Written by:
Stefan Kleine Stegemann
Werum Software & Systems AG,
Wulf-Werum-Str. 3, 21339 Lüneburg, Germany
sks@werum.de
Salvatore G. Fiore
salvatorefiore.com
contact@salvatorefiore.com
HCI approaches centering on designing for experience rather than task completion attempt to address a need for computational artefacts that are enjoyable, fun, appealing or meaningful. Tracing historical influences on computer science and user interface design, we highlight some limitations of resulting scientific approaches to design for experience. An example of an information display based on the concepts of ‘informative art’ illustrates a means of overcoming some of the limitations through a more holistic approach.
INTRODUCTION
Fun, enjoyment and other emotional aspects of experience are goals
of design not well accounted for within the traditional
scientific/cognitive methods which are available to HCI practitioners
today. Recent developments in the design of user interfaces towards
experience-centred design recognise a need to go in a direction that is
different from the production of plain efficient and usable interfaces.
Despite
the increased and sometimes subtle integration of computers within
everyday life and diverse spaces and places, the majority of devices
continue to resemble largely the IBM PC of the 1980s. Computers, as
physical objects, are quickly identifiable as serious machines; often
unattractive and consequently hidden away in workrooms and
offices. Aspects like fun, enjoyment and pleasure are frequently lesser
concerns in the construction of such artefacts and not a part of their
design goals.
From a technical viewpoint, the interface defines how
a product achieves a particular task, determining what the user
is able to do and signifying how the system reacts to user actions
[10]. Such technical assumptions form the basis for many approaches to
interface design, drawing on concepts from cognitive science in order
to maximise functionality and efficiency of a product. Accordingly,
user interface design is most commonly approached as an engineering
discipline in which the task of developing an interface is reduced to a
problem-solving process which is done by applying a set of
well-prescribed steps [13].
Fallman [3] refers to this way of
creating interfaces as the conservative account. "Here design is
thought of as a scientific or engineering endeavour, borrowing
methodology and terminology from the natural sciences, mathematics and
systems theory, drawing on a philosophical base in rationalism".
Within
this approach to design, user experience is reduced to usability [13].
Design is restricted to the intelligent part of humans, failing to
respect the whole person as user. Simultaneously, emotional aspects are
often narrowed down to superficial outcomes of fun and excitement,
thereby sidestepping deeper and more relevant issues [8].
WHY ARE WE HERE?
Sengers has suggested that our current ideas of computers and user
interfaces are rooted in the industrial revolution which took place
around the beginning of the 20th century [12]. At that time, concepts
like automation and massproduction were used to optimise costs and
production processes. People skilled in crafts were collected into
factories; their work was standardised and split along a soulless
mechanical production line. The invention of the scientific management
approach by Frederic Winslow Taylor and the introduction of the
assembly line placed greater emphasis on maximising the efficiency of
human labour. Workers were observed and analysed to extract optimal
techniques for achieving a task and eliminating any wasteful motions
[12]. Such efficiency, however, was to the detriment of the overall
experience of workers who were left with little individual or
collective agency and no opportunity for creative activity.
The
influence of these scientific practices on modern approaches to
computer science and user interface design is evident in the guise of
computational taylorism, whereby processes are broken down into small
tasks which are analysed and performed by optimised algorithms. Models
are built to represent reality at an abstract level and software is
produced based on such models. In this process, everything that is
unnecessary is removed from a product [12].
This way of solving
computational problems is also applied to user interfaces. Here too,
everything that is unnecessary is removed and interface elements are
arranged in such a way as to allow the user to work with a product as
efficiently as possible.
Widely recognised proponents of usability
suggest the benefits of such functionally adept interfaces for reducing
stress and frustration in use [10]. However, the wider reductionism of
human endeavour represented in such design is dehumanising and limiting
in the same way as the automatic loom must have been for the master
weaver.
THE NEED TO DESIGN FOR EXPERIENCE
The importance of a computer functioning and appearing to function
efficiently within working environments - where we are paid to complete
a task as efficiently as possibility - does not preclude the need for
workers to be satisfied in and gain enjoyment from their jobs. Working
life is often overvalued and separated out from leisure time in many
cultures. Nonetheless, concepts from workplaces make their way into
private life [12]. Tayloristic concepts such as time management and
to-do lists are employed to make sure that we are equally as efficient
at home as we are expected to be at work [12]. This is clearly
reflected in the computers and software programs we use in everyday
private life, which hardly differ from those machines and programs we
use at work.
By bringing computers and software into private life
that are more enjoyable to use, it is also likely that working with
such products can become a relaxing task. After all, it is increasingly
suggested that work tasks are improved if they are enjoyable [1].
A MODEL OF EXPERIENCE
Design for experience recognises the need for a good overall
experience, especially for computers and software we use in private
lives. But how can we achieve experience? Is it possible to build
experience right into a product? As computer scientists, we often
create formal models of the reality in order to conceptualise the real
world [12]. We than implement our computer programs based on these
models, hoping that they will reflect the real world. Hence, it appears
to be a good idea to have a model of user experience that can be used
to build products which provide a particular set of experiences.
A
number of researchers have proposed such models of experience.
Hassenzahl [5] for example suggests that a product carries particular
features, like content, presentation, functionality and interaction.
These features lead to a certain product character that in turn leads
to a number of consequences for the user. For example, a user might
feel pleasure when using a product because it's character provokes a
nice memory. Accordingly, different character attributes are said to
lead to different consequences. The assumption behind this is that that
designers can shape a product's character by providing it with certain
features. However, the character of a product as it appears to the user
is not always the character that was intended by the designer. Hence,
the consequences for a user are not always the same.
The model
suggests that the ‘apparent’ character of a product is constructed by
users in in a usage situation. To justify this the user is constructed
as working in one of two modes in which they are either primarily
interested in completing a particular task as efficiently as possible
(‘goal mode’) or merely wants to ‘play around’ and determine goals on
the fly (‘action mode’).
PROBLEMS WITH MODELLING EXPERIENCE
Models like Hassenzahl’s, while well argued and structured, are a
typical scientific response to the apparent problem of experience. It
belongs firmly to the conservative account, in attempting to provide a
foundation on which designers can more or less predict the experience a
user will have.
Different users of a product will have different
experiences, depending on a number of factors. One of these factors, as
Hassenzahl mentions, is the situation in which a product is used. The
model reduces this aspect basically to two different modes a user may
operate in. The fact that a user might work in both modes at the same
time or in some other mode is not considered. Further, the use of
technical terms like ‘modes’ locates such work in a tradition of seeing
the user from a rather technical point of view. Again, the fact that we
are humans is left aside and the user is reduced to an entity able to
function in one of two definable ways.
This is not the only
problem that such models present. Experience is also subjective in a
way that users construct experience by sense making, a reflexive and
reflective process. Other authors [4, 9, 14] maintain on the basis of
aestheticphilosophical and psychological accounts respectively, that
experience is not innate to, ready-made or built into a product. The
process of sense making is instead individual, continuous and directly
incumbent upon the relationship between self and object. Experience
also changes over time as people reflect about a product and
themselves. By suggesting that experience can be built into a product
by giving it a certain character, conservative models play down this
nature of experience. In doing so, tayloristic ideas are clearly
visible, "as we try to clean up, formalise, and organise what is an
inherently messy and perhaps fundamentally incomprehensible problem"
[12].
Despite such criticisms, Hassenzahl’s model of experience is
among many other emerging approaches that may be classified as equally
‘scientific’. For example, Norman [7] identifies three levels of
experience: the visceral, the behavioural and the reflective. His
assumption is that the levels, although they interact, can be treated
independently by the designer. As with Hassenzahl's model, Norman's
approach shows a reductive tendency. Users are classified within
categories of predictable behaviours, disregarding “the wealth of
experience brought to the interaction by a person's prior experience
and individual way of being, as well as an object's meaning laden
history and the uniqueness of a situation" [4].
Others suggest the
use of heuristics to provide designers a guidance for experience.
Sengers for example, argues that we "must realise that we cannot fully
represent experience within the software, and instead try to set up
more nuanced relationships between (internal, formal, clean) code and
(external, messy complicated) experiences" [12]. While the proposed
heuristics are rather vague and do not represent a concrete approach,
they nonetheless give us a starting point for aspects to be considered
when designing products for experience.
CHANGING THE PERSPECTIVE
Engineering approaches to experience don't work well. Heuristics are
a first step but they are not really suitable to get a grasp on
experience. As Wright et al point out, we need a more holistic approach
that accepts the nature of experience and does not try to formalise it
[13].
To this end, Ljungblad et al have attempted to design a
weather forecast display to be not only informative, but also enjoyable
for viewers [6]. The concept they came up with is based on informative
art. Informative art is described as "computer augmented, or amplified,
works of art that not only are aesthetical objects but also information
displays, in as much as they dynamically reflect information about
their environment"[11].
Ljungblad et al based their work on the
paintings of Piet Mondrian, an artist from the Netherlands who lived
from 1872 to 1944. His paintings appear trivial but are actually
complex representations. Mondrian was known to be a contributor to the
De Stijl art movement, also known as neoplasticism. Proponents of this
style sought to express a utopian ideal of spiritual harmony and order.
Paintings in this tradition reveal a reduction to the essentials of
form and colour. Compositions are simplified to horizontal and vertical
directions and only the primary colours are used.
Figure 1 shows
the weather display which was designed by Ljungblad et al. Although
this display does not immediately reveal the information, it is quite
simple to understand and to read. Each square in the picture represents
a day. Starting with today in the top left corner, the display is read
western-style, from left to right and top to bottom. The size of each
square represents the temperature: the higher the temperature, the
larger the square. The three primary colours are used to represent the
weather condition. Yellow means sunny, blue means rainy and red
represents clouds. Note that today is included in the display in order
to give the viewer the possibility of comparison with the following
days [6].
Figure 1. A four day weather forecast in the style of Piet Mondrian [6]
The weather forecast display was installed at the University of
Göteborg and students were asked about their experiences with the
artefact. The interviewees were divided into to two groups. One group
received a short introduction about how the display works. This group
reported that it was easy to get the information and that it is "an
interesting and different way to show an uninteresting weather
forecast" [6]. Students also said that they were quite pleased looking
at the display. It blended nicely into the background and was well
integrated with the environment.
Students who did not receive an
introduction, however, reported different impressions. None of these
students was able to read the display. They didn't even have an idea of
what kind of information was presented. Most students recognised it
solely a piece art and some wondered why a computer display was used to
display a static painting. They hardly recognised that the display
changed at all. Nevertheless, most of the students "who did not
understand the information could still appreciate the piece as a
decorative item” [6].
The Mondrian-style weather display does not
visualise information in the most efficient way. It is perhaps
unsuitable for situations where many people need to get precise
information quickly (e.g. at airports or railway stations). This is
related to the fact that the approach does not work without providing
the context to viewers. We are simply not used to reading the weather
this way and we don’t expect a painting to provide such information.
Nevertheless,
the display is quickly describable and understandable. It is therefore
suggested that pieces of informative art are more suited to be
installed in private areas, such as living rooms, or in bureaus where
they not only display information but also beautify the environment [6].
Such
work is interesting to highlight if only for the way in which it
illustrates that experience can be achieved in a non-formal way.
Instead of falling back to traditional tayloristic/scientific ideas,
other disciplines, such as art, can be used to inspire interface
designers.
Ljungblad and colleagues did not seek to predict emotions
but accepted the subjective and changing nature of experience. They
nonetheless wanted to create an artefact that provokes emotions. By
taking the romantic account wherein the product is a functional piece
of art [3], they based their work on an artistic style, the De Stijl,
and on the work of individual artist, Piet Mondrian.
Art is all
about emotions. The rational cannot adequately describe what we feel
when we experience an aesthetic object. Ljungblad et al changed their
perspective away from traditional science and used this nature of art
to create an information display that enables engagement in a way that
precludes neither experience nor functionality.
CONCLUSION
Computer science is heavily influenced by the ideas of the
industrialisation and taylorism. Computers are clearly perceived as
serious machines and the software that runs on those machines is
optimised for efficiency of use. But as users, we are human beings and
have needs which are aside from or go beyond usability. Especially in
our private life, we want to have fun and enjoy ourselves when working
with a computer, but we also want to reflect and to dip ourselves in
the emotional enjoyment of an aesthetic experience [2]. Design for
experience aims to face this challenge by trying to create products in
such a way that they provide an overall experience and not only good
usability. However, traditional computer science has problems in
finding a suitable approach. The scientific/tayloristic ideas of
reduction and model building don't work well because they don't accept
the subjective and changing nature of experience.
Looking at other,
less scientific disciplines can provide a valuable inspiration for
creating experience. The example from informative art has shown how a
weather display can be designed in way that is not only informative but
also appeals to our sense of aesthetics. The designers accepted the
nature of experience. They created a product that supports experience
by provoking and encouraging emotions without trying to predict or
control them.
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Published in:
User Experience - Towards a unified view, Conference Workshop, NORDICHI 2006.