SLIDE 1
Published in the Proceedings of OZCHI 2001
STRUCTURING ENVISIONMENT: USING UNDERSTANDING OF CURRENT PRACTICES TO DESIGN FOR FUTURE USE
Jennie Carroll1 and Steve Howard1
1Interaction Design Group, Department of Information Systems
The University of Melbourne, Australia 3010 email: jcarroll@staff.dis.unimelb.edu.au ABSTRACT
This paper proposes a process model that provides a structured and systematic way of using scenarios to design for future use. The process model assists designers in moving from understanding of current practices to envisioning future practices and situations of use; a by-product of the process is that the rationale for decisions is documented. Examples from an ongoing research project demonstrate the value of the approach.
KEYWORDS
Scenario based design
- 1. INTRODUCTION
One of the most intractable problems facing developers of interactive systems is designing artefacts for future practices and situations of use. Typically, efforts are made to understand current use that then provides the foundation for predicting or envisioning future use (Kensing and Munk-Madsen 1993). Methods such as interviews, observation or experiments are used to understand current use and designer introspection, future workshops or scenarios are used to envision future use. Currently this provides an idiosyncratic, ‘hit or miss’ approach to the design of artefacts. In this paper, we suggest a more systematic method for using scenarios to design for future technology use. A process model for iterative scenario- based design facilitates ‘stretching’ users’ current understanding in a structured and methodical way. An important by-product is that the rationale for design decisions is documented as an intrinsic part of the
- process. Examples from an ongoing research project into young people’s use of technology are used to
demonstrate the value of the approach. Designers face a number of problems when determining user needs. These include the inability of users to understand or express their current or future needs, the inevitable changes in needs as users learn more about a problem situation and their technological options, as well as the changes that arise in response to external changes (see Holtzblatt and Beyer 1993). Also, context is important: not just the physical and
- rganisational context but also the social or group context and the human or psychological factors that
may operate when users interact with technology. The difficulties in determining user needs are compounded by the fact that users adapt technologies (individual artefacts or systems) once they are delivered to the situations of use. The process of adapting or appropriating a technology for their needs brings new needs to light that may supercede or alter existing requirements (Howard et al. 2001). We have been conducting empirical research into the process of technology appropriation. In particular, young people’s appropriation of technology has been examined and theories induced from the data
- collected. It has been suggested that increased understanding of the process through which a new
technology is appropriated is important for improving the design process (Griffith 1999; Majchrzak et al. 2000). However, we faced the problem of how to use this understanding to improve design. Our focus is
- n understanding young people’s use of technology in their everyday lives and then identifying