Participatory Design
590H -- Spring 1995
Participatory design is a design philosophy for computer systems for the
workplace, which originated in Scandanavia in the 1980s. We'll first
discuss it in its original form, and then see what lessons there are that
can be generalized to other situations.
Design ideals (as listed by Greenbaum and Kyng):
- computer systems for the workplace need to be designed with full
participation from the users
- computer systems should enhance workplace skills rather than degrading
or rationalizing them
- computer systems are tools and should be under the control of the
people using them. They should support work activities, not make them more
rigid or rationalized
- a goal should be to increase the quality of results, not just quantity
- the design process is a political one and inherently involves
conflicts; these should be recognized and dealt with
- we should focus on how computers will be used, how they will fit into
the work
Users as competent practitioners, engaged in work -- contrast with a
traditional system designer's view of users as people sitting in front of a
screen. (Liam Bannon's paper, for example, is called "From Human Factors
to Human Actors".)
User issues dominate much computer management and system development
literature. The participatory design advocates typically set themselves
apart from this -- for them, the question is not how to integrate the user
into the system development process, but rather is creating new ways for
users and designers to work together.
Work practice:
- need for designers to take work practice seriously
- human actors vs. human factors
- work tasks must be seen within their context
- work is fundamentally social, involving extensive cooperation and
communiction
Designing for work practice:
- mutual learning between users and designers
- use of tools in the design process that are familiar to the users
- evisionment of future work situations
- start design process in the practice of the users
(This is in contrast to getting users to understand the language of system
designers.)
The rationalistic tradition (from Winograd and Flores):
- characterize the situation in terms of identifiable objects with
well-defined properties
- find general rules that apply to situations in terms of those objects
and properties
- apply the rules logically to the situation, drawing conclusions about
what should be done
System design (at least as it is presented in formal methodologies)
typically espouses this approach.
Why do computer systems often reduce the need for skilled and experienced
workers?
- rationalistic world view tends to make designers view the application
from the top of the organization
- ... view the organization as a structure whose important aspects
can be and should be formally described
- express jobs as algorithms
- view people and computers as information processing systems; the
designer's job is to distribute the workload among them
Co-determination Laws
Legislation in Scandanavia in the early 70s that gave workers some power in
determining how new technology would be introduced.
Kristen Nygaard was heavily involved in projects by unions and consultants
to develop strategies for dealing with new technology, beginning with
collaboration with the Norgwegian Metal Worker's Union. In these projects,
the participants started out learning existing system analysis techniques
and tools, but decided new ones should be developed instead.
see discussion on page 51 of Ehn's paper "Scandanavian Design: On
Participation and Skill"
DEMOS project in Sweden -- example of design of a planning system for
locomotive engine repair shop
UTOPIA project -- computer systems for graphic designers
Some Questions:
- How well do these ideas apply in countries such as the US with
quite different political climates?
- The participatory design philosophy seems focussed mainly on
introducing new custom-designed systems into an existing workplace. How do
these ideas apply to developing new products that are sold on the open market?
User-Centered Design
[Aside: a participatory design purist might well object to including this
section at all here ...]
Donald Norman and Stephen Draper, User Centered System Design: one
of the first major books to place users in the foreground ... designing for
people, not for technology
some principles: identification of what the user's needs are; prototyping;
early and regular user testing (contrast with user participation ...)