Designing locally usable and meaningful technology
Magnus Li Joe Cooper DHIS2 Annual Conference 2019
Designing locally usable and meaningful technology Magnus Li Joe - - PowerPoint PPT Presentation
Designing locally usable and meaningful technology Magnus Li Joe Cooper DHIS2 Annual Conference 2019 Us Ma Magnus Li Jo Joe Cooper B.Sc. & M.Sc. in Information DHIS2 core UX designer Systems (UiO) joe@dhis2.org PhD research fellow
Magnus Li Joe Cooper DHIS2 Annual Conference 2019
Us
Ma Magnus Li B.Sc. & M.Sc. in Information Systems (UiO) PhD research fellow (UiO) DHIS2 Design Lab lead magl@ifi.uio.no
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Jo Joe Cooper DHIS2 core UX designer joe@dhis2.org
Content
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Fundamental concepts
Usability ty = quality attribute that assesses how easy user interfaces are to use. (Learnability, Efficiency, Memorability, Errors, Satisfaction)
Utility ty = whether the system is useful to certain users. That is, provides the functionality that they need / that are valuable to their work.
Meaningful = usability + utility
User experience = all aspects of the end-user's interaction with the company, its services, and its products.
Usability ty design = the design process aimed at assuring or improving usability
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‘Use’
as DHIS2) to achieve some goal.
tools, routines, people, communication mechanisms, etc..
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User and end-user
the system. For instance;
(on different levels).
De Decreasin ing am amoun unt of
and learning the system?
definition when system is developed?
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Usability is a relational phenomenon
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Usability is a relational phenomenon
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Matching the users’ mental models
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Usability heuristics (Nielsen, 1998)
Visibility of system m status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
Match ch between system m and the real worl rld The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.
Consistency y and standards Users should not have to wonder whether different words, situations,
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Usability heuristics (Nielsen, 1998)
rather t than r recall Minimize the user's memory load by making objects, actions, and options
the dialogue to another. Instructions for use of the system should be visible
and e efficiency o
use Accelerators — unseen by the novice user — may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
and m minimalist d design Dialogues should not contain information which is irrelevant or rarely
relevant units of information and diminishes their relative visibility.
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Example of mismatch between system and real world
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Actual reporting periods Periods implemented in DHIS2
Example of mismatch between system and real world
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Gap between designers and end-users
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Understand Involve
Classic methodologies for understanding or involving users
Design ( (PD) ( (Scandinavian t tradition). Emphasize highly participative design process for empowerment.
User/H /Human-centered d design ( (UCD). Emphasis on understanding users and evaluating prototypes with users to ensure relevant and usable systems.
Activity-centered d design ( (ACD). Emphasis on understanding the activities of the end-users to make software that fit into their established practices
Scena nario-based d design ( (SCD). Based on the development of problem and solution scenarios that are build through investigation and involvement of end-users. The scenarios are used to communicate between actors, and to inform design of prototypes.
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Reasons for involving users seen in ICT4D projects
Increa ease u se usa sability ty a and u uti tility ty f for
end-us users (UCD, PD, ACD, SCD)
Situated in innovatio ion (UCD, ACD, SCD)
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Understanding and involving end-users in the design process
usable and meaningful systems by: a) a) Un Understanding end-users, their established practices, activities, and context of use. and/or b) b) In Involving end-users in the process of design to participate in decisions. And then reflect their mental models and needs in the design of user interfaces and functionality
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Understanding and involving end-users in the design process Un Understan andin ing pr practice Observe, experience, understand the activities, practices and context of the user to inform design
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In Invol
user sers Let the users participate in decisions.
Typical elements of a design process
Understanding practice Analyzing learnings Building prototypes Evaluating with users and actors
Working system
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Understanding practice – some typical methods
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Understanding practice – Focus groups and interviews
Focus gr groups involve gathering several users in a group focused around topics, such as:
solutions
Inter erviews s involve talking to one or several users in an open-ended or planned session.
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Understanding practice – Contextual inquiry
Contextual inquiry y involves sitting together with end-users, observing how they work while asking questions.
activity and observe what they do. Ask when something is unclear or needs elaboration.
are done and issues faced.
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Understanding practice – Participant observation
Participant observation involves taking part in the end-users activities.
context of technology.
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Typical elements of a design process
Understanding practice Analyzing learnings Building prototypes Evaluating with users and actors
Working system
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Analyzing learnings – some typical techniques
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Name: John Title: Doctor Activities: Data entry Maps Analysis in pivot table ++++
Analyzing learnings – hierarchical task analysis
where problems are, d where to potentially improve something
1.1 Log inn
1.2 Open data entry 1.2.1 search for app
1.2.2 click app
1.3 find form
1.3.1 select
1.3.2 select program 1.3.3 se period
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Typical elements of a design process
Understanding practice Analyzing learnings Building prototypes Evaluating with users and actors
Working system
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Often a iterative process from low-fidelity to high-fidelity
Prototyping and evaluating
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Prototyping Evaluating
Typical elements of a design process
Understanding practice Analyzing learnings Building prototypes Evaluating with users and actors
Working system
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Often a iterative process from low-fidelity to high-fidelity à Through processes of evaluation with users
Design ‘never’ ends
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Generic software and usability
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Us Usability Sensitive to sp specific users practices and context of use Ge Generic Emphasise variety of users in different
Dimensions of genericness and usability
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(M. Li, 2019)
Dimensions of genericness and usability: DHIS2
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DHIS2
Addressing usability in generic software
join int ef effort between the generic-level designers (i.e., the DHIS2 core developers), and the implementation-level designers (i.e., software implementers)
a) user interfaces and functionality for end-use on typical use-cases b) Adaption features in the software to facilitate localization during implementation
software based on specific organizational needs.
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Addressing usability in generic software
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(Li & Nielsen, 2019)
Addressing usability in generic software
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Search controls TEI notes Enrollment summary Check for enrollment View audit log in modal Log glass breakage Attach reason to log events Sort/filter log events Multi-add forms Batch editing Inline table row edit Form/table input toggle Simple, fast data entry Inline feedback Keyboard navigation Custom forms
Search controls TEI notes Enrollment summary Check for enrollment View audit log in modal Log glass breakage Attach reason to log events Sort/filter log events Multi-add forms Batch editing Inline table row edit Form/table input toggle Simple, fast data entry Inline feedback Keyboard navigation Custom forms Person Management Data Entry Case Registration Audit Management
Assessing User-Designed Dashboards: A Case for Developing Data Visualization Competency, Chrysantina, Aprisa (et. al)
https://github.com/dhis2/design-system
specific, sometimes that means adding too much complexity. By default we would not be generic anymore.
but it can be hard to locate the people best placed to give feedback. Access to the end user is hard.
specific, sometimes that means adding too much complexity. By default we would not be generic anymore.
but it can be hard to locate the people best placed to give feedback. Access to the end user is hard.
specific, sometimes that means adding too much complexity. By default we would not be generic anymore.
but it can be hard to locate the people best placed to give feedback. Access to the end user is hard.
specific, sometimes that means adding too much complexity. By default we would not be generic anymore.
but it can be hard to locate the people best placed to give feedback. Access to the end user is hard.
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Addressing usability in generic software
requirements on one hand, and the software to be ‘shaped’ on the
designers are thus important.
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Implementation-level design
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DHIS2 Client Implementation-level designers Generic-level designers
Negotiating requirements “Good cop, Bad cop” Change requests (e.g., Jira), or support Adaption approaches
Only generic requirements
E.g., HISP Tanzania ‘DHIS2 core developers’
Project managers Users
Implementation-level design
need to be time, resource and competence effective.
implementers and client project managers.
the software constraints»
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Difficult to solve usability problems
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Actual reporting periods Periods implemented in DHIS2
Implementation-level design: adaption features
Conf nfigur iguratio ation (default options in the software, e.g., org.units, data sets, data elements, form builder)
Customiz mizatio ation (changing the core source code)
Extens nsio ion (building add-ons or third-party apps through the APIs)
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Implementation-level design: ad adap aptio ion ap approac aches
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Configuration Customization Extension Time and competence Fast, easy Competence intensive (fast or slow) Competence and time intensive Upgrades Few upgrade problems Always upgrade problems Limited to API changes Design flexibility Limited High (ish) High
The DHIS2 Design Lab
provided to implementation-level designers, to better support usability-related design on the level of implementation.
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The DHIS2 Design Lab
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(some of) or current projects
Ad Adapti tion
component library
builder
resources
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Tool
De Design me metho hods ds
tested design-methods
features of the software
resources, competence
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Further readings
Bo Books (usability-related design in general)
Carroll, 2002) Articl cles (on supporting and conducting implementation-level design within generic software / DHIS2)
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Group discussions
present your main points to us all.
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Group discussion (15 min)
1. Have you experienced usability issues in any implementation-project? 2. What are your practices related to design and usability during DHIS2 (or
A. Understanding end-users’ practices B. Involving end-users C. Analyzing experiences, prototyping and evaluation 3. Are you (or your colleagues) using any of the methods and techniques discussed in this session? Why/ why not, and what are the potential issues with applying them? 4. What kinds of approaches do you find working and what does not work? Why?
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Group discussion (15 min)
infrastructure of DHIS2? That is:
extention)
implementation-level design process? (to strenghten local usability and utility for end-users)
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