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2.2 General Conception of HCI Engineering Design problem 150 150 John

2.2 General Conception of HCI Engineering Design problem

The Conception of the HCI Engineering (F1) general design problem is expressed informally as: ‘to design human interactions with computers to perform tasks effectively.’ (C1) The Engineering Conception is a unitary view of a general design problem; its power lies in the coherence and completeness of its definition of the concepts, which can express that problem (note: engineering knowledge would be expressed in terms of these concepts). (C2) (F2)

The Engineering Conception of the HCI design problem presupposes an associated HCI Engineering Discipline having three primary characteristics: a general problem; practices providing solutions to that problem; and knowledge supporting those practices. (C3) The Engineering Conception belongs to the class of general design problem and includes the design of artefacts (for example, bridges) and the design of states of the world (for example, public administration). (C4) The Engineering Conception has the necessary property of a scope, delimiting the province of concern of the associated discipline of HCI Engineering. (C5) The scope includes: humans, both as individuals, groups and as social organisations. It also includes computers, both as programmable machines, stand-alone and networked, and as functionally embedded devices within machines. Its scope also includes: tasks, both as concerns individuals and the organisations in which it occurs. (C6) (F3)

The Engineering Conception categorises HCI Engineering design problems as ‘hard’ or ‘soft’. Hard and soft problems are distinguished by the need for engineering design solutions, as specified by HCI design practices, to be determinate. The design practices vary in the completeness of their specification before implementation. ‘Specify then implement’ design practices (based on formal design knowledge, such as principles) implicate more complete specification. ‘Implement and test’ design practices (based on informal design knowledge, such as guide-lines) implicate less complete specification. (C8) Taken together, the dimension of problem hardness, characterising HCI general design problems and the dimension of specification completeness, characterising HCI practices, constitute a classification space for Engineering approaches to HCI. (C9)

The Engineering Conception of the HCI design problem asserts a fundamental distinction between behavioural systems, which perform tasks and a world in which tasks originate, are performed and have their consequences. (C13) Effectiveness derives from the relationship of an interactive system with its domain of application, assimilating both how well the tasks are performed by the system and the resources they consume. (C14) (F4) The concern of the associated HCI Engineering discipline is to design the interactive system for performance. (C15). The interactive system is constituted of two separate, but interacting sub-systems, that is, a system of human behaviours, interacting with a system of computer behaviours. (C16)

According to the Engineering Conception, the general design problem of HCI is to produce implementable designs of human behaviours, which, interacting with computer behaviours, are constituted within a system, whose performance conforms with some desired performance. (C17) The interactions take place in a world in which tasks originate and have their consequences. (C18) These tasks arise at the intersection of organisations and computer technology and require representation for the purposes of design. The tasks may be both abstract and physical.  The abstract representation of tasks includes information and knowledge. The physical representation includes energy and matter.  Different representations of tasks emerge at different levels of description. Representations may be related in two ways – at different levels of description and within those levels.  Tasks involve changes over time. Thus, representations of tasks exhibit an affordance for transformation, expressed by the ‘potential’ for change effected by tasks. A domain of application is conceptualised as: ‘a class of affordance of a class of representations of tasks’.

Following the Engineering Conception, organisations are conceived as having domains as their operational scope and requiring the realisation of the affordance of representations of tasks. It is a requirement satisfied by the performance of tasks. (C19) Organisations express their requirement for the performance of tasks by formulating goals. A product goal specifies a required change, realised by means of the performance of tasks.  A variance exists, if the required change differs from that specified by a product goal. An HCI Engineering design problem exists, when actual task performance is not equal to desired performance. (F5) The Engineering Conception identifies interactive systems, consisting of human and computer behaviours together performing tasks. (C20) Humans formulate goals and their corresponding behaviours are said to be intentional (or purposeful). Computers are designed to achieve goals and their corresponding behaviours are said to be intended (or purposive).  An interactive system is a behavioural system distinguished by a boundary, enclosing all human and computer behaviours, whose purpose is to achieve a common goal. (C29) Interactive systems achieve goals by the performance of tasks, that is, by producing change. (C21)

The behaviors of the human and computer are conceptualised as behavioral sub-systems of the worksystem – sub-systems, which interact. (C22) Behavior may be loosely understood as ‘what the user does’ in contrast with ‘what is done’, that is, changes effected by tasks in the domain. More precisely, the user is conceptualised as a system of distinct, but related, human behaviours identifiable as the sequence of actions of a person interacting with a computer to perform tasks and corresponding with an intentional change in the domain. Although possible at many levels, the user must be at least conceptualised at a level commensurate with the level of description of the changes effected by tasks in the domain.

In the Engineering Conception, interactive system behaviours are both physical and abstract. (C23) The latter process information, concerning task changes in the domain, required by goals. Physical behaviours are related to abstract behaviors.  The user may include both on-line and off-line human behaviours. On-line behaviours are associated with the computer’s representation of the domain; 0ff-line behaviours are associated with non-computer representations of the domain or the latter itself. (C25)

Tasks performed by interactive systems consume its resources. Certain resources are associated both with the user and others with the computer. Such resources may be both mental and physical. (F6) In the Engineering Conception of the HCI design problem, effectiveness derives from the relationship of an interactive system with its domain. Effectiveness assimilates both how well the tasks are performed by the system and the resources consumed by it in so doing. These are the primary constituents of the concept of performance through which effectiveness is expressed. A desired performance of an interactive system is conceptualised such that desired performance might be either absolute or relative, as in a comparative performance to be matched or improved upon. (C27)

This concludes the expression of the Engineering Conception of the HCI design problem. The Conception is a unitary view of the necessary concepts and their relations to express that design problem and so, any design solution.

Key concepts are shown in bold on their first appearance only.

Footnotes and Citations

Footnotes

(F1) Engineering here is contrasted, for example, with Science.

(F2) Engineering approaches may themselves vary, for example, depending on the type of knowledge they acquire and apply. However, the present conception is intended to be general to all engineering approaches.

(F3) The use of ‘task’ here is in no way restrictive. Tasks may be more-or-less well specified, according to the engineering approach in question.

(F4) ‘Resources’ may be variously conceptualized, for example, as: effort; affect; knowledge etc.

(F5) There are many different expressions of performance, for example: effectiveness; efficiency; time and errors; safety; expedition etc.

(F6) See F4 above.

Citations

 Dowell and Long (1989)

(C1) ‘…….. a conception of the general design problem …….. is expressed informally as: ‘to design human interactions with computers for effective working’.’  (Page 1513, Lines 12-13)

(C2) ‘A conception is a unitary (and consensus) view of a general design problem; its power lies in the coherence and completeness of its definition of the concepts which can express that problem. Engineering principles are articulated in terms of those concepts. Hence, the requirement for a conception for the HF discipline is concluded (Section 1.5.).’ (Page 1514, Lines 19-22)

(C3) ‘Most definitions of disciplines assume three primary characteristics: a general problem; practices, providing solutions to that problem; and knowledge, supporting those practices.’ (Page 1514, Lines 39-41)

(C4) ‘…….. one class of general problem is that of the general design problem and includes the design of artefacts (of bridges, for example) and the design of ‘states of the world’ (of public administration, for example).’ (Page 1524, Lines 43-45)

(C5)’…….. any general problem has the necessary property of a scope, delimiting the province of concern of the associated discipline.’ (Page 1514, Lines 47 and 48)

(C6) The scope of the HCI general design problem includes: humans, both as individuals, as groups, and as social organisations; computers, both as programmable machines, stand-alone and networked, and as functionally embedded devices within machines; and work, both with regard to individuals and the organisations in which it occurs. (Page 1515, Lines 11-14)

(C7) ‘…….. The ‘design’ disciplines are ranged according to the ‘hardness’ or ‘softness’ of their respective general design problems. …….. However, here hard and soft problems will be generally distinguished by their determinism for the purpose, that is, by the need for design solutions to be determinate.’ (Page 1517, Lines 31 and 32 and 38-40).

(C8) ‘A discipline’s practices construct solutions to its general design problem……..  disciplines appear to differ in the completeness with which they specify solutions to their respective general design problems before implementation occurs. ……..’ (Page 1517, Line 46; Page 1518, Lines 2 and 3).

(C9) ‘Taken together, the dimension of problem hardness, characterising general design problems, and the dimension of specification completeness, characterising discipline practices, constitute a classification space for design disciplines……..’ (Page 1518, Lines 20-22)

(C10) ‘First, a general relation may be apparent between the hardness of a general design problem and the realiseable completeness with which its solutions might be specified. (Page 1518, Lines 20-22)

(C11) ‘Whilst the realiseable completeness with which a discipline may specify design solutions is governed by the hardness of the general design problem, the actual completeness with which it does so is governed by the formality of the knowledge it possesses.’ (Page 1519, Lines 15-18)

(C12)’…….. there exists no pre-ordained relationship between the formality of a discipline’s knowledge and the hardness of its general design problem.’ (Page 1519, Lines 31-33)

(C13) ‘The conception for the (super-ordinate) engineering discipline of HCI asserts a fundamental distinction between behavioural systems which perform work, and a world in which work originates, is performed and has its consequences.’ (Page 1522, Lines 2-4)

(C14) ‘Effectiveness derives from the relationship of an interactive worksystem with its domain of application. ‘(Page 1522, Lines 9 and 10)

(C15) ‘The concern of an engineering HCI discipline would be the design of interactive worksystems for performance.’ (Page 1522, Lines 13 and 14)

(C16) ‘The interactive worksystem can be distinguished as two separate, but interacting sub-systems, that is, a system of human behaviours interacting with a system of computer behaviours.’ (Page 1523, Lines 1-3)

(C17) ‘The general design problem of HF then, is one of producing implementable specifications of human behaviours {U} which, interacting with computer behaviours {C}, are constituted within a worksystem {S} whose performance conforms with a desired performance (Pd).’ (Page 1523, Lines 11-14)

(C18) ‘The conception for HF identifies a world in which work originates, is performed and has its consequences. This section presents the concepts by which work and its relations with the user are expressed.’ (Page 1523, Lines 19 and 20)

(C19) ‘Organisations are conceptualised as having domains as their operational province ……..  It is a requirement satisfied through work.’ (Page 1524, Lines 36-38)

(C20) ‘The conception for HF identifies interactive worksystems consisting of human and computer behaviours together performing work.’ (Page 1526, Lines 2 and 3)

(C21) ‘Humans are able to conceptualise goals and their corresponding behaviours are said to be intentional (or purposeful). Computers, and machines more generally, are designed to achieve goals, and their corresponding behaviours are said to be intended (or purposive1). An interactive worksystem   (‘worksystem’) is a behavioural system distinguished by a boundary enclosing all human and computer behaviours whose purpose is to achieve and satisfy a common goal.’ (Page 1526, Lines 5-11)

(C22) ‘The behaviours of the human and computer are conceptualised as behavioural sub-systems of the worksystem – sub-systems which interact.’ (Page 1526, Lines 24 and 25)

(C23) ‘The behaviours constituting a worksystem are both physical as well as abstract.’ (Page 1526, Lines 39 and 40)

(C24) ‘Although the human and computer behaviours may be treated as separable sub-systems of the worksystem, those sub-systems extend a “mutual influence”, or interaction whose configuration principally determines the worksystem (Ashby, 1956).’ (Page 1527, Lines 24-27)

(C25) ‘The user may include both on-line and off-line human behaviours: on-line behaviours are associated with the computer’s representation of the domain; offline behaviours are associated with non-computer representations of the domain, or the domain itself.’ (Page 1528, Lines 8-11)

(C26) ‘Physical human structure is neural, bio-mechanical and physiological. Mental structure consists of representational schemes and processes.’ (Page 1528, Lines 40 and 41)

(C27) ‘A desired performance of an interactive worksystem may be conceptualised. Such a desired performance might either be absolute, or relative as in a comparative performance to be matched or improved upon.’ (Pages 1531. Lines 8-10)

(C28)……..’ Instances of the general design problem may include the development of a worksystem, or the utilisation of a worksystem within an organisation. Developing worksystems which are effective, and maintaining the effectiveness of worksystems within a changing organisational environment, are both expressed within the problem.’(Page 1532, Lines 16-20)

2.3 HCI/E(U) Conception of HCI Engineering Design Problem: a Summary 150 150 John

2.3 HCI/E(U) Conception of HCI Engineering Design Problem: a Summary

The HCI/E(U) Conception of the HCI Engineering general design problem is expressed informally as: ‘to design human interactions with computers for effective working.’ (C1) The EU Conception is a unitary view of a general design problem; its power lies in the coherence and completeness of its definition of the concepts, which can express that problem. Engineering knowledge, in the form of principles, would be expressed in terms of those same concepts). (C2) (F1)

The HCI/E(U) Conception of the HCI Engineering design problem presupposes an associated HCI Discipline having three primary characteristics: a general problem; practices providing solutions to that problem; and knowledge supporting those practices. (C3) The EU conception of the design problem belongs to the class of general design problem and includes the design of artefacts (for example, bridges) and the design of states of the world (for example, public administration). (C4)

The HCI/E(U) Conception has the necessary property of a scope, delimiting the province of concern of the associated discipline of HCI Engineering. (C5) The scope includes: humans, both as individuals, groups and as social organisations. It also includes computers, both as programmable machines, stand-alone and networked, and as functionally embedded devices within machines. Its scope also includes: work, both as concerns individuals and the organisations in which it occurs.

The HCI/E(U) Conception categorises HCI Engineering design problems as ‘hard’ or ‘soft’. Hard and soft problems are distinguished by the need for engineering design solutions, as specified by HCI design practices, to be determinate. The design practices vary in the completeness of their specification before implementation. ‘Specify then implement’ design practices (based on formal design knowledge, such as principles) implicate more complete specification. ‘Implement and test’ design practices (based on informal design knowledge, such as guide-lines) implicate less complete specification. (C8) (F2) Taken together, the dimension of problem hardness, characterising HCI general design problems and the dimension of specification completeness, characterising HCI practices, constitute a classification space for approaches to HCI engineering, of which EU engineering is one. (C9)

The HCI/E(U) Conception of the HCI Engineering design problem asserts a fundamental distinction between behavioural systems, which perform work and a world in which work originates, is performed and has its consequences. (C13)  Effectiveness derives from the relationship of an interactive worksystem with its domain of application, assimilating both the work performed by the worksystem and the costs it incurs. (C14) The concern of the associated HCI Engineering discipline is to design the interactive worksystem for performance. (C15). The interactive worksystem is constituted of two separate, but interacting sub-systems, that is, a system of human behaviours, interacting with a system of computer behaviours. (C16)

According to the HCI/E(U) Conception, the general design problem of HCI Engineering is to produce implementable designs of human behaviours, which, interacting with computer behaviours, are constituted within a worksystem, whose performance conforms with some desired performance. (C17) The interactions take place in a world in which work originates and has its consequences. (C18) This work arises at the intersection of organisations and computer technology and is expressed in terms of objects. The latter may be both abstract, as well as physical and are characterised by their attributes. (C19) Abstract attributes are of information and knowledge. Physical attributes are of energy and matter. The different attributes of an object emerge at different levels within a hierarchy of levels of complexity. (C20) Attributes of objects are related in two ways – at different levels of complexity and within those levels. (C21) Attributes have states, which change or are changed over time. Thus, objects exhibit an affordance for transformation, expressed by their attributes’ potential for change of state. (C22) A domain of application is conceptualised as: ‘a class of affordance of a class of objects’. (C23)

Following the HCI/E)U) Conception, organisations are conceived as having domains as their operational scope and requiring the realisation of the affordance of objects. It is a requirement satisfied by work. (C24) Organisations express their requirement for the transformation of objects by formulating goals. A product goal specifies a required transformation, realised by means of the affordance of objects. (C25) The concept of Quality describes the variance of an actual transform with that specified by a product goal. An EU HCI Engineering problem exists, when actual Quality is not equal to desired Quality. (C26) Conception of the domain is of objects, characterised by their attributes and exhibiting an affordance, arising from the potential changes of state of those attributes. (C27)

The HCI/E(U) Conception identifies interactive worksystems, consisting of human and computer behaviours together performing work. (C28) Humans formulate goals and their corresponding behaviors are said to be intentional (or purposeful). Computers are designed to achieve goals and their corresponding behaviours are said to be intended (or purposive). An interactive worksystem is a behavioural system distinguished by a boundary, enclosing all human and computer behaviours, whose purpose is to achieve a common goal. (C29) Worksystems achieve goals by the transformation of objects, that is, by producing state changes in the abstract and physical attributes of those objects. (C30) The behaviors of the human and computer are conceptualised as behavioral sub-systems of the worksystem – sub-systems, which interact. (C31) Behavior may be loosely understood as ‘what the user does’ in contrast with ‘what is done’, that is, attribute state changes of the domain. More precisely, the user is conceptualised as a system of distinct, but related, human behaviours identifiable as the sequence of states of a person interacting with a computer to perform work and corresponding with an intentional transformation of objects in a domain. Although possible at many levels, the user must be at least conceptualised at a level commensurate with the level of description of the transformation of objects in the domain. (C32)

In the HCI/E(U) Conception, worksystem behaviours are both physical and abstract. (C33) The latter process information, concerning object-attribute-state changes in the domain, whose transformation is required by goals. Physical behaviours are related to, and express, abstract behaviors. In addition, the user is conceptualised as having cognitive (knowing), conative (trying) and affective (experiencing) aspects. (C34) The user may include both on-line and off-line human behaviours. On-line behaviours are associated with the computer’s representation of the domain; 0ff-line behaviours are associated with non-computer representations of the domain or the latter itself. Conceptualisation of the user as a system of human behaviours is extended to the structures enabling behaviours. (C37) There is a one-to-many mapping between a human’s structures and the behaviours they might enable. The structures may support many different behaviours. Physical human structures are neural, biomechanical and physiological. Mental structures consist of representations and processes, which transform them, (C38)

Work performed by interactive worksystems incurs ‘resource costs’. (C39) Certain costs are associated with the user and distinguished as structural human costs and behavioural human costs. Structural human (‘set-up’ or learning) costs are incurred in the development of human skills and knowledge, as in training and education. Such costs are both mental and physical. (C40) Behavioral human costs are incurred, when the user recruits human structures to perform work. Such costs are both mental and physical. (C41)

In the HCI/E(U) Conception of the HCI Engineering design problem, effectiveness derives from the relationship of an interactive worksystem with its domain. Effectiveness assimilates both the quality of the work performed by the worksystem and the costs incurred by it. (C42) Quality and costs are the primary constituents of the concept of performance through which effectiveness is expressed. A desired performance of an interactive worksystem is conceptualised such that desired performance might be either absolute or relative, as in a comparative performance to be matched or improved upon. (C43) This EU Engineering Conception of performance has the following implications.

First, the quality of the transform, expressing performance, is distinguished from the effectiveness of the worksystem, which produces it. (C44) Second, optimal human behaviours are conceived as those incurring the minimum resource costs in producing a given transform. (C45) Third, common measures of ‘human performance’ – such as ‘time and errors’- are related to performance, as conceived here. (46) Errors may increase resource costs and/or reduce quality. The time taken by human behaviours may (very generally) be associated with increased user costs. Fourth, structural and behavioural human costs may be traded off in performance. (C47) Finally, fifth, user and computer costs may also be traded off. (C48) This concludes a summary of the EU Conception of the HCI Engineering design problem.

The Conception is a unitary view of the necessary concepts and their relations to express that design problem and so, any design solution. In addition, it is a pre-requisite for developing formal HCI Engineering design knowledge as principles to support ‘specify then implement’ HCI engineering design practices. A complete version of the Conception can be found in the short and full versions of the Dowell and Long (1989) original paper – see 2.4 and 2.5.

Footnotes and Citations

Footnotes

 (F1) Other types of design knowledge may also be expressed, using the concepts of the design problem expression, for example, models and methods.

(F2) Implement and test practices also include: trial-and error; prototype and iterate; etc.

Citations

 Dowell and Long (1989)

(C1) ‘…….. a conception of the general design problem …….. is expressed informally as: ‘to design human interactions with computers for effective working’.’  (Page 1513, Lines 12-13)

(C2) ‘A conception is a unitary (and consensus) view of a general design problem; its power lies in the coherence and completeness of its definition of the concepts which can express that problem. Engineering principles are articulated in terms of those concepts. Hence, the requirement for a conception for the HF discipline is concluded (Section 1.5.).’ (Page 1514, Lines 19-22)

(C3) ‘Most definitions of disciplines assume three primary characteristics: a general problem; practices, providing solutions to that problem; and knowledge, supporting those practices.’ (Page 1514, Lines 39-41)

(C4) ‘…….. one class of general problem is that of the general design problem and includes the design of artefacts (of bridges, for example) and the design of ‘states of the world’ (of public administration, for example).’ (Page 1524, Lines 43-45)

(C5)’…….. any general problem has the necessary property of a scope, delimiting the province of concern of the associated discipline.’ (Page 1514, Lines 47 and 48)

(C6) The scope of the HCI general design problem includes: humans, both as individuals, as groups, and as social organisations; computers, both as programmable machines, stand-alone and networked, and as functionally embedded devices within machines; and work, both with regard to individuals and the organisations in which it occurs. (Page 1515, Lines 11-14)

(C7) ‘…….. The ‘design’ disciplines are ranged according to the ‘hardness’ or ‘softness’ of their respective general design problems. …….. However, here hard and soft problems will be generally distinguished by their determinism for the purpose, that is, by the need for design solutions to be determinate.’ (Page 1517, Lines 31 and 32; and 38-40).

(C8) ‘A discipline’s practices construct solutions to its general design problem……..  disciplines appear to differ in the completeness with which they specify solutions to their respective general design problems before implementation occurs. ……..’ (Page 1517, Line 46; Page 1518, Lines 2 and 3).

(C9) ‘Taken together, the dimension of problem hardness, characterising general design problems, and the dimension of specification completeness, characterising discipline practices, constitute a classification space for design disciplines……..’ (Page 1518, Lines 20-22)

(C10) ‘First, a general relation may be apparent between the hardness of a general design problem and the realiseable completeness with which its solutions might be specified. (Page 1518, Lines 20-22)

(C11) ‘Whilst the realiseable completeness with which a discipline may specify design solutions is governed by the hardness of the general design problem, the actual completeness with which it does so is governed by the formality of the knowledge it possesses.’ (Page 1519, Lines 15-18)

(C12)’…….. there exists no pre-ordained relationship between the formality of a discipline’s knowledge and the hardness of its general design problem.’ (Page 1519, Lines 31-33)

(C13) ‘The conception for the (super-ordinate) engineering discipline of HCI asserts a fundamental distinction between behavioural systems which perform work, and a world in which work originates, is performed and has its consequences.’ (Page 1522, Lines 2-4)

(C14) ‘Effectiveness derives from the relationship of an interactive worksystem with its domain of application – it assimilates both the quality of the work performed by the worksystem, and the costs it incurs. ‘(Page 1522, Lines 9-11)

(C15) ‘The concern of an engineering HCI discipline would be the design of interactive worksystems for performance.’ (Page 1522, Lines 13 and 14)

(C16) ‘The interactive worksystem can be distinguished as two separate, but interacting sub-systems, that is, a system of human behaviours interacting with a system of computer behaviours.’ (Page 1523, Lines 1-3)

(C17) ‘The general design problem of HF then, is one of producing implementable specifications of human behaviours {U} which, interacting with computer behaviours {C}, are constituted within a worksystem {S} whose performance conforms with a desired performance (Pd).’ (Page 1523, Lines 11-14)

(C18) ‘The conception for HF identifies a world in which work originates, is performed and has its consequences. This section presents the concepts by which work and its relations with the user are expressed.’ (Page 1523, Lines 19 and 20) (C19) ‘Work occurs in a world consisting of objects and arises in the intersection of organisations and (computer) technology. Objects may be both abstract as well as physical, and are characterised by their attributes.’ (Page 1523, Lines 22-24)

(C20) ‘The different attributes of an object may emerge at different levels within a hierarchy of levels of complexity (see Checkland, 1981).’ (Page 1523, Lines 30 and 31)  

(C21) ‘Attributes of objects are related, and in two ways. First, attributes at different levels of complexity are related. ……..’ (Page 1523, Lines 42 and 43) Second, attributes of objects are related within levels of complexity. …….. (Page 1524, Line 11) (C22) ‘At any point or event in the history of an object, each of its attributes is conceptualised as having a state. Further, those states may change. …….. Objects exhibit an affordance for transformation, engendered by their attributes’ potential for state change (see Gibson, 1977).’ (Page 1524, Lines 15-17 and 19-20)

(C23) ‘A domain of application may be conceptualised as: ‘a class of affordance of a class of objects’.’ (Page 1524, Lines 30 and 31)

(C24) ‘Organisations are conceptualised as having domains as their operational province and of requiring the realisation of the affordance of objects. It is a requirement satisfied through work.’ (Page 1524, Lines 36-38)

(C25) ‘Organisations express their requirement for the transformation of objects through specifying goals. A product goal specifies a required transform – a required realisation of the affordance of an object.’ (Page 1524, Lines 45 and 46; Page 1525, Line 1)

(C26) ‘The transformation of an object demanded by a product goal will generally be of a multiplicity of attribute state changes – both within and across levels of complexity. ……… The concept of quality (Q) describes the variance of an actual transform with that specified by a product goal. It enables all possible outcomes of work to be equated and evaluated.’ (Page 1525, Lines 23-25 and 29-31)

(C27) ‘Conception of the domain then, is of objects, characterised by their attributes, and exhibiting an affordance arising from the potential changes of state of those attributes.’ (Page 1525, Lines 32-34)

(C28) ‘The conception for HF identifies interactive worksystems consisting of human and computer behaviours together performing work.’ (Page 1526, Lines 2 and 3)

(C29) ‘Humans are able to conceptualise goals and their corresponding behaviours are said to be intentional (or purposeful). Computers, and machines more generally, are designed to achieve goals, and their corresponding behaviours are said to be intended (or purposive1). An interactive worksystem   (‘worksystem’) is a behavioural system distinguished by a boundary enclosing all human and computer behaviours whose purpose is to achieve and satisfy a common goal.’ (Page 1526, Lines 5-11)

(C30) ‘Worksystems transform objects by producing state changes in the abstract and physical attributes of those objects (see Section 2.2).’ (Page 1526, Lines 17 and 18)

(C31) ‘The behaviours of the human and computer are conceptualised as behavioural sub-systems of the worksystem – sub-systems which interact.’ (Page 1526, Lines 24 and 25)

(C32) ‘Although possible at many levels, the user must at least be expressed at a level commensurate with the level of description of the transformation of objects in the domain.’ (Page 1526, Lines 33-35)

(C33) ‘The behaviours constituting a worksystem are both physical as well as abstract.’ (Page 1526, Lines 39 and 40)

(C34) ‘The user is conceptualised as having cognitive, conative and affective aspects.’ (Page 1527, Line 19)

(C35) ‘Although the human and computer behaviours may be treated as separable sub-systems of the worksystem, those sub-systems extend a “mutual influence”, or interaction whose configuration principally determines the worksystem (Ashby, 1956).’ (Page 1527, Lines 24-27)

(C36) ‘The user may include both on-line and off-line human behaviours: on-line behaviours are associated with the computer’s representation of the domain; offline behaviours are associated with non-computer representations of the domain, or the domain itself.’ (Page 1528, Lines 8-11)

(C37) ‘Conceptualisation of the user as a system of human behaviours needs to be extended to the structures supporting behaviors.’ (Page 1528, Lines 26 and 27)

(C38) ‘Physical human structure is neural, biomechanical and physiological. Mental structure consists of representational schemes and processes.’ (Page 1528, Lines 40 and 41)

(C39) ‘Work performed by interactive worksystems always incurs resource costs.’ (Page 1529, Lines 37 and 38)

(C40) ‘Structural human costs are the costs of the human structures co-extensive with the user.’ (Page 1529, Lines 41 and 42)

(C41) ‘Behavioral human costs are the resource costs incurred by the user (i.e. by human behaviours) in recruiting human structures to perform work. They are both physical and mental resource costs.’ (Page 1530, Lines 12-14)

(C42) ‘The costs of work are conceptualised as the resource costs incurred by the worksystem, and are separately attributed to the human and computer.’ (Page 1531, Lines 1 and 2)

(C43) ‘A desired performance of an interactive worksystem may be conceptualised. Such a desired performance might either be absolute, or relative as in a comparative performance to be matched or improved upon.’ (Page 1531, Lines 8-10)

(C44)…….. the conception of performance is able to distinguish the quality of the transform from the effectiveness of the worksystems which produce them.’ (Page 1531, Lines 17 and 18)

(C45)…….. given the concordance of behaviour with performance, optimal human (and equally, computer) behaviours may be conceived as those which incur a minimum of resource costs in producing a given transform.’ (Page 1531, Lines 22-24)

(C46)……..’the common measures of human ‘performance’ – errors and time, are related in this conceptualisation of performance.’ (Page 1531, Lines 34 and 35)

(C47) …….. ‘structural and behavioural human costs may be traded-off in performance.’ (Page 1531, Line 39)

(C48)……..’resource costs incurred by the human and the computer may be traded-off in performance.’ (Page 1531, Lines 43 and 44)

(C49)……..’ Instances of the general design problem may include the development of a worksystem, or the utilisation of a worksystem within an organisation. Developing worksystems which are effective, and maintaining the effectiveness of worksystems within a changing organisational environment, are both expressed within the problem.’(Page 1532, Lines 16-20)

2.6 Concepts Carried Forward 150 150 John

2.6 Concepts Carried Forward

2.6.1 Problem

The concept of problem can only be understood in conjunction with the concept of solution. A problem is an unwanted (F1) state-of-affairs (F2) (C1). Once identified (F3), a problem requires a solution (F4). The solution resolves the problem by changing the unwanted state-of affairs to a wanted state-of-affairs. (C2) The concepts of problem and solution are thus closely linked. However, not all problems have a solution (F5); but all solutions have problems. (F6) Problems may have more than one solution (F7) and solutions more than one problem. (F8) (C3) Solutions may be novel or known from their resolution of earlier problems. (F9) (C4)

Footnotes and Citations

Footnotes

 (F1) ‘Desired’ or ‘acceptable’ would be equally good here.

(F2) State-of-affairs, here, includes people, artefacts and the world more generally.

(F3) Problems are not natural phenomena and need to be identified or (better) diagnosed.

(F4) If a problem does not require a solution, then it is not really a problem.

(F5) Hence the concept of the ‘unsolved problem’.

(F6) Even the ‘solution in search of a problem’ is not really a solution till it identifies its problem.

(F7) And equally good solutions at that.

(F8) Also, classes of solution may resolve classes of problem.

(F9) Hence, design knowledge seeks design solutions to design problems.

Citations

 Dowell and Long (1989)

(C1) ‘Any general problem has the necessary property of scope.’ (Page 1514, Lines 47 and 48)

(C2) ‘A discipline’s practices construct solutions to it general design problem.’ (Page 1517, Line 46)

C3) ‘Disciplines appear to differ in the completeness with which they specify solutions to their respective design problems.’ (Page 1518, Lines 3 and 4)

(C4) ‘The features and properties of artefacts or systems that will constitute an optimal solution to a general design problem.’ (Page, 1520, Lines 14 and 15)

2.6.2 Design

The concepts of ‘design’ and ‘implementation’ are closely linked to each other. (F1) In general, designs are for implementation and implementations are of designs. (F2) (C1) (C7) A design represents (F3) an object or artefact. (C6) An implementation realises (F4) the object or artefact. (F5) (C2) However, designs may remain unimplemented and implementations may not have been designed. (F6) (C3) (C4) (C5)

Footnotes and Citations

Footnotes

(F1) In fact, their contrast is an essential feature of both their meanings.

(F2) However, design and implementation also exist independently of each other (see also (6)).

(F3) The representation may take many forms: sketch; text; drawing; diagram; model; instructions etc.

(F4) ‘Realises’ here could as well be replaced by: ‘constructs’; ‘makes’; ‘renders’ etc.

(F5) Design can also be used of people, as in education or training.

(F6) An unimplemented design remains a design. An undesigned implementation is not, however, strictly speaking an implementation; but simply an object or artefact.

Citations

 Dowell and Long (1989)

(C1) ‘… one class of general problem is that of the general design problem and includes the design of artefact (of bridges, for example) and the design of ‘states of the world’ (public administration, for example).’ (Page 1514, Lines 43-45)

(C2) ‘Thus, HCI is a discipline addressing a general design problem expressed informally as: ‘to design human-computer interactions for effective working.’ (Page 1515, Lines 9 and 10)

(C3) ‘The design disciplines are ranged according to the ‘hardness’ or ‘softness’ of their respective general design problem.’ (Page 1517, Lines 31 and 32)

(C4) ‘… disciplines appear to differ in the completeness with which they specify solutions to their respective general design problems before implementation occurs.’ (Page 1518, Lines 1 and 2)

(C5) ‘Taken together, the dimension of problem hardness, characterising general design problems and the dimension of specification completeness,  characterising discipline practices, constitute a classification space for design disciplines.’ (Page 1518, Lines 15-17)

(C6) ‘the concern of an Engineering HCI discipline would be the design of interactive worksystems for performance.’ (Page 1522, Lines 13 and 14)

(C7) ‘Instances of the general design problem may include the development of a worksystem, or the utilisation of a worksystem within an organisation.’ (Page 1532, Lines 16-18)

2.6.3 Design Problem

The concept of ‘design problem’ is a conjunction of ‘design’ and ‘problem’. (C1) However, the order makes clear, that design qualifies problem and not the reverse. (F1) (C2) Here, the concept of design problem is defined by intersecting the concept of design (2.6.1) with the concept of problem (2.6.2), a definition in which the latter is qualified by the former. (C3) A design problem is a state-of-design affairs (F2), which is not as wanted. (F3) Once identified, a design problem requires a design solution, which represents the designed state-of-affairs and which, if implemented, realises that state-of-affairs. (F4) (C4) (C5) However, not all design problems have design solutions and not all design solutions are implemented. (C6) But all design solutions imply design problems. (F5) Design problems may have more than one design solution and design solutions more than one problem. (C7) The latter may have more than one implementation. (C8) Design solutions may be novel or known from their resolution of earlier design problems. (F6) (C9)

Footnotes and Citations

Footnotes

 (F1) Design problems, then, are a subset of problems. Problems designs, in contrast, are a subset of designs.

(F2) Design state-of-affairs concern objects; artefacts; people; and the world, more generally.

(F3) More specifically, the people, objects, or states-of-affairs expressed by the design problem, are not as wanted.

(F4) The concepts of design problem and design solution are, thus, closely linked.

(F5) If no design problem is implied, then the so-called design solution is only a design and not a solution.

(F6) Such knowledge constitutes design knowledge.

Citations

 Dowell and Long (1989)

(C1) ‘…….. a conception of the general design problem …….. is expressed informally as: ‘to design human interactions with computers for effective working’.’  (Page 1513, Lines 12-13)

(C2) ‘A conception is a unitary (and consensus) view of a general design problem.’ (Page 1514, Lines 19)

(C3) ‘Most definitions of disciplines assume three primary characteristics: a general problem; practices, providing solutions to that problem; and knowledge, supporting those practices.’ (Page 1514, Lines 39-41)

(C4) ‘…….. one class of general problem is that of the general design problem and includes the design of artefacts (of bridges, for example) and the design of ‘states of the world’ (of public administration, for example).’ (Page 1524, Lines 43-45)

(C5) The scope of the HCI general design problem includes: humans, both as individuals, as groups, and as social organisations; computers, both as programmable machines, stand-alone and networked, and as functionally embedded devices within machines; and work, both with regard to individuals and the organisations in which it occurs. (Page 1515, Lines 11-14)

(C6) ‘…….. The ‘design’ disciplines are ranged according to the ‘hardness’ or ‘softness’ of their respective general design problems. …….. (Page 1517, Lines 31 and 32)

(C7) ‘A discipline’s practices construct solutions to its general design problem……..  disciplines appear to differ in the completeness with which they specify solutions to their respective general design problems before implementation occurs. ……..’ (Page 1517, Line 46; Page 1518, Lines 2 and 3).

(C8) ‘Taken together, the dimension of problem hardness, characterising general design problems, and the dimension of specification completeness, characterising discipline practices, constitute a classification space for design disciplines……..’ (Page 1518, Lines 20-22)

(C9) ‘The general design problem of HF then, is one of producing implementable specifications of human behaviours {U} which, interacting with computer behaviours {C}, are constituted within a worksystem {S} whose performance conforms with a desired performance (Pd).’ (Page 1523, Lines 11-14)

3.6 Design; Knowledge; Design Knowledge 150 150 John

3.6 Design; Knowledge; Design Knowledge

3.6.1 Design
The concepts of ‘design’ (C1) and ‘implementation’ are closely linked to each other. (F1) (C2) In general, designs are for implementation and implementations are of designs. (F2) A design represents (F3) an object or artefact. (C4)  An implementation realises (F4) the object or artefact. (F5) (C5) However, designs may remain unimplemented and implementations may not have been designed. (F6) (C3)

Footnotes and Citations

Footnotes

 (F1) In fact, their contrast is an essential feature of both their meanings.

(F2) However, design and implementation also exist independently of each other (see also (6)).

(F3) The representation may take many forms: sketch; text; drawing; diagram; model; instructions etc.

(F4) ‘Realises’ here could as well be replaced by: ‘constructs’; ‘makes’; ‘renders’ etc.

(F5) Design can also be used of people, as in education or training.

(F6) An unimplemented design remains a design. An undesigned implementation is not, however, strictly speaking an implementation; but simply an object or artefact.

 

Citations

Dowell and Long (1989)

(C1) ‘… one class of general problem is that of the general design problem and includes the design of artefact (of bridges, for example) and the design of ‘states of the world’ (public administration, for example).’ (Page 1514, Lines 43-45)

(C2) ‘Thus, HCI is a discipline addressing a general design problem expressed informally as: ‘to design human-computer interactions for effective working.’ (Page 1515, Lines 9 and 10)

(C3) ‘… disciplines appear to differ in the completeness with which they specify solutions to their respective general design problems before implementation occurs.’ (Page 1518, Lines 1 and 2)

(C4) ‘the concern of an Engineering HCI discipline would be the design of interactive worksystems for performance.’ (Page 1522, Lines 13 and 14)

(C5) ‘Instances of the general design problem may include the development of a worksystem, or the utilisation of a worksystem within an organisation.’ (Page 1532, Lines 16-18)

3.6.2 Knowledge
Knowledge can be contrasted with ‘belief’. Once assured, belief becomes knowledge. It remains, however, only assured belief. (F1) Assurance, here, is acquired through experience and can be expressed as: facts; information; descriptions; representations; skills; principles; laws etc. (C2) Knowledge has two primary modes of expression. Knowing that (something is the case, that is, for example, a fact) and knowing how (that is, a skill in doing something). Usually both modes of knowledge are used to take effective action to achieve goals. (C1) Similarly, both are used to increase the assurance, which can be ascribed to a belief. (F2) Useful contrasts between types of knowledge include: theoretical/practical; implicit/explicit/ formal/informal; and systematic/nonsystematic. (F3) (C3)

Footnotes and Citations

Footnotes

 (F1) Following Popper, even scientific theories are only ‘supported’ or not disproved’ rather than ‘true’. The assurance, however, may be high, rather than low.

(F2) See 1.

(F3) These contrasts can be usefully related to the two modes of knowledge expression.

Citations

 Long and Dowell (1989)

(C1) ‘The framework expresses the essential characteristics of the HCI discipline, and can be summarised as: ‘the use of HCI knowledge to support practices seeking solutions to the general problem of HCI’. (Page 9, Lines 16-19)

(C2) ‘All definitions of disciplines make reference to discipline knowledge as the product of research or more generally of a field of study. Knowledge can be public (ultimately formal) or private (ultimately experiential). It may assume a number of forms; for example, it may be tacit, formal, experiential, codified – as in theories, laws and principles etc. It may also be maintained in a number of ways; for example, it may be expressed in journals, or learning systems, or it may only be embodied in procedures and tools. All disciplines would appear to have knowledge as a component (for example, scientific discipline knowledge, engineering discipline knowledge, medical discipline knowledge, etc). Knowledge, therefore, is a necessary characteristic of a discipline.’ (Page 11, Lines 30-38)

(C3) ‘First, HCI engineering principles would be a generaliseable knowledge. …….. Second, engineering HCI principles would be operational, and so their application would be specifiable…….. Because they would be operational, they would be testable and their reliability and generality could be specified.’ (Page 27, Lines 20-22 and 36-28)

 

3.6.3 Design Knowledge

The concept of ‘design knowledge’ is a conjunction of ‘design’ and ‘knowledge’. However, the order makes clear, that design qualifies knowledge and not the reverse. (F1) Here, the concept of design knowledge is defined by intersecting the concept of design (3.6.1) with the concept of knowledge (3.6.2), a definition in which the latter is qualified by the former.

A design problem (see 2.6.3) is a state-of-design affairs, which is not as wanted. (F2) Once identified, a design problem requires a design solution, which represents the designed state-of-affairs and which, if implemented, realises that state-of-affairs. Design knowledge supports the practice of solving the design problem. (C1) The support can be substantive (knowing what) or methodological (knowing how) or both. (F3)

However, not all design problems have the necessary design knowledge for their solution. But all design knowledge is intended to addresses one or more design problems. Design knowledge may be novel or carried forward from its resolution of earlier design problems. (C2)

Footnotes and Citations

Footnotes

 (F1) Design knowledge, then, is a subset of knowledge. Knowledge designs, in contrast, are a subset of designs.

(F2) Design state-of-affairs concern objects; artefacts; people; and the world, more generally. The latter, then,  constitute the scope of the design knowledge.

(F3) The concepts of design problem and design solution  and the knowledge required to transform the former into the latter are, thus, closely linked.

Citations

 Long and Dowell (1989) Citations

(C1) ‘The framework expresses the essential characteristics of the HCI discipline, and can be summarised as: ‘the use of HCI knowledge to support practices seeking solutions to the general problem of HCI’. (Page 9, Lines 16-19)

Dowell and Long (1989) Citations

(C2) ‘Most definitions of disciplines assume three primary characteristics: a general problem; practices, providing solutions to that problem; and (6) ‘There is no formal structure within which experience accumulated in the successful development of previous systems can be recruited to support solutions to the new problems, except through the memory and intuitions of the designer.’ (Page 1516, Lines 28-31)

4.6 Concepts Carried Forward 150 150 John

4.6 Concepts Carried Forward

 

 

4.6.1 Design

The concepts of ‘design’ (C1) and ‘implementation’ are closely linked to each other. (F1) (C2) In general, designs are for implementation and implementations are of designs. (F2) A design represents (F3) an object or artefact. (C4)  An implementation realises (F4) the object or artefact. (F5) (C5) However, designs may remain unimplemented and implementations may not have been designed. (F6) (C3)

Footnotes and Citations

Footnotes

(F1) In fact, their contrast is an essential feature of both their meanings.

(F2) However, design and implementation also exist independently of each other (see also (6)).

(F3) The representation may take many forms: sketch; text; drawing; diagram; model; instructions etc.

(F4) ‘Realises’ here could as well be replaced by: ‘constructs’; ‘makes’; ‘renders’ etc.

(F5) Design can also be used of people, as in education or training.

(F6) An unimplemented design remains a design. An undesigned implementation is not, however, strictly speaking an implementation; but simply an object or artefact.

Citations

Dowell and Long (1989)

(C1) ‘… one class of general problem is that of the general design problem and includes the design of artefact (of bridges, for example) and the design of ‘states of the world’ (public administration, for example).’ (Page 1514, Lines 43-45)

(C2) ‘Thus, HCI is a discipline addressing a general design problem expressed informally as: ‘to design human-computer interactions for effective working.’ (Page 1515, Lines 9 and 10)

(C3) ‘… disciplines appear to differ in the completeness with which they specify solutions to their respective general design problems before implementation occurs.’ (Page 1518, Lines 1 and 2)

(C4) ‘the concern of an Engineering HCI discipline would be the design of interactive worksystems for performance.’ (Page 1522, Lines 13 and 14)

(C5) ‘Instances of the general design problem may include the development of a worksystem, or the utilisation of a worksystem within an organisation.’ (Page 1532, Lines 16-18)

 

4.6.2 Practice

Practice can be contrasted with knowledge. (F1) (C1) The latter has two primary modes of expression. Knowing that (something is the case, that is, for example, a fact, a theory etc) and knowing how (that is, a skill, a method etc for doing something). Practice recruits both types of knowledge to take effective action to achieve goals. (F2) (C2) Knowledge, then, is ‘put into action’, that is, used, made use of, utilised, applied etc. Useful contrasts between types of practice include: theory/action; implicit/explicit/formal/informal; and systematic/non-systematic. (F3) (C3)

 

Footnotes and Citations

Footnotes

F1 See also 3.6.2

F2 Goals set by the HCI Design Problem – see 4.6.3 Design Practice.

F3 Different approaches to HCI, for example, craft, engineering etc employ these different types of practice – see 1.1, 1.2 and 1.3.

Citations

Long and Dowell (1989)

(C1) ‘The framework expresses the essential characteristics of the HCI discipline, and can be summarised as: ‘the use of HCI knowledge to support practices seeking solutions to the general problem of HCI’. (Page 9, Lines 16-19)

(C2) “All definitions of disciplines make reference to discipline knowledge as the product of research or more generally of a field of study. Knowledge can be public (ultimately formal) or private (ultimately experiential). It may assume a number of forms; for example, it may be tacit, formal, experiential, codified – as in theories, laws and principles etc. It may also be maintained in a number of ways; for example, it may be expressed in journals, or learning systems, or it may only be embodied in procedures and tools. All disciplines would appear to have knowledge as a component (for example, scientific discipline knowledge, engineering discipline knowledge, medical discipline knowledge, etc). Knowledge, therefore, is a necessary characteristic of a discipline.’ (Page 11, Lines 30-38)

Dowell and Long (1989)

(C3) ‘The contemporary HF discipline does not possess either methodological or substantive engineering principles. The heuristics it possesses are either ‘rules of thumb’ derived from experience or guidelines derived from psychological theories and findings. Neither guidelines nor rules of thumb offer assurance of their efficacy in any given instance, and particularly with regard to the effectiveness of a design. The methods and models of HF (as opposed to methodological and substantive principles) are similarly without such an assurance.” (Page 1520, Lines 21-28)

 

4.6.3 Design Practice

The concept of ‘design practice’ is a conjunction of ‘design’ and ‘practice’. However, the order makes clear, that design qualifies practice and not the reverse. (F1) Here, the concept of design practice is defined by intersecting the concept of design (4.6.1) with the concept of practice (4.6.2), a definition in which the latter is qualified by the former.

A design problem (see 2.6.3) is a state-of-design affairs, which is not as wanted. (F2) Once identified, a design problem requires a design solution, which represents the designed state-of-affairs and which, if implemented, realises that state-of-affairs. Design practice is supported by knowledge to solve the design problem. (C1) The support can be substantive (knowing what) or methodological (knowing how) or both. (F3)

However, not all design problems have the necessary design practice for their solution. But all design  is intended to addresses one or more design problems. Design  may be novel or carried forward from its resolution of earlier design problems. (C2)

Footnotes and Citations

Footnotes

(F1) Design practice, then, is a subset of practice. Practice designs, in contrast, are a subset of designs.

(F2) Design state-of-affairs concern objects; artefacts; people; and the world, more generally. The latter, then,  constitute the scope of the design practice.

(F3) The concepts of design problem and design solution  and the practice required to transform the former into the latter are, thus, closely linked.

Citations

Long and Dowell (1989) Citations

(C1) ‘The framework expresses the essential characteristics of the HCI discipline, and can be summarised as: ‘the use of HCI knowledge to support practices seeking solutions to the general problem of HCI’. (Page 9, Lines 16-19)

Dowell and Long (1989) Citations

(C2) ‘Most definitions of disciplines assume three primary characteristics: a general problem; practices, providing solutions to that problem; and (6) ‘There is no formal structure within which experience accumulated in the successful development of previous systems can be recruited to support solutions to the new problems, except through the memory and intuitions of the designer.’ (Page 1516, Lines 28-31)

 

2000/01 Angeliki Antoniou 150 150 John

2000/01 Angeliki Antoniou

Angeliki Antoniou

Date of MSc:  2000-2001

Project Title: Envisaging Mobile Music Data Services for Students Using Participatory Capture Techniques

Pre-MSc Background: Degree in Pre-School Education, BSc in Social with Clinical Psychology, Degree in Music and Piano Diploma

Pre-MSc View of HCI/Cognitive Ergonomics: I really did not know what this was…I only thought the name sounded interesting…

Post-MSc View of HCI/Cognitive Ergonomics: The nature of a truly interdisciplinary field was revealed to me. I realised the importance of a holistic approach to applications’ and systems’ design. The term Cognitive Ergonomics directly targeted the body and mind dichotomy problem, implying that there cannot be a distinction between the two. During the MSc year, it was shown to us how psychology, biology and anatomy, engineering and computing could be combined in order to provide viable solutions to problems, extending our views on collaboration and breaking the barriers of the different fields.

Subsequent-to-MSc View of HCI/Cognitive Ergonomics: 14 years later, I still view the field as a source of inspiration for my personal development and research. Over the years, I realised that the field does not only combine psychology, biology, engineering and computing, but there is room for many others like sociology or art. In this light, HCI/Cognitive Ergonomics can incorporate almost all fields, depending on the individual interests and the problem requirements. For example, art can be used for providing input in a system or it could be the output of the interaction with the computer. In addition, the developments in social media, made sociology, anthropology and communication also directly relevant to the field.

Additional Reflections: I have very fond memories from my time at UCL. It was a unique experience, not only because I got the opportunity to study under a very different educational system than the one I came from (Greek) but also because I met some very interesting and inspiring people. The intensity of the course and the long hours led to the formation of strong friendships and created a group of people that know how to work with each other and trust each others skills. Even to date, I keep in touch with most of my classmates and professors, who have helped me since then with my research.

Over the last years, I am trying to explore the area of Human-Computer Non-Interaction (interaction in this sense is subtle and indirect). Although this might sound strange and contradicting, there have been attempts towards this direction like the notions of the disappearing computer: “The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.” (www.smart-future.net/10.html ). During my studies at UCL, interaction was profound and certain engineering solutions had to be applied in order to maximise usability. I am now concerned with a different engineering approach that will target the absence of interaction (or to be precise, the absence of the user’s conscious interaction with the system). The latest developments in technology and in particularly in augmented reality, now allow us to explore this area further. Still cooperating with UCL (Computing Department) and UCL Grant Museum of Zoology, we have now developed a system called Micro-augmentations that augments the physical environment of a museum and responds to the visitor’s movement without her intention. Also incorporating elements of affective computing, we are now studying users’ behaviour in systems they cannot directly control (sometimes the users do not even realise the application’s existence). Therefore, HCI/Cognitive Ergonomics seems to expand to a realm where the very nature of interaction is now changing. Still, at these early stages of our research, it remains to be seen how the different emerging problems can be solved…

1. ‘Hill (2010)’ : What is the relation between user requirements and design problems? 150 150 John

1. ‘Hill (2010)’ : What is the relation between user requirements and design problems?

There is general agreement that the requirements phase is the foundation upon which the rest of the system development life-cycle is built (Somerville, 1989). Requirements can be divided into different categories – functional and non-functional (IEEE, 1984); also vital and desirable (BSI, 1986). More specific types of requirements may also be identified, including organisational; user interaction; and interface (Denley, 1999). Of concern here are User Requirements (Carlshamre and Karlsson, 1996), because although part of the initial phase of the system development cycle (Newman, 1994), they do not appear to include, explicitly at least, the concept of design problem as such, as referenced here by Hill (although they do not exclude it explicitly either). The omission is important, because Hill is clear, that her models and method are intended to: ’Support diagnosis of specific design problems and reasoning about potential design solutions’ (Section 1.0). The diagnosis of design problems and the reasoning about potential design solutions are performed by designers, as part of their practice, by which design proceeds through iterations of successive cycles of specification and implementation. The question then arises as to what is the relation between user requirements and design problems?

One possible relation is that user requirements and design problems are one and the same thing. That is, there is no difference between them. Although it is not totally clear, Newman (1994) might be understood as taking this view: ’Recognising the need for an artifice, and thus identifying a problem in computer systems design whose solution will meet this need (the initial stage of the engineering design process)’. This view, however, is rejected. Following the HCI Discipline and HCI Design Problem conceptions, in the manner of Hill’s research, a design problem occurs, when actual performance, expressed as Task Quality, User Costs and Computer Costs (see earlier) does not equal (is usually less than) desired performance, expressed in the same way. In contrast, user requirements have no such expression or constraints, even allowing user requirements to conflict.

This difference indicates that user requirements and design problems are not one and the same concept. Rather, it suggests that design problems can be expressed as (potential) user requirements, but not vice versa. Salter appears to agree with this asymmetric relationship, although his terms differ. The Specific Requirements Specification (‘design problem’) is an abstraction over the Client Requirements (‘user requirements’). The Specific Artifact Specification (‘design solution’) is an abstraction over the Artifact. The Client Requirements/Artifact relationship is derived and verified empirically. The Specific Requirements Specification/Specific Artifact Specification is derived and verified formally.

Whatever the terms used, however, the general point for HCI research is that differences between User Requirements and Design Problems need to be both explicit and clear.

1982-83 Yvonne Rogers 150 150 John

1982-83 Yvonne Rogers

Date of MSc: 1983-84

 

Project Title: An Exploration of Compatibility Problems Found in Everyday Situations

 

Pre-MSc Background: BA Psychology, University of Wales

 

Pre-MSc View of HCI/Cognitive Ergonomics:

I first came across Ergonomics when I took a third year option in my undergraduate degree at Swansea University. We were introduced to the notion of man-machine interfaces and the importance of understanding people (from a cognitive, organisational and social perspective) when evaluating how effective technologies were for work settings. I became fascinated from then on with understanding how people and computers could work together in new and symbiotic ways.

My early experience of computers occurred whilst there were big changes afoot; first, I started learning to program using a mainframe and punch cards, then started using a workstation for doing stats tests; and then spending hours on a BBC microcomputer running psychology experiments but also playing lots of video games. HCI was just emerging as a field and I had no idea what it was.  But my journey moving from a non-interactive machine to a highly enjoyable user experience set me up for understanding what makes for a bad and good interface. That has stayed with me ever since.

My third year undergraduate project was concerned with measuring different forms of information processing for cognitive and motor tasks when under the influence of alcohol and caffeine. It involved asking a number of students to drink a large amount of vodka and orange early in the morning followed by a cup of strong coffee to see how their interaction affected their motor and cognitive performance. The findings from this study were surprising; dispelling the myth that coffee sobers you up. Instead I found it made reaction time worse. Even more surprising, was receiving the Undergraduate Award for best dissertation at the Ergonomics Conference in the following year. This recognition spurred me on to greater things; wanting to know more about how human performance is affected by context.

In sum, I really didn’t have much of an idea for what I had signed up for when embarking on the Masters Course in Ergonomics at UCL. But instinctively I knew it was right for me.

Post-MSc View of HCI/Cognitive Ergonomics:

The Ergonomics MSc at UCL opened my eyes to the value of studying many different subjects rather than only delving deeply into one. Every day, we traipsed to a different London college to study the various contributions to Ergonomics; for example, studying lighting at the Bartlett, physiology at Chelsea College, biomechanics at the Royal Free and Cognitive Psychology at Birkbeck College.  Being exposed to so many different areas and cultures (‘old school’ Birkbeck was quite different from ‘new medical school’ Royal Free) could be overwhelming at times. But it paved the way for new insights, instilling in me why and how multidisciplinarity is central to HCI and Ergonomics when trying to frame questions and generate new ideas in the context of understanding the relationship between people and technology. I was also able to study a few subjects in more depth, such as cognitive psychology and organizational psychology. This enabled me to explore more theory, learn how to model users and conduct experiments to investigate the usability of user interfaces.

What has stuck with me most from my time on the Masters degree are my fond memories of the many visits we went on as part of the course to industrial places, such as Wall’s factory (where they make sausages), a now extinct coalmine in the Midlands and a control centre in the London Underground. We learnt so much more about real people, work and machinery than you could ever put across in a lecture.

Subsequent-to-MSc View of HCI/Cognitive Ergonomics

After obtaining my Masters degree I became increasingly interested in technology, interfaces and interaction design. I knew I wanted to continue studying after completing the course. I got a job as a research demonstrator and begun my PhD in earnest, investigating the cognitive, semiotic and aesthetic properties of graphical representations, with a particular focus on iconic interfaces. It was exciting to be at the start of a new zeitgeist.  I was inspired to think about future interfaces – having battled for so long with command-based interfaces.  The field of Human-Computer Interaction (HCI) came into its fore and I became part of that movement, exploring how to augment and extend a diversity of human experiences with new technologies. While I continued to have an interest in Ergonomics, for me, the action and excitement was now in HCI.

Additional Reflections

In September 2011, I took up the directorship of UCLIC, following in Professor Ann Blandford’s footsteps. She had done an excellent job during the previous 6 years overseeing the HCI and Ergonomics Master’s course, keeping it up-to-date, while expanding it to match the changes taking place in the field. UCLIC has grown and changed considerably since when I remember it as the old Ergonomics Unit back in the 80s. In the beginning there were about 15 students each year on the course. Now, there are between 30-50 students per year from all over the world. I am always amazed at the backgrounds, skills and previous experiences of our students. This includes music, media, philosophy, computer science, languages, psychology and history of art. It makes for an eclectic and vibey mix.

There is a world of difference when looking back between my time on the course and the current course.  For one, the student experience is very different. The course is more integrated in what and how it teaches the different strands of HCI and Ergonomics. Technology is central to everything, from the way we teach, what we teach and how the students learn. Many of the modules are more practice-based. The students have access to fantastic online learning resources. They also learn how to use a number of software tools that are industry standard so they are better equipped to go into the world of UX.

Sadly the visits are no longer – it is simply too impractical, time-consuming and expensive to organize for 50 students each year.  One legacy that remains is the course being available to students who want to study it part-time. We still get a number of students who work in a diversity of industries taking this route. It is one of our strengths to be able to mix a full-time with part-time student experience, so both can benefit.

At first it felt strange to be on the other side of the fence at UCL with such strong memories of my time here before; being the professor and the director now instead of the student. But it did not take long for me to fit into my new leadership role. My vision is to continue to grow UCLIC and evolve and update the Masters course to meet the ever-changing needs of industry and academia. Right now we are in the middle of revising the whole course. We have lots of discussions about how we might achieve this. As part of that process, we want to introduce more design thinking, physical computing and prototyping. It is a joy to address the many challenges and take up the opportunities that come our way while retaining the legacy, specialness and quality of the old Ergonomics Masters course.

 

 

 

 

1984/85 Brook Lee 150 150 John

1984/85 Brook Lee

Date of MSc:                                    1985/86

Project Title:                  Integrating Human Factors Principles into the Design of the User Interface of a CAD environment

 

Pre-MSc Background:                  Psychology (BSocSc) & Developmental Psychology (MSc)

 

Pre-MSc View of HCI/Cognitive Ergonomics:

I was interested in cognitive assessment from my psychology background.  I knew nothing about Cognitive Ergonomics.  I thought that some exposure to this discipline might equip me to become a better Psychologist.

 

Post-MSc View of HCI/Cognitive Ergonomics:

I was fascinated by the multi-disciplinary exposure in the first few months.  Nonetheless, I felt frustrated by the limited application of my psychology training.

 

Subsequent-to-MSc View of HCI/Cognitive Ergonomics

What if Cognitive Ergonomics was taught in the Psychology Department?  Cognitive Ergonomics was a young discipline then.  Would I respond to the course materials differently?

 

Additional Reflections

After a couple of decades developing financial trading applications myself (I work as a software developer), I have come to realize that most software development does not take usability much into account.  The traders (end users) choose the system packed with features first and foremost.  I haven’t come across any GAP analysis during system procurement that includes usability as one of the selection criteria.  Poorly designed systems can induce more future cost; but no IT function seems to operate with this in mind.  The pain is shifted to other parts of the organization (Operations, Finance) by incurring their staff costs; but not in the IT !

1992/93 Janette Edmonds 150 150 John

1992/93 Janette Edmonds

Date of MSc: 1992 / 3 (Generalist Ergonomics course with HCI)

Project Title: The Effect of Reclined Sitting Postures on Hand Controlled Operations

Pre-MSc Background: BSc (Hons) in Psychology, worked with autistic children, travelled around the world for a year

Pre-MSc View of HCI/Cognitive Ergonomics: Thought it was the more complex end of psychology!

Post-MSc View of HCI/Cognitive Ergonomics: Realised that it was complex but that there are also other areas of equal complexity!

Subsequent-to-MSc View of HCI/Cognitive Ergonomics:

In order to provide a little context, my first job on graduating was as part of a human factors team within a large multinational engineering company, British Aerospace which proved to be a great grounding.  From there I went into consultancy, two small companies, followed by setting up my own, and then after ten years joining with a larger consultancy of 20+ to become one of the directors of that company.  The industries I have worked in include; oil and gas, chemical processing, defence, transport systems, manufacturing, telecommunications, medical products, air traffic control, amongst others.

I believe there are some essential ingredients required to develop from a good student into a good human factors practitioner because they are two quite different beings.

The knowledge gained on the master’s degree is fundamental to developing a detailed understanding of humans in the world of work.  This is the baseline from which the professional needs to start.

The application of that knowledge, in my view, is the greatest challenge, and the development of the technical skill in being able to do that does take years. I think the most challenging aspect of any application of ergonomics is gaining a deep understanding of the domain area, i.e. the industrial application, how different industries work, what the human elements are, what ergonomics / HCI information is relevant and the mechanism by which to apply the knowledge to a given situation.

The third ingredient is being able to effectively deliver the knowledge and skill within the commercial world.  This takes consultancy skills whether you are an internal or external consultant; understanding the need for the skill to package and selling it, negotiating contracts, managing projects (typically several at once), managing teams, delivering a high quality product via reports or verbal delivery, and project administration, and so on. There are several wheels that need to be oiled to keep the wheels in motion.

So my view of post qualification is that the professional journey starts at the point of qualification and that there is a need to develop quite different skills in order to deliver the newly gained knowledge.  When I am involved in recruiting human factors consultants, these are the essential ingredients I am looking for;  a good knowledge base from a relevant qualification, experience of applying knowledge in industrial settings, consultancy skills, and the appetite to continue to learn and develop.

Additional Reflections

In terms of the subject area, I now have 20 years of practitioner experience of it and seen how it has changed over that time.  I also work with lots of different types of professionals and see how we compare.

I do recall, as I’m sure many other past graduates will, the debate sparked by John Long on whether ergonomics / HCI is an art, science or engineering discipline.  Although I have my own views on this, the very posing of the question has helped me to understand my professional position within the world of other professionals – so thanks John for that!

That line of thought being included in this statement, I think as a profession, although we are developing at a pace, we are still in our infancy and that now is a time for consolidation.  I believe we need to agree how we move forward, what our minimum standards are, and how we need to be structured – perhaps taking on a few more characteristics of being an engineering discipline?…..