engagement is easier for the experienced with many schemas to choose
from. Someone with a disposition for learning and an open mind for creating new
schemas and scripts, rather than following the conventions. One way to acquire them
is to read a lot of books; another is to look at films. Engagement is a result of
confronting a story, but even before this meeting we anticipate it, hope to learn from
it or prepare to be challenged by it. We do not know if our expectations will be
fulfilled or if something completely unknown to us will be the outcome. Curiosity
results as an important consequence of this uncertainty.
A really engaging activity could result in flow. Flow is the optimal
presence, and the optimal experience, i.e. the ultimate mindfulness
(Csikszentmihalyi, 1991). It might also be more common than you think.
Where you lost in the previous sentence half a second ago?
Prerequisites for flow are:
• A task with clear goals to complete
• Immediate feedback
• Ability to concentrate on the experience, activity or task
• Sense of control over actions.
Note how easy it is to match the prerequisite for flow to how a successful game
affects a player. In the state of flow the duration of time seems to change, concern for
self, and awareness of worries disappears, and after the experience a stronger sense
of self emerges. To achieve all this it is however important that skills needed and
challenges match the person, see figure below.
Figure 3.1.1 Model of flow.
An adaption of the original description of flow to games gave the following list of
important elements (adapted from Sweetser, 2005):
• The activity involved should be a task that can be completed.
• Concentration on the task possible (able and enabled).
• Challenge, perceived skills should match challenges and both must exceed a
certain level.
• Control, sense of control over actions (at least possible to put on the breaks,
or pause).
• Clear goals
• Feedback, immediate
Level of
challenge Anxiety
Apathy Boredom
Flow
Level of skill
• Immersion, deep but effortless involvement, reduced concern for self and
sense of time
• Participator skills
• Social interaction.
Flow can be applied to any product, not only games. Consider an experiential
product with some ambiguity built in. If it is difficult to use, and without ambiguity
it will be a boring product to use. It is also boring if it is quite easy to use but
responds randomly. Between these extremes there is a sweet spot (Gaver, 2009).
3.1.2 Valued products that motivate
“Value emerges from interaction” / (McCullough, 2005)
When we assign preference to an experience we value it. In this book we are
interested in values that will affect design of products, services, and associated
behaviours. Positive values imbue meanings a user cares about and the designer
should consider. They are also something that is socially constructed by us all,
continuously, and they take place.
3.1.2.1 Values and worth in design
Designers build values into the systems they design, unconsciously or consciously,
whether they want to or not. Both values that are based on ethics and those related to
worth, see Section 2.9xxxHG. When designing a system a designer wants to create
something that a user or the society will value. In the process of doing this the
designer have to explicitly analyse the values a system, its users and its use supports.
With this information the designer and the design process could:
• Support values by design
• Design by the support of values
• Design the design process by the support of values
• Design new values by design
One theory that explicitly discusses the worth of a product is the Theory of
consumption values. It suggests that a particular choice is influenced by functional
value (money’s worth, utilitarian need), social value, emotional value, epistemic
value (experiencing something new), and conditional value (contextual preferences,
e.g. winter coat).
Thinking along the same lines some values to consider when designing a new
product or service are: symbolic, emotional, economic, historical, cultural,
aesthetic, social, political, environmental, brand value, and utilitarian values, see
figure below where values of a wedding ring have been estimated (Boradkar, 2011).
A symbolic value refers to how an object or process serves as sign and symbol of
something else. One example is the status gained from a big house. The house also
could have a cultural and social value. A social value implies a positive or negative
social impact. Perhaps the house has a big lawn where all the kids in the
neighbourhood play soccer in the afternoons. A haunted house has a cultural value.
When technology changes values also can change. Printed photographs will for
instance be more valued as the number of digital images increases. A TV program
broadcasted in real time to the family sitting in the TV room will gain value the more
we stream TV from databases to out surfpads.
Figure 3.1.2 Estimation of the value of a wedding ring
The life of a product from cradle to grave could be summarised as; planning for use,
use, design process, manufacturing, reuse and disposal. If we combine the life of a
product with the value scheme in Figure 3.1.2xxxHG we can illustrate the total value
of a product as in the table below. From the table we can see that for a wedding ring
use is obviously more important than planning for the two values shown.
Planning Use …
Historical 2 3
Cultural 1 5
…
Table 3.1.2 Value proposition for a product’s life.
If we restrict ourselves to a particular situation and a given product we can add
attitude to our design attributes. We define an attitude as “an orientation towards
Symbolic
Emotional
Economic
Historical
Cultural
Aesthetic
Social
Political
Environmental
Brand value
Utilitarian
certain objects (including persons – others and oneself) or situations. … An attitude
results from the application of a general value to concrete object or situations
“(Rokeach, 1979, p. 72). Behaviour results in part from values and attitudes, but even
though individuals will try to behave according to their self-conception as moral and
competent they are often irrational and untrue to their values. Still, even if people do
not always live up to them, their values are stable and not easy to change (Rokeach,
1979, p. 255).
3.1.2.2 Values and motivation
Values are important as bases for motivation that energizes human behaviour and
could persuade us, for instance to buy a product or start playing a game. Three broad
categories of motivation are physiological, cognitive and social motivation. If we
take playing games as an example then physiological motivators have been explored
by the Wii console. Exercising is fun but so far virtual games do not quench thirst.
Solving a problem and satisfying curiosities are major cognitive motivators for
playing games and social rewards are also found in most games. We earn respect by
having the best high score and play single player games together as a social event.
A set of 16 motivations suggested are; power, independence, curiosity, acceptance,
order, saving, honor, idealism, social contact, family, status, vengeance, romance,
eating, physical exercise, and tranquility (Reiss, 2004). In another attempt to
structure motivations they were organized in a 3 by 3 matrix where the rows are
labeled being, doing and having. The columns are self, material world and social
world. In total there are 9 cells where motivations from research literature can be
positioned (Forbes, 2011).
Self
(intrapsychic)
Material world
(instrumental)
Social world
(interpersonal)
Being Security, hope, order Empowerment,
curiosity, egoism /
power
Belonging, social
contact, sympathy,
imitation
Doing Identity,
independence,
individuation
Engagement, play,
purpose
Nurturance, family,
romance, love/ intimacy,
parental love
Having Mastery, acceptance,
understanding
Achievement,
creation, greed
Esteem, rivalry,
vengeance
Table 3.1.3 Framework of motivation (Forbes, 2011).
Just to take two random examples a gamer deeply immersed in a game can easily
enjoy the love and power sensed in the virtual game world. A second example is that
arguably our material society and its consumism is built on a quest for security
(Bauman, 2000). Perhaps the fear underlying this guess also supports the rapid
evolution of pervasive computing?
As yet another example of characterizing motivation the table below identifies
different forms of fun according to three different motives.
Curiosity Achievement Sociality
Beauty, surprise Applying an ability Competition
(Re-)Discovery Creation Power
Immersion Advancement and
completion
Social interaction
Physical activity (learning
controls, reacting fast enough,
skilful timing)
Problem solving
(identify objectives,
and the puzzle type)
Love
Thrill of danger
Comedy
Table 3.1.4 Different kinds of fun for three categories of motivation (Gärdenfors, 2000).
Think about how new mobile technology is marketed. It is not so difficult to identify
all of the cells in the advertisements.
3.1.2.3 Using negative values
Negative experiences could add contrast and thus emphasize the positive values of
the system. Let us take comfort as an example. Comfort, or lack of hardship, is
important in our daily life and often we do not acknowledge it until we lose it, e.g.
hot water in the shower (Shove, 2003). Being forced to shower in cold water for a
couple of days will certainly bring forth the value of hot water.
What can be accomplished by uncomfortable interactions? Some suggestions of
interesting areas of applications by Benford et al. (2012) are:
• Entertainment, e.g. feeling (some of) the pain of a gunshot wound when the
hero is shot.
• Enlightment, fasting or giving up some comfort is one way to reach for
spiritual moods.
• Sociability, a common enemy, e.g. everyone in the neighborhood loses their
hot water, can strengthen the bonds of a community.
Discomfort can be visceral, e.g. a bad smell, pain or enforced hard work. It could also
be culturally based alluding to themes of behaviors that are commonly considered
unpleasant in a particular culture. Being forced to wear clothes that are not
acceptable or feeling uncomfortable when taking a shower and thinking about
climate and sustainability. A third type of discomfort comes from loss of control, e.g.
intimacy with strangers or surveillance (Benford, 2012). For all of these examples
experiences and values are closely related and they can be both positive and
negative.
3.1.2.4 Vales in a device ecology
xxxHGThe previous section introduced some models for valuing single products or
devices. What happens if we value devices taking their ecology into consideration?
Some results on this was reported by Stolterman et al. (2013). From their research
they proposed two models.
The first one identified the practical value (its purpose), emotional value and
rationale value (the effectiveness of reaching its practical or emotional goal). Using
these three values they investigated how the compination of different devices
affected their values. What they found was that values changed not only depending
on who the user was and the context of use, but also depending on other devices
were introduced; “a complete understanding of a personal device landscape is
almost impossible to establish” (Stolterman, 2013, p. 22). Not very uplifting to a
designer looking for support.
A second model was based on four types of design features:
• Physical manifestation – look and feel
• Interaction style – type of interaction, e.g. touch screen, and its characteristics
• Functional properties – functionality of the device
• Informational capacities – data processing and storage properties
Once again the complexity of the device ecology rises sharply as we add devices to it
(Stolterman, 2013). Some devices look alike, some are interacted with in similar ways,
and they have complementary or redundant functionality or data. A web of
relationships is established for every particular use situation, but exchanging one of
the devices could change the value of all of the others and of the whole. Why do you
for instance need an iPod if you buy an iPhone?
3.1.3 Meaningful products
In 2.9xxxHG we defined meaning as “a distinct level of cognitive significance that
represents how people understand the world around them” (Shedroff, 2002). This
section adds some more details to the concept. Meaning supposedly integrates the
emotional and cognitive, as well as cultural experiences, and is very important to all
of us. Even deeper abstract meanings can be experiences in themselves, e.g. feeling
free. In this book we will use the word meaningful as an attribute when something
has meaning and is highly appreciated.
The level of the subjective experience when using the product, as perceived by the
particular user, is what counts and we need to design for beyond satisfaction and
understand enjoyable, meaningful and valuable experiences. The table below
illustrates the some of the attitudes that a customer can hold.
Usable Appreciated, enjoyable Meaningful/Valuable
I could use one I want one of these I need one!
Cost? Can I get the money? It is critical and urgent
In stock? Where can I find it? If I can’t get it
Comparative? What to sell to buy? -then I die
Rational Art and media Existential
Table 3.1.5 Levels of appreciation.
What characterizes a product or service that is truly, deeply meaningful to its users?
How do we design beyond appreciated and enjoyable? What we are looking for are
methods and methodology that can help us to identify, design and present deeply
meaningful products and services. The resulting designs should be useful,
aesthetically pleasing, inducing flow and increase quality of life. Furthermore, we
will bravely assume that meaning to a large extent is created directly or indirectly
from social life, see e.g. Schutz (1932) and Searle (1995). Finally we boldly state that
what people do, i.e. their actions, creating relations, groups, society, norms, art and
more are best described as interactions framed by stories, e.g. obligations,
intercourses, mutual influences and modification.
That last statements might need some elaboration.
We live through experiences, and from this it seems that experiences should be the
natural choice of building blocks for guiding and evaluating our designs. Also,
since they are important to humans there is an extensive vocabulary and a plethora
of models. One characteristic particularly important for the following discussion is
that experiences are personal in nature, but social in their construction. When we
talk about a particular experience we establish a frame of reference for it through a
story adapted to the audience and the situation. This is difficult, but we are good at
it.
What we want to do is to relate the interfaces and concepts of our services and
products to human values and meaning. One idea is to identify meanings and
values starting from product based experiences. This is a notoriously difficult thing
to do. If we think about the innumerable experiences a human is exposed to over a
lifetime, which in turn establish values, it is obvious that the resulting structure will
be enormously complex. We could use only a selection of experiences, i.e. the
“meaningful” ones, for analysis. But, what encounters in reality are the meaningful?
The particularity of an individual’s personal experience adds to complexity while
media as well as social interaction tend to smooth out some of the differences.
To explore some of the differences between meaning and value let us take an
example. Imagine that you attend to a dance performance. The evening has been
planned for a long time to celebrate the birthday of a dear friend, and you really have
looked forward to it. The expressive movements of the dance and the rhythmic music
make you feel good, and you would certainly say that the performance has an
aesthetic value to you. The dance is called “Me and Thailand” and your guess is that
the meaning of the dance is an artistic interpretation of a particularly joyful vacation.
The tempo of the dance increases and you can feel that the whole audience is
intensely focused on the dance, immersed in the valuable experience. The dancer
notices this and increases his efforts. The audience’s sense of community or oneness
heightens the experience even more, to something valuable at a social level. After a
short intermission the dance commences again, but now in a different, lower, tempo.
You glance at the theatre programme and see the title “Fly CO2”. The dance is still
enjoyable, but its meaning has now changed. Even the first dance has changed its
meaning and can now be seen as an ironic political statement. The social value and
meaning of the whole night is however still the same. An experience with many
different meanings and values has emerged, some of them consciously perceived,
some not. The show was appraised and valued; both by you, your friend, the rest of
the audience, and even by all of you in concert.
Alternatively we could look at using emotions as our basic element. Emotions are
basic, universal, and all humans have them. They however suffer from the same
problem as experiences. They are individualised and evolved over a lifetime. Also,
an emotion can be difficult to clearly describe and express even for the individual
having it especially since we have a rather small vocabulary for them. Furthermore,
emotions are extremely context dependent and can be short lived. They are
observable to some extent, but given the above it is not too surprising that it is
difficult to parse an emotional expression (Battarbee, 2007). Finally, emotions are
possible, and natural, to fake. Although there is an experience level reserved for
emotions only in Section 3.1.1.2, an emotion can simultaneously affect all or most of
the other levels of experience. This implies that emotions alone will not give much
information to a designer. They can be used for comparison of alternatives, but will
be useless for pinpointing the exact reasons why a design does not deliver
meaningful value, which is a crucial knowledge for the next design iteration.
If emotions are no good to get at meaning then we might think about using
meanings, values and universals directly to understand designs and designing. A
reasonable idea since people looks for meaning rather than for emotions. However,
once again we face the problem of how to relate meaning to experiences in the design
process. We want to, need to, identify the experiences since they are much easier to
express than meanings. A meaningful concept such as beauty can be the abstraction
of a number of hay-stacks of interrelated fragments of experiences. No wonder
philosophers have had problems with the concept of meaning the last couple of
thousand years. An illustration of the situation at hand is shown in Figure 3.1.3. Note
that both emotions and values can be perceived as experiences, although they can be
difficult to verbalize.
Figure 3.1.3 An experience at three levels of experience having several meanings and
resulting in a number of emotions.
How then, given the above, do we proceed, how do we understand the world at the
level of meanings? Our answer is that meanings should be (re-)presented as stories.
Even though this will not always be explicitly stated in the following, many methods
that we will discuss depend on stories, e.g. scenarios and sketching just to name two.
We will also add an explicit discussion on how to use stories to get at experiences in
the design stages in the sections below.
3.1.4 Product as a story and social relation
To recapitulate, we want to correlate products and personal meanings. What we
wear and read are two examples how we perceive and actively construct meaning for
and of ourselves. This meaning could be constructed through a H-T interaction with
everyday household objects. A process of directed attention to, and perception of
everyday objects while acknowledging intentions and personal history
(Csikszentmihalyi, 1991). Meaningful experiences are particular personal
experiences, which means that it is difficult, if not impossible, for a designer to
foresee the reactions of others and the implications of these reactions. Users might
not always answer as experts on themselves, but they will act as such. Thus, over
time design process will be less and less about designer and increasingly about users,
which are the adapters of technology, and even co-creators.
Two particularly meaningful types of experience are discussed below. First we will
discuss the product as a story, and secondly living with the product as in a social
relation. The discussion is useful as it gives a framework for evaluation and lists
keywords.
Every product will automatically be assigned a self, and a story, by the user. Its
story is interpreted by the user and shows up as memories, and arousal. A story can
be learned from many different sources, the life of the user or the current situation,
popular culture, film, literature, or simply from advertisements. From culture we
Levels of
experiences
Meanings
Emotions
inherit useful schemas that can be instantiated as stories, such as the villain and hero
duelling for a fair lady, the underdog rising up to defeat oppressor, and the unloved
that finds true love. When owning or interacting with the product the story affects
self-image and personal satisfaction. You are yourself a story to others and you want
others to see your (carefully staged) version of it. One obvious example where a story
is built into an object is a photograph, which is much more valuable for everyone
who knows the story. The product could itself participate, or be a character, in a
story. Nokia for instance advertise mobile phones through exposure in films.
The story fulfils basic needs by identifying us as wealthy, wise, brave, heroic,
renewed, redeemed, strong, vital, or young again. Alternatively it gives us a chance
of joining the winning team, beating the bad guys, and sharing fame, fortune, fertile
future, and happiness. Who the bad guys are depends on cultural context. If the story
is about Sweden and Denmark playing a game of football then Swedes have their
own opinion.
A story should have a message, or give a promise to tell something interesting, and
be complex enough. This is once again a subjective evaluation. The plot should be
evident but not obvious. It should be filled with action, and with built in obstacles
and conflicts that suspends the happy end for a while, and heightens the dramatic
effect of the story. Characters should be understandable, but not trivial, ripe with
possibilities to help us reach our dreams.
If a product is worthy of contemplation it will in effect establish a
relationship with the user, and this is our second view of a design
at the reflective level. Building such relationships is something
that people do automatically. We attribute human behaviour,
intelligence and even emotions to things as well as social roles,
such as friend, child, guide, or pet. In this book we will often focus
on the direct relationship between user and a product, however, there are often
indirect stakeholders, e.g. fellow customers, to consider and broader social issues
that can be important when evaluating the user experience. It matters if all my
friends acknowledge my choice of service.
Examples of positive characteristics of social relationships are pride, trust, respect,
desire, recognition, falling in love, joking, partying, playing, chatting, gossiping and
walking hand in hand. A good relationship could be a deep, almost religious,
experience. Fulfilling the demands of the interactions, or even participating in it,
should give the user a sense of accomplishment and self-respect.
Measuring the quality of a relationship involves estimating social rewards received
by others, number of friends, and respect. For an excellent design some positively
charged characteristics are, prestige, exclusiveness, uniqueness, beauty, humour,
seductiveness, love, sensitivity, anticipation, trust, personality, expressivity, and
friendship. If you can portray and enact a reasonable number of the values listed
above in your design you might have a winner.
3.1.5 Usability
Now, let us return to the problem of goal based design, i.e. designing for usability.
We start the discussion from the model in the figure below:
Figure 3.1.4 Usability.
The concept of usability has many different aspects and is intuitively clear, but when
we try to specify the details on how to accomplish it, usability is not that simple
anymore. The Figure 3.1.4xxxHG above, adapted from (Welie, 2001), shows different
ways to accomplish usability. Some techniques (means) are shown along with
examples of their impact on measures of performance (usage metrics) and efficiency.
The concepts on the highest level are standardized by ISO. Effectiveness is the
accuracy and completeness by which the user achieves her objectives. This
effectiveness is achieved by using resources and the efficiency describes how well
these resources are used. Satisfaction is the user’s subjective measure of the extent to
which expectations are fulfilled. If the batteries only last for an hour, but the user still
gets the task done, the effectiveness is good, but the efficiency is low. Probably the
user is not too satisfied with changing batteries all of the time.
Definition:
“… the effectiveness, efficiency and satisfaction with which specified users can achieve
Satisfaction Satisfaction
Usage metrics
Means
Knowledge
Usability
User model Design knowledge Task model
Satisfaction Learnability Error/Safety
Task completion Performance speed Memorability
Undo Shortcuts Feedback
Warnings Consistency Task conformance
Adaptability Grouping
Efficiency Effectiveness Satisfaction
specified goals in a specified context of use”
Definition of usability: ISO DIS 9241-11
The usage metrics indicators should be measurable quantities, and are often used as
goals of the design process. Note that there are trade-offs when using the means
(layer three in the figure above). Insisting on consistency, for instance, could make
the user interface clumsy. If you are familiar with one type of interface you probably
would like to use the same action sequences and metaphors in as many applications
as possible and also in your new, next generation, system. Time to learn and speed of
performance are two other, sometimes contradictory, aspects. A very efficient user
interface can be difficult to learn and remember and this might result in a high error
rate for a beginner. Any adaptation necessary should be worth the user’s effort,
which means that the designer sometimes has to exclude some users to produce a
system with exquisite interaction.
Other aspects of usability are guessability of functionality, findability, flexibility,
length of life, and robustness. An interactive system should also be flexible to
customise and work a little bit longer than the expiration date of the written
guarantee, just to give some examples. A smart, clever, even playful system is
preferred, it should be sharable, i.e. engaging the social environment, motivating,
rewarding, and aesthetically pleasing. If we cannot have our way in any other
aspect of usability we could at least have it in appearance.
The product or service must be reliable, i.e. the probability of an
error should be acceptable. There is a strange camera, the Lomo,
which is quite difficult to use (some say impossible). This is the
camera’s biggest merit and there are plenty of web sites
discussing the camera and its photographs. Apart from some
exceptions of this kind, a service should provide what we ask
for, i.e. the right functionality and answers, and not crash. Further, its interface
should adhere to established standards and be portable.
Working with a laptop computer for many hours a day was not a normal behaviour
when our physiological characteristics were determined. This is one example of
ergonomic aspects, such as display placement, lighting conditions, clearance for legs,
adjustability of chairs, and palm rests are important and could be very expensive if
neglected. They can also cost you a lot of money. Safety aspects can be even more
expensive. Whenever a human is interacting with technology we must remember
that humans are fragile, and that their parts are not easily replaced.
If the above goals are met, and motivation is high, the user may consider buying and
using the product. Usability is however not the only issue for a buyer. The users
prefer some brands for purely subjective reasons that are boosted, and sometimes
induced by marketing. Economic concerns are of course also very important, the
cost, for example, of the parts of a toy should not exceed 6 percent of the sale price
(Brooks, 2003). Other important issues could be time to market, and maintainability.
In the end it is a balanced subjective satisfaction of all the above that counts. If this
balance is favourable, it is a deal. Just to not forget the dark side, here is a top list of
frustrations; crash, wrong response, too many operations/result, error message, too
much information, slow response, missing feature, time out, freeze, noisy, gimmicky,
cheap looking and patronizing.
How do we learn a program a software application such as Word
®? Recall how you learnt to draw. This situation was very
simple, just a white paper and a pencil and even if the paper later
only showed a mishmash of lines you had no problem to grasp
the idea that ink flowed from the pencil to the paper, at your
command. If you only wanted to use the lower right part of the
paper this was easily achieved. Compare this to starting up Word with the intent to
use only the lower left part of the page, in two columns, adding a drawing to the
right of the text. Not that simple! There are in principle two possible approaches to
simplify the interaction. Either we equip Word with enough intelligence to guess our
intentions (hmmm), or we simplify it to the point that we can easily and immediately
do simple operations, such as placing text at the right position, and learn how to
perform the more advanced operations over a longer period of time. Ease of use and
utility are not the same thing. A system might certainly be easy to use but not truly
useful and even if it is both, it might not be desirable.
Experts and novices often have different needs. Efficiency for instance trumps
learnability for the expert. Each does not have the same mental model of an interface.
While the novice is attentive to low level details, loosing himself in minor bugs,
ambiguous choices and unspecified parameters, the expert focuses on the problem
rather than on the means to solve it.
There is also a broader perspective to consider, especially with products for public
rather than private or domestic use. As computer systems increasingly infiltrate our
lives we have to consider aspects such as privacy, moral properties, ethical and
political criteria’s, all social aspects of a product that could require culturally
specific expertise. Are all users treated fairly or does a specific tool discriminate
against some potential users, e.g. because of computer skills, age or sex? What is the
reasonable limit for realism in a war game? Just because it is possible to collects
statistics on who buys what, should that be allowed? How do you know that your
search engine is not screening some pages from you for political, economic, or other
reasons? These and many other questions need global answers, but also attention
from the designers and developers in the IT-industry, where possibilities are far
ahead of legislation and norms.
W O
3.1.5.1 Credibility
Related to usability is credibility or believability. Someone or something that is
credible is trustworthy and an expert. Trustworthiness involves characteristics such
as truthful and unbiased and a trustworthy expert is valued less by intention and
more for knowledge, experience, and competence (Tseng, 1999). Credibility can be
experienced, with emotional, intellectual and social components and trustworthiness
is a positive value.
Credibility is very important for a service or a product, for instance when it instructs
or advises users, reports measurements or runs simulations. It can take a long time to
build up, but it can be lost in a moment. Computers are generally considered
trustworthy, and if a computer outputs something this is often mistaken for the truth
(which it of course always is, from the computers point of view). Once a computer
product loses its credibility users are likely to quickly stop using it, leaving it no
opportunity to regain its credibility (Tseng, 1999).
There are three different types of credibility for a product; reputed, surface and
experienced credibility. Reputed credibility is credibility learned from others, from
rumours, or coffee table discussions. Surface credibility is judged from the exterior,
covers, clothing, or appearance, and experienced credibility is gained by using
something yourself (Fogg, 2003). The credibility will be perceived differently for
users with diverse backgrounds. An expert in a domain, e.g. a surgeon, is for
instance less likely to perceive a product as credible, e.g. a surgery simulation (Tseng,
1999).
The designer’s goal should be to support the right level of credibility. For a web page
visual design is the most important factor. In a study reported in Fogg (2003b) the
design (look) of the site was by far the most mentioned factor for credibility, five
times more so than functionality and three times more than accuracy of information.
Promising too much will disappoint the user and starting by stating everything that
the product does not do well, is maybe not the best marketing strategy. An
interesting observation from research is that people in need of the service are more
likely to perceive it as credible. Maybe this is a typical human behaviour? When in
need take any expert.
Product related goals are most often targeted at some problem that the user is
struggling with, usually different variations of saving time, saving money or earning
money. A completely different view on product value is involved when design is
geared towards design for obsolescence. This could be happen when new
technology is introduced. The automobile starter for instance quickly made older
cars obsolete. Using psychological means we can create a similar situation, e.g. by
presenting a new model each year with sufficiently changed appearance. Or,
obsolescence could be planned in advance. Who has not had something that broke as
soon as the warranty was up? The success of washed jeans is a special case.
3.1.5.2 Usability of a mobile device
“The great advantage [the telephone] possesses over every other form of electrical apparatus
consists in the fact that it requires no skill to operate the instrument.”
Alexander Graham Bell (little did he know)
The development of mobile technology makes life quite complicated for the designer.
To begin with the designer has to take network services into account. Things to
consider here are operator peculiarities, availability, utility, interoperability, and
characteristics of different networks. Next there are the specifics of the mobile user
interface, which we will discuss later in this book. Input tools differ between devices,
and there are sometime special keys, sensors, ergonomics, branding and style to
think carefully about. On top of this there is user support, such as manuals and
service, extra batteries, hands-free sets, and extra pens for devices with touch
sensitive screens. The external interface also includes support for third party
software, for instance games and other downloadable applications.
Typical metrics for usability for a mobile application are performance (error rate,
timing), walking speed while using the application, perceived workload, number
and types of interruptions, and user satisfaction (Avouris, 2008).
3.1.5.3 Usability of pervasive/ubicomp applications
In the coming frenzy of pervasive applications we need to remember that there are
cognitive challenges and questions to think about with this new technology. We
aim for multi user system designs where users provide smartness and technology is
supportive.
How are people supposed to understand what is going on? The interactions are
distributed both over time and space, rather than localized. Services are activities
rather than tasks, with no clear beginning or end, a mix of concurrent, continuous,
and intermittent processing as well as viewing data from different perspectives.
To begin with, and perhaps most importantly, users must experience service
continuity across interactions within the system. This consistency should apply to
information architecture and interaction structures as well as to visual and
conceptual aspects of the system and its parts. At the same time designers must
acknowledge that there always will be boundaries (seams) to consider. A wireless
local area network works within a certain area and this could be used by the
designer, e.g. for ensuring some level of security. But, it is also an inherent limitation
of the medium.
Everything we do also has a cultural context that will be affected by the interaction.
Consequently, along with the cognitive issues above there are also a large number of
social issues. It is for instance not socially acceptable to tap into the wireless network
of your neighbor. How will people adapt to the quickly expanding social networks
and to the tools necessary for managing and enjoying them?
The peculiarities of pervasive systems result in a set of user interface challenges.
Where will the locus of interaction be in a system that exists in no one place, but
rather represents the sum of many interoperable (and changing) parts? What are my
devices inter-acting with, and how do they choose? How does the system recover
from errors? Also, there should be no need for an expert system administrator;
every new device should reliably interoperate with all existing ones. Anyone, not
only an expert should be able to configure, manage, extend and run it.
Pervasive technology in other words has to be extremely simple to use. Entangling
our lives with pervasive systems will create mind-boggling complexity and the
results will be used by a major part of the population. Trust will be necessary for
user acceptance, which means that everyone understands what is happening, with a
minimum of information theft, erroneous behaviour, and lack of standards
compliance.
A recapitulation of some important lessons is:
• Take people’s abilities into account
• Support them in how they do things now
• Innovate carefully, make sure that quality of experience is high, i.e. the
experience matches or surpasses user expectations. Apple faces this
challenge with every product launch.
• Involve users in the design work
• Remember and apply the basics, guidelines, psychology, physiology …
We now have quite a handful of different goals to consider when designing. The next
sections will discuss how to achieve them.
3.1.6 Sustainability as the goal for HCI
World, we have a problem!
Actually, we have a score of problems. Sustainability implies that we design a society
where we can go on, go on and go on, for ever, or at least for a long, long, long time.
Living like that will change us, our behaviours and our thinking from inside out and
from outside in.
Sustainability is nothing new. For hundreds of years warning flags have been raised
against styles of living jeopardizing the future of mankind. A short time-stamped
readers list includes “An essay on the principle of population” by Malthus 1798 and
writings by Rosseau (1712-1778) and Thoreau (1817-1862), as well as more modern
items such as a “Brave New World” by Aldous Huxley 1932, the mandatory read
“1984”, George Orwell written 1949, “The affluent society”, Galbraith 1958, “The
population bomb”, Ehrlich 1968, and “The closing circle” by Commoner 1971.
In 1973 the book “Limits to growth” was published. It is a report from a
groundbreaking system oriented computer simulation with a gloomy message,
predicting severe problems for the “business as usual” scenario (Meadows, 2013). At
the time the results were fiercely attacked by establishment and for many years the
message has been shadowed by the quest for economic growth. A 30-year update
was published in 2004 and still the main predictions hold (Meadows, 2004). We are
heading for an overshoot in resource use with dire consequences for humanity.
After the turn of the century the findings on peak oil fuelled the discussion with the
ironic twist of climate change. To this we can add the eternal problem of distribution
of economic wealth by power rather than by justice, now in an increasingly global
and informed setting. We top it all with some pollution and alarm bells signaling a
peak everything from increasingly global lifestyle choices in comfort, consumption,
and transportation.
There have been many attempts to describe the state of affairs of human society over
the last years, often as something looking rather bleak and troublesome (Rockström,
2009) (Jackson, 2011, p. 5) (Brown, 2009, p. xii-xiii).
“We estimate that humanity has already transgressed three planetary boundaries: for climate
change, rate of biodiversity loss, and changes to the global nitrogen cycle. Planetary
boundaries are interdependent, because transgressing one may both shift the position of other
boundaries or cause them to be transgressed. The social impacts of transgressing boundaries
will be a function of the social–ecological resilience of the affected societies.” (Rockström,
2009).
“Today we find ourselves faced with the imminent end of the era of cheap oil, the prospect
(beyond the recent bubble) of steadily rising commodity prices, the degradation of forests,
lakes and soils, conflicts over land use, water quality, fishing rights and the momentous
challenge of stabilising concentrations of carbon in the global atmosphere. And we face these
tasks with an economy that is fundamentally broken, in desperate need of renewal.” (Jackson,
2011, p. 5).
“We are in a race between political tipping points and natural tipping points. Can we cut
carbon emissions fast enough to save the Greenland ice sheet and avoid the resulting rise in
sea level? Can we close coal-fired power plants fast enough to save the glaciers in the
Himalayas and on the Tibetan Plateau, the ice melt of which sustains the major rivers and
irrigation systems of Asia during the dry season? Can we stabilize population by reducing
fertility before nature takes over and stabilizes our numbers by raising mortality?” (Brown,
2009, p. xii-xiii).
In summary we need to mitigate the climate change and manage the effects that still
hit us. At the same time we are running out of oil and other resources while the
population continues to grow. Sustainability is not something we solve, we have to
establish a sustainable process to keep up.
Sustain-ability first of all should be understood as ‘a means to secure and maintain a
qualitative condition of being over time’. It is a process (rather than and endpoint) wherein all
that supports and extends being exceeds everything that negates it (Fry, 2008, p. 43).
xxxHGSince we cannot solve the sustainabilioty problem, we can infer that
technology will not be the panacea for saving us. It might help us in some cliff
hanger situations but at the same time create new problems (Fry, 2009, p. 184). We
have to turn to ourselves for a long-term solution.
Sustainability has bearing on all aspects of society at many different scales, e.g. on
what we eat to dinner, public health, equity and justice, global economy, democracy,
as well as the biosphere and the directions of technological development. What we
can hope for are partial accommodations, and even then culturally specific and
adaptive ones. The pervasiveness of the issue means that we will all be involved, and
should consider ourselves as responsible designers of the future. It is the ultimate
design problem (Fry, 2009) (Nathan, 2008). Consequently sustainability should be of
major importance to us all, and especially for any individual trained to be a designer.
The Sustainment redefined and reanimates the importance of ‘the common good’ – it places
the conditions beyond the ownership of any particular political ideology, takes it out of the
realm of idealism and situates it in the domain of necessity” (Fry, 2009, p. 47).
Sustainability is the major challenge for humanity but has a surprisingly short history
in HCI (DiSalvo et al, 2010). The seminal paper often quoted as a starting point was
presented as late as in CHI 2007 by Blevis (Blevis, 2007). Some reasons for the lag
could be: the scientific tradition, i.e. every man to his own trade (Froehlich, 2010), a
focus on material, comfort, usability and aesthetics. Focus on the individual and
small scale behavior, incremental rather than systemic change (Brynjarsdottir, 2010),
focus on a quickly evolving interaction technology, focus on short term effects
(Goodman, 2009), focus on (narrow) first order effects of information technology
such as obesity, data security and privacy. Finally there were and still are no holistic
visions of a sustainable future and no discussions of what is to be sustained and not
(Bengtsson, 2011).
That was history, now sustainable HCI is an accepted, active and growing area. In
part this is a natural reaction to the increasing pervasiveness of technology (Dourish,
2011). Mobiles for everyone, sensors everywhere, and a ubiquitous internet shift
focus toward global issues. The question is if we are advancing fast enough and with
sufficient focus and stamina?
When it comes to the any substantial practical results of HCI design work on society
the jury is still out, but the verdict is more likely guilty of charge. Not many outside
the HCI conference rooms would testify in favour of major contributions to a
sustainable society. This is bad news since HCI obviously is important if we are to
cope with the challenges of a sustainable future. Systems of computerized,
networked products will be central, maybe the most promising path, perhaps the
only one, for an accommodation. At the same time technological evolution is part of
the problem. HCI as a design community for instance needs to motivate the more
than 2 percentage of the US electricity consumption 2010 used up in information
systems and the yearly thousands of tons of waste from electronic products
(Woodruff, 2009)(Hilty, 2011).