HCI/E(U) Approach

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)

2.3 EU Conception of HCI Engineering Design Problem: a Summary 150 150 John

2.3 EU Conception of HCI Engineering Design Problem: a Summary

The EU 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 EU 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 EU 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 EU 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 EU 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 EU 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 EU 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 EU 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 EU 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 EU 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.

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

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)

3.4 Dowell and Long (1989) – HCI Engineering Knowledge – Short Version 150 150 John

3.4 Dowell and Long (1989) – HCI Engineering Knowledge – Short Version

Towards a Conception for an Engineering Discipline of Human Factors

Short version

John Dowell and John Long

Ergonomics Unit, University College London, 

26, Bedford Way, London. WC1H 0AP. 

Abstract  ……… The paper is in two parts. Part I examines the potential for Human Factors to formulate engineering principles. …….. A conception would provide the set of related concepts which both expressed the general design problem more formally, and which might be embodied in engineering principles.

In P. Barber and J. Laws (ed.s) Special Issue on Cognitive Ergonomics, Ergonomics, 1989, vol. 32, no. 11, pp. 1613-1536.

Part I. Requirement for Human Factors as an Engineering Discipline of Human-Computer Interaction

1.1 Introduction;

1.2 Characterization of the human factors discipline;

1.3 State of the human factors art;

1.4 Human factors engineering;

1.5 The requirement for an engineering conception of human factors.

 

1.1 Introduction

Assessment of contemporary HF (Section 1.3.) concludes that its practices are predominantly those of a craft. Shortcomings of those practices are exposed which indict the absence of support from appropriate formal discipline knowledge. This absence prompts the question as to what might be the formal knowledge which HF could develop, and what might be the process of its formulation. By comparing the HF general design problem with other, better understood, general design problems, and by identifying the formal knowledge possessed by the corresponding disciplines, the potential for HF engineering principles is suggested (Section 1.4.).

However, a pre-requisite for the formulation of any engineering principle is a conception. 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.).

 

1.2. Characterisation of the Human Factors Discipline

Most definitions of disciplines assume three primary characteristics: a general problem; practices, providing solutions to that problem; and knowledge, supporting those practices.

 

1.3. State of the Human Factors Art

It would be difficult to reject the claim that the contemporary HF discipline has the character of a craft …….. Characteristic of a craft, the execution and success of its practices in systems development depends principally on the expertise, guided intuition and accumulated experience which the practitioner brings to bear on the design problem.

……..

The dogma of HF as necessarily a craft whose knowledge may only be the accrued experience of its practitioners, is nowhere presented rationally.

……Third, HF practices are inefficient. Each development of a system requires the solving of new problems by implementation then testing. 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. These may not be shared by others, except indirectly (for example, through the formulation of heuristics), and so experience may be lost and may have to be re-acquired (Long and Dowell, 1989).

The guidance may be direct – by the designer’s familiarity with psychological theory and practice, or may be indirect by means of guidelines derived from psychological findings. In both cases, the guidance can offer only advice, which must be implemented then tested to assess its effectiveness. Since the general scientific problem is the explanation and prediction of phenomena, and not the design of artifacts, the guidance cannot be directly embodied in design specifications which offer a guarantee with respect to the effectiveness of the implemented design.

…….. These four deficiencies are endemic to the craft nature of contemporary HF practice. They indict the tacit HF discipline knowledge consisting of accumulated experience embodied in procedures, even where that experience has been influenced by guidance offered by the science of psychology .Because the knowledge is tacit (i.e., implicit or informal), it cannot be operationalised, and hence the role of HF in systems development cannot be planned as would be necessary for the proper integration of the knowledge. Without being operationalised, its knowledge cannot be tested, and so the efficacy of the practices it supports cannot be guaranteed. Without being tested, its knowledge cannot be generalised for new applications and so the practices it can support will be inefficient. Without being operationalised, testable, and general, the knowledge cannot be developed in any structured way as required for supporting the systematic and intentional progress of the HF discipline.

It would be incorrect to assume the current absence of formality of HF knowledge to be a necessary response to the indeterminism of human behaviour………. The extent to which human behaviour is deterministic for the purposes of designing interactive computer-based systems needs to be independently established. Only then might it be known if HF discipline knowledge could be formal.

1.4. Human Factors Engineering Principles

HF has been viewed earlier (Section 1.2.) as comparable to other disciplines which address general design problems: for example, Civil Engineering and Health Administration. The nature of the formal knowledge of a future HF discipline might, then, be suggested by examining such disciplines. The general design problems of different disciplines, however, must first be related to their characteristic practices, in order to relate the knowledge supporting those practices.

……..

there exists no pre-ordained relationship between the formality of a discipline’s knowledge and the hardness of its general design problem. In particular, the practices of a (craft) discipline supported by experience – that is, by informal knowledge – may address a hard problem. But also, within the boundary of determinism, that discipline could acquire formal knowledge to support specification as a design practice.

…….. Generally, the established engineering disciplines possess formal knowledge: a corpus of operationalised, tested, and generalised principles. Those principles are prescriptive, enabling the complete specification of design solutions before those designs are implemented (see Dowell and Long, 1988b). This theme of prescription in design is central to the thesis offered here.

Engineering principles can be substantive or methodological (see Checkland, 1981; Pirsig, 1974). Methodological Principles prescribe the methods for solving a general design problem optimally. For example, methodological principles might prescribe the representations of designs specified at a general level of description and procedures for systematically decomposing those representations until complete specification is possible at a level of description of immediate design implementation (Hubka, Andreason and Eder, 1988). Methodological principles would assure each lower level of specification as being a complete representation of an immediately higher level.

Substantive Principles prescribe the features and properties of artefacts, or systems that will constitute an optimal solution to a general design problem. As a simple example, a substantive principle deriving from Kirchoff’s Laws might be one which would specify the physical structure of a network design (sources, resistances and their nodes etc) whose behaviour (e.g., distribution of current) would constitute an optimal solution to a design problem concerning an amplifier’s power supply.

 

1.5. The Requirement for an Engineering Conception for Human Factors

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. Clearly, any evolution of HF as an engineering discipline in the manner proposed here has yet to begin. There is an immediate need then, for a view of how it might begin, and how formulation of engineering principles might be precipitated.

……..Such a conception is a unitary (and consensus) view of the general design problem of a discipline. Its power lies in the coherence and completeness of its definition of concepts which express that problem. Hence, it enables the formulation of engineering principles which embody and instantiate those concepts. A conception (like a paradigm) is always open to rejection and replacement.

…….. It is inconceiveable that a formulation of HF engineering principles might occur whilst there is no consensus understanding of the concepts which they would embody. Articulation of a conception must then be a pre-requisite for formulation of engineering principles for HF.

Part II. Conception for an Engineering Discipline of Human Factors 

2.1 Conception of the human factors general design problem;

2.2 Conception of work and user; 2.2.1 Objects and their attributes; 2.2.2 Attributes and levels of complexity; 2.2.3 Relations between attributes; 2.2.4 Attribute states and affordance; 2.2.5 Organisations, domains (of application)2.2.6 Goals; 2.2.7 Quality; 2.2.8 Work and the user; and the requirement for attribute state changes;

2.3 Conception of the interactive worksystem and the user; 2.3.1 Interactive worksystems; 2.3.2 The user as a system of mental and physical human behaviours; 2.3.3 Human-computer interaction; 2.3.4 On-line and off-line behaviours; 2.3.5 Human structures and the user; 2.3.6 Resource costs and the user;

2.4 Conception of performance of the interactive worksystem and the user;

2.5 Conclusions and the prospect for Human Factors engineering principles

2.5. Conclusions and the Prospect for Human Factors Engineering Principles

…….. The extent to which HF engineering principles might be realiseable in practice remains to be seen. It is not supposed that the development of effective systems will never require craft skills in some form, and engineering principles are not seen to be incompatible with craft knowledge, particularly with respect to their instantiation (Long and Dowell, 1989). At a minimum, engineering principles might be expected to augment the craft knowledge of HF professionals. Yet the great potential of HF engineering principles for the effectiveness of the discipline demands serious consideration. References Ashby W. Ross, (1956), An Introduction to Cybernetics. London: Methuen.

Bornat R. and Thimbleby H., (1989), The Life and Times of ded, Text Display Editor. In J.B. Long and A.D. Whitefield (ed.s), Cognitive Ergonomics and Human Computer Interaction. Cambridge: Cambridge University Press.

Card, S. K., Moran, T., and Newell, A., (1983), The Psychology of Human Computer Interaction, New Jersey: Lawrence Erlbaum Associates.

Carey, T., (1989), Position Paper: The Basic HCI Course For Software Engineers. SIGCHI Bulletin, Vol. 20, no. 3.

Carroll J.M., and Campbell R. L., (1986), Softening up Hard Science: Reply to Newell and Card. Human Computer Interaction, Vol. 2, pp. 227-249.

Checkland P., (1981), Systems Thinking, Systems Practice. Chichester: John Wiley and Sons.

Cooley M.J.E., (1980), Architect or Bee? The Human/Technology Relationship. Slough: Langley Technical Services.

Didner R.S. A Value Added Approach to Systems Design. Human Factors Society Bulletin, May 1988. Dowell J., and

Long J. B., (1988a), Human-Computer Interaction Engineering. In N. Heaton and M . Sinclair (ed.s), Designing End-User Interfaces. A State of the Art Report. 15:8. Oxford: Pergamon Infotech.

Dowell, J., and Long, J. B., 1988b, A Framework for the Specification of Collaborative Research in Human Computer Interaction, in UK IT 88 Conference Publication 1988, pub. IEE and BCS.

Gibson J.J., (1977), The Theory of Affordances. In R.E. Shaw and J. Branford (ed.s), Perceiving, Acting and Knowing. New Jersey: Erlbaum.

Gries D., (1981), The Science of Programming, New York: Springer Verlag.

Hubka V., Andreason M.M. and Eder W.E., (1988), Practical Studies in Systematic Design, London: Butterworths.

Long J.B., Hammond N., Barnard P. and Morton J., (1983), Introducing the Interactive Computer at Work: the Users’ Views. Behaviour And Information Technology, 2, pp. 39-106.

Long, J., (1987), Cognitive Ergonomics and Human Computer Interaction. In P. Warr (ed.), Psychology at Work. England: Penguin.

Long J.B., (1989), Cognitive Ergonomics and Human Computer Interaction: an Introduction. In J.B. Long and A.D. Whitefield (ed.s), Cognitive Ergonomics and Human Computer Interaction. Cambridge: Cambridge University Press.

Long J.B. and Dowell J., (1989), Conceptions of the Discipline of HCI: Craft, Applied Science, and Engineering. In Sutcliffe A. and Macaulay L., Proceedings of the Fifth Conference of the BCS HCI SG. Cambridge: Cambridge University Press.

Marr D., (1982), Vision. New York: Wh Freeman and Co. Morgan D.G.,

Shorter D.N. and Tainsh M., (1988), Systems Engineering. Improved Design and Construction of Complex IT systems. Available from IED, Kingsgate House, 66-74 Victoria Street, London, SW1.

Norman D.A. and Draper S.W. (eds) (1986): User Centred System Design. Hillsdale, New Jersey: Lawrence Erlbaum;

Pirsig R., 1974, Zen and the Art of Motorcycle Maintenance. London: Bodley Head.

Rouse W. B., (1980), Systems Engineering Models of Human Machine Interaction. New York: Elsevier North Holland.

Shneiderman B. (1980): Software Psychology: Human Factors in Computer and Information Systems. Cambridge, Mass.: Winthrop.

Thimbleby H., (1984), Generative User Engineering Principles for User Interface Design. In B. Shackel (ed.), Proceedings of the First IFIP conference on Human-Computer Interaction. Human-Computer Interaction – INTERACT’84. Amsterdam: Elsevier Science. Vol.2, pp. 102-107.

van Gisch J. P. and Pipino L.L., (1986), In Search of a Paradigm for the Discipline of Information Systems, Future Computing Systems, 1 (1), pp. 71-89.

Walsh P., Lim K.Y., Long J.B., and Carver M.K., (1988), Integrating Human Factors with System Development. In: N. Heaton and M. Sinclair (eds): Designing End-User Interfaces. Oxford: Pergamon Infotech.

Wilden A., 1980, System and Structure; Second Edition. London: Tavistock Publications.

This paper has greatly benefited from discussion with others and from their criticisms. We would like to thank our collegues at the Ergonomics Unit, University College London and in particular, Andy Whitefield, Andrew Life and Martin Colbert. We would also like to thank the editors of the special issue for their support and two anonymous referees for their helpful comments. Any remaining infelicities – of specification and implementation – are our own

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)

4.1 General Conception of HCI Design Practice 150 150 John

4.1 General Conception of HCI Design Practice

 

The HCI Design Practice Conception pre-supposes an associated HCI Discipline having three primary characteristics: a general problem; practices, providing solutions to that problem; and knowledge supporting those practices. (C5) The general HCI problem is: to design people’s use of computers to do something as wanted. (F1)

The HCI Conception, then, is unequivocally one of design practice and its support by knowledge. (C1) HCI design practice is the product of research and practice, both of which solve HCI design problems. (F2) (C2) Such practice may be private or public, formal or informal. It may assume a number of forms, for example, codified; experienced; proceeduralised; demonstrated; exemplified as in methods; skills; theories; guidelines; heuristics; rules-of-thumb; principles; hints-and-tips etc.  (C3)(C4)

HCI design practice may be maintained in a number of ways: for example, it may be expressed in journals; example solutions to design problems; methods; learning systems; communities; good practice; procedures; word-of-mouth; tools etc.  HCI practice is, therefore, a necessary characteristic of the HCI discipline, its practices and its design problem. (F3)

This wide range of HCI design practices is matched by an equally wide range of HCI design knowledge, together seeking, specifying and implementing solutions to the HCI design problem. Such design practices include: ‘specify-then- implement’ (specification precedes implementation); ‘specify-and-implement’ (specification and implementation proceed together); ‘implement-and-test’ (implementation occurs without specification, as in ‘trial and error’ and ‘implement and iterate’). In addition, all of these practices may include iteration and test in a variety of different ways. (F4) (C6) (C7)

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

Footnotes and Citations

Footnotes

(F1) This definition encapsulates the basic characteristics of HCI: 1. that people not only use computers; but use them to do something (whatever that something may be); 2. That people not only use computers to do something; but to do something what and how they want.

(F2) HCI research solves design problems to acquire and to validate HCI design knowledge. HCI practice solves design problems to satisfy user and client requirements.

(F3) Some semblance of order can be brought to this plethora of types of design knowledge by supposing different approaches to establishing a discipline of HCI, for example: Craft; Applied Science; and Engineering (Long and Dowell, 1989).

(F4) Some semblance of order can be brought to this plethora of types of design practice by supposing different approaches to establishing a discipline of HCI, for example: Craft; Applied Science; and Engineering (Long and Dowell, 1989). See also F3 above.

Citations

Long and Dowell (1989)

(C1) ‘Second, the scope of the general problem of HCI is defined by reference to humans, computers, and the work they perform.’ (Page 9, Abstract, Lines 7-9) (

C2) ‘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)

(C3) ‘…….. Some would claim HCI theory as explanatory laws, others as design principles. Some would claim HCI theory as directly supporting HCI practice, others as indirectly providing support. Some would claim HCI theory as effectively supporting HCI practice, whilst others may claim such support as non-existent.’ (Page 10, Lines 12-17)

(C4) ‘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)

(C5) ‘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 43-45)

(C6) ‘These four deficiencies are endemic to the craft nature of contemporary HF practice. They indict the tacit HF discipline knowledge consisting of accumulated experience embodied in procedures, even where that experience has been influenced by guidance offered by the science of psychology. Because the knowledge is tacit (i.e., implicit or informal), it cannot be operationalised, and hence the role of HF in systems development cannot be planned as would be necessary for the proper integration of the knowledge. Without being operationalised, its knowledge cannot be tested, and so the efficacy of the practices it supports cannot be guaranteed. Without being tested, its knowledge cannot be generalised for new applications and so the practices it can support will be inefficient. Without being operationalised, testable, and general, the knowledge cannot be developed in any structured way’ (Page 1517, Lines 3-13)

(C7) ‘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 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)

 

4.2 Dowell and Long (1989) – HCI Engineering Practice – Short Version 150 150 John

4.2 Dowell and Long (1989) – HCI Engineering Practice – Short Version

 

Towards a Conception for an Engineering Discipline of Human Factors

Short version

John Dowell and John Long

Ergonomics Unit, University College London, 

26, Bedford Way, London. WC1H 0AP. 

Abstract  ……… The paper is in two parts. Part I examines the potential for Human Factors to formulate engineering principles. …….. A conception would provide the set of related concepts which both expressed the general design problem more formally, and which might be embodied in engineering principles.

In P. Barber and J. Laws (ed.s) Special Issue on Cognitive Ergonomics, Ergonomics, 1989, vol. 32, no. 11, pp. 1613-1536.

Part I. Requirement for Human Factors as an Engineering Discipline of Human-Computer Interaction

1.1 Introduction;

1.2 Characterization of the human factors discipline;

1.3 State of the human factors art;

1.4 Human factors engineering;

1.5 The requirement for an engineering conception of human factors.

 

1.1 Introduction

Assessment of contemporary HF (Section 1.3.) concludes that its practices are predominantly those of a craft. Shortcomings of those practices are exposed which indict the absence of support from appropriate formal discipline knowledge. This absence prompts the question as to what might be the formal knowledge which HF could develop, and what might be the process of its formulation. By comparing the HF general design problem with other, better understood, general design problems, and by identifying the formal knowledge possessed by the corresponding disciplines, the potential for HF engineering principles is suggested (Section 1.4.).

However, a pre-requisite for the formulation of any engineering principle is a conception. 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.).

 

1.2. Characterisation of the Human Factors Discipline

Most definitions of disciplines assume three primary characteristics: a general problem; practices, providing solutions to that problem; and knowledge, supporting those practices.

 

1.3. State of the Human Factors Art

It would be difficult to reject the claim that the contemporary HF discipline has the character of a craft …….. Characteristic of a craft, the execution and success of its practices in systems development depends principally on the expertise, guided intuition and accumulated experience which the practitioner brings to bear on the design problem.

……..

The dogma of HF as necessarily a craft whose knowledge may only be the accrued experience of its practitioners, is nowhere presented rationally.

……Third, HF practices are inefficient. Each development of a system requires the solving of new problems by implementation then testing. 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. These may not be shared by others, except indirectly (for example, through the formulation of heuristics), and so experience may be lost and may have to be re-acquired (Long and Dowell, 1989).

The guidance may be direct – by the designer’s familiarity with psychological theory and practice, or may be indirect by means of guidelines derived from psychological findings. In both cases, the guidance can offer only advice, which must be implemented then tested to assess its effectiveness. Since the general scientific problem is the explanation and prediction of phenomena, and not the design of artifacts, the guidance cannot be directly embodied in design specifications which offer a guarantee with respect to the effectiveness of the implemented design.

…….. These four deficiencies are endemic to the craft nature of contemporary HF practice. They indict the tacit HF discipline knowledge consisting of accumulated experience embodied in procedures, even where that experience has been influenced by guidance offered by the science of psychology .Because the knowledge is tacit (i.e., implicit or informal), it cannot be operationalised, and hence the role of HF in systems development cannot be planned as would be necessary for the proper integration of the knowledge. Without being operationalised, its knowledge cannot be tested, and so the efficacy of the practices it supports cannot be guaranteed. Without being tested, its knowledge cannot be generalised for new applications and so the practices it can support will be inefficient. Without being operationalised, testable, and general, the knowledge cannot be developed in any structured way as required for supporting the systematic and intentional progress of the HF discipline.

It would be incorrect to assume the current absence of formality of HF knowledge to be a necessary response to the indeterminism of human behaviour………. The extent to which human behaviour is deterministic for the purposes of designing interactive computer-based systems needs to be independently established. Only then might it be known if HF discipline knowledge could be formal.

1.4. Human Factors Engineering Principles

HF has been viewed earlier (Section 1.2.) as comparable to other disciplines which address general design problems: for example, Civil Engineering and Health Administration. The nature of the formal knowledge of a future HF discipline might, then, be suggested by examining such disciplines. The general design problems of different disciplines, however, must first be related to their characteristic practices, in order to relate the knowledge supporting those practices.

……..

there exists no pre-ordained relationship between the formality of a discipline’s knowledge and the hardness of its general design problem. In particular, the practices of a (craft) discipline supported by experience – that is, by informal knowledge – may address a hard problem. But also, within the boundary of determinism, that discipline could acquire formal knowledge to support specification as a design practice.

…….. Generally, the established engineering disciplines possess formal knowledge: a corpus of operationalised, tested, and generalised principles. Those principles are prescriptive, enabling the complete specification of design solutions before those designs are implemented (see Dowell and Long, 1988b). This theme of prescription in design is central to the thesis offered here.

Engineering principles can be substantive or methodological (see Checkland, 1981; Pirsig, 1974). Methodological Principles prescribe the methods for solving a general design problem optimally. For example, methodological principles might prescribe the representations of designs specified at a general level of description and procedures for systematically decomposing those representations until complete specification is possible at a level of description of immediate design implementation (Hubka, Andreason and Eder, 1988). Methodological principles would assure each lower level of specification as being a complete representation of an immediately higher level.

Substantive Principles prescribe the features and properties of artefacts, or systems that will constitute an optimal solution to a general design problem. As a simple example, a substantive principle deriving from Kirchoff’s Laws might be one which would specify the physical structure of a network design (sources, resistances and their nodes etc) whose behaviour (e.g., distribution of current) would constitute an optimal solution to a design problem concerning an amplifier’s power supply.

 

1.5. The Requirement for an Engineering Conception for Human Factors

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. Clearly, any evolution of HF as an engineering discipline in the manner proposed here has yet to begin. There is an immediate need then, for a view of how it might begin, and how formulation of engineering principles might be precipitated.

……..Such a conception is a unitary (and consensus) view of the general design problem of a discipline. Its power lies in the coherence and completeness of its definition of concepts which express that problem. Hence, it enables the formulation of engineering principles which embody and instantiate those concepts. A conception (like a paradigm) is always open to rejection and replacement.

…….. It is inconceiveable that a formulation of HF engineering principles might occur whilst there is no consensus understanding of the concepts which they would embody. Articulation of a conception must then be a pre-requisite for formulation of engineering principles for HF.

Part II. Conception for an Engineering Discipline of Human Factors 

2.1 Conception of the human factors general design problem;

2.2 Conception of work and user; 2.2.1 Objects and their attributes; 2.2.2 Attributes and levels of complexity; 2.2.3 Relations between attributes; 2.2.4 Attribute states and affordance; 2.2.5 Organisations, domains (of application)2.2.6 Goals; 2.2.7 Quality; 2.2.8 Work and the user; and the requirement for attribute state changes;

2.3 Conception of the interactive worksystem and the user; 2.3.1 Interactive worksystems; 2.3.2 The user as a system of mental and physical human behaviours; 2.3.3 Human-computer interaction; 2.3.4 On-line and off-line behaviours; 2.3.5 Human structures and the user; 2.3.6 Resource costs and the user;

2.4 Conception of performance of the interactive worksystem and the user;

2.5 Conclusions and the prospect for Human Factors engineering principles

2.5. Conclusions and the Prospect for Human Factors Engineering Principles

…….. The extent to which HF engineering principles might be realiseable in practice remains to be seen. It is not supposed that the development of effective systems will never require craft skills in some form, and engineering principles are not seen to be incompatible with craft knowledge, particularly with respect to their instantiation (Long and Dowell, 1989). At a minimum, engineering principles might be expected to augment the craft knowledge of HF professionals. Yet the great potential of HF engineering principles for the effectiveness of the discipline demands serious consideration. References Ashby W. Ross, (1956), An Introduction to Cybernetics. London: Methuen.

Bornat R. and Thimbleby H., (1989), The Life and Times of ded, Text Display Editor. In J.B. Long and A.D. Whitefield (ed.s), Cognitive Ergonomics and Human Computer Interaction. Cambridge: Cambridge University Press.

Card, S. K., Moran, T., and Newell, A., (1983), The Psychology of Human Computer Interaction, New Jersey: Lawrence Erlbaum Associates.

Carey, T., (1989), Position Paper: The Basic HCI Course For Software Engineers. SIGCHI Bulletin, Vol. 20, no. 3.

Carroll J.M., and Campbell R. L., (1986), Softening up Hard Science: Reply to Newell and Card. Human Computer Interaction, Vol. 2, pp. 227-249.

Checkland P., (1981), Systems Thinking, Systems Practice. Chichester: John Wiley and Sons.

Cooley M.J.E., (1980), Architect or Bee? The Human/Technology Relationship. Slough: Langley Technical Services.

Didner R.S. A Value Added Approach to Systems Design. Human Factors Society Bulletin, May 1988. Dowell J., and

Long J. B., (1988a), Human-Computer Interaction Engineering. In N. Heaton and M . Sinclair (ed.s), Designing End-User Interfaces. A State of the Art Report. 15:8. Oxford: Pergamon Infotech.

Dowell, J., and Long, J. B., 1988b, A Framework for the Specification of Collaborative Research in Human Computer Interaction, in UK IT 88 Conference Publication 1988, pub. IEE and BCS.

Gibson J.J., (1977), The Theory of Affordances. In R.E. Shaw and J. Branford (ed.s), Perceiving, Acting and Knowing. New Jersey: Erlbaum.

Gries D., (1981), The Science of Programming, New York: Springer Verlag.

Hubka V., Andreason M.M. and Eder W.E., (1988), Practical Studies in Systematic Design, London: Butterworths.

Long J.B., Hammond N., Barnard P. and Morton J., (1983), Introducing the Interactive Computer at Work: the Users’ Views. Behaviour And Information Technology, 2, pp. 39-106.

Long, J., (1987), Cognitive Ergonomics and Human Computer Interaction. In P. Warr (ed.), Psychology at Work. England: Penguin.

Long J.B., (1989), Cognitive Ergonomics and Human Computer Interaction: an Introduction. In J.B. Long and A.D. Whitefield (ed.s), Cognitive Ergonomics and Human Computer Interaction. Cambridge: Cambridge University Press.

Long J.B. and Dowell J., (1989), Conceptions of the Discipline of HCI: Craft, Applied Science, and Engineering. In Sutcliffe A. and Macaulay L., Proceedings of the Fifth Conference of the BCS HCI SG. Cambridge: Cambridge University Press.

Marr D., (1982), Vision. New York: Wh Freeman and Co. Morgan D.G.,

Shorter D.N. and Tainsh M., (1988), Systems Engineering. Improved Design and Construction of Complex IT systems. Available from IED, Kingsgate House, 66-74 Victoria Street, London, SW1.

Norman D.A. and Draper S.W. (eds) (1986): User Centred System Design. Hillsdale, New Jersey: Lawrence Erlbaum;

Pirsig R., 1974, Zen and the Art of Motorcycle Maintenance. London: Bodley Head.

Rouse W. B., (1980), Systems Engineering Models of Human Machine Interaction. New York: Elsevier North Holland.

Shneiderman B. (1980): Software Psychology: Human Factors in Computer and Information Systems. Cambridge, Mass.: Winthrop.

Thimbleby H., (1984), Generative User Engineering Principles for User Interface Design. In B. Shackel (ed.), Proceedings of the First IFIP conference on Human-Computer Interaction. Human-Computer Interaction – INTERACT’84. Amsterdam: Elsevier Science. Vol.2, pp. 102-107.

van Gisch J. P. and Pipino L.L., (1986), In Search of a Paradigm for the Discipline of Information Systems, Future Computing Systems, 1 (1), pp. 71-89.

Walsh P., Lim K.Y., Long J.B., and Carver M.K., (1988), Integrating Human Factors with System Development. In: N. Heaton and M. Sinclair (eds): Designing End-User Interfaces. Oxford: Pergamon Infotech.

Wilden A., 1980, System and Structure; Second Edition. London: Tavistock Publications.

This paper has greatly benefited from discussion with others and from their criticisms. We would like to thank our collegues at the Ergonomics Unit, University College London and in particular, Andy Whitefield, Andrew Life and Martin Colbert. We would also like to thank the editors of the special issue for their support and two anonymous referees for their helpful comments. Any remaining infelicities – of specification and implementation – are our own

1. HCI Engineering Discipline 150 150 John

1. HCI Engineering Discipline

1. HCI Engineering Discipline

All the EU research is grounded in an EU Conception of an HCI Engineering discipline, itself a product of the research. The Conception was published in Long and Dowell (1989) and a full version of the Conception and the paper is presented in 1.5. To make the Conception more accessible to a wide range of researchers: a complete expression appears in a short version of Long and Dowell in 1.4; a summary version in 1.3; a generalised HCI Engineering version in 1.2; and finally, a generalised HCI version in 1.1. The latter also serves as an introduction to the Conception.

Researchers of both engineering and non-engineering persuasions can access the Conception in all these different versions, depending on their interests. Finally, the concepts carried forward by the Conception appear in 1.6 and the EU research illustrations of HCI Engineering in 1.7.

As appropriate, a version is supported by citations (C) from the original Long and Dowell paper, which allows readers to check the derivation of the version from the original. (F) indicates footnotes.

1.1 General Conception of HCI Discipline

The General Conception of the HCI Discipline is generalised from the General Engineering Conception of the HCI Discipline (1.2)

General Conception of HCI Discipline

1.2 General Conception of HCI Engineering Discipline

The General Conception of the HCI Engineering Discipline is generalised from the EU Conception of HCI EDngineering Discipline (1.3)

General Conception of HCI Engineering Discipline
1.3 EU Conception of HCI Engineering Discipline: a Summary

The EU Conception of the HCI Engineering Discipline is a summary of the complete version (see 1.4 and 1.5).

EU Conception of HCI Engineering Discipline: a Summary

1.4 Short version of Long and Dowell (1989)

Long and Dowell present conceptions for a number of possible HCI Disciplines, including Craft and Applied Science. For ease of access, however, only the complete EU Conception for the Engineering Discipline is presented here. The full paper is presented in 1.5.

Long and Dowell (1989) – HCI Engineering Discipline Short Version

1.5 Full Version of Long and Dowell (1989)

Here, the paper of Long and Dowell is presented in its entirety, including a complete version of the EU Conception of the HCI Engineering Discipline.

Long and Dowell (1989) – Full Version

1.6 Concepts Carried Forward

The concepts carried forward in this section are: Discipline; Engineering; and Human-Computer Interaction.

Discipline; Engineering; and Human-Computer Interaction

1.7 Illustrations of HCI Engineering Discipline from EU Research

1.7.1 Hill (2010) Diagnosing Co-ordination Problems in the Emergency Management Response to Disasters

Hill uses the HCI Engineering Conceptions to distinguish long-term HCI knowledge ( as principles) support for design from short-term knowledge of methods and models ( as design-oriented frameworks support) – see especially Section 1.1 Development of Design-oriented Frameworks and models for HCI.

Hill (2010) Diagnosing Co-ordination Problems in the Emergency Management Response to Disasters

1.7.2 Salter (2010) Applying the Conception of HCI Engineering to the Design of Economic Systems

Applying the Conception of HCI Engineering to the Design of Economic Systems, Salter uses the Conceptions to distinguish different types of HCI discipline and to apply them to the HCI engineering design of economic systems – see especially Section 1 Introduction

Salter (2010) Applying the Conception of HCI Engineering to the Design of Economic Systems

1.7.3 Stork and Long (1994) A Specific Planning and Design Problem in the Home

Stork and Long use the Discipline Conception to locate their research on the time-line of the development of the HCI discipline and the characteristics of such a discipline – see especially Introduction and Engineering Sections

Stork and Long (1994) A Specific Planning and Design Problem in the Home

4.2 General Conception of HCI Engineering Design Practice 150 150 John

4.2 General Conception of HCI Engineering Design Practice

The General Conception pre-supposes an associated HCI Engineering Discipline (F1) comprising: HCI Engineering knowledge, which distinguishes the interactive system of user and computer, the tasks it performs as desired and the goodness of that performance in terms of specific criteria (C1) The practice is supported by HCI Engineering knowledge seeking to solve design problems. Design problems here include specification, followed by implementation, of users interacting with computers (the interactive system) to perform tasks as desired in some domain of application. (C3)

The HCI Engineering Conception, then, is unequivocally one of design practice. (F2) HCI Engineering practice is the product of research practice and design practice itself. Such practice is public and ultimately formal. (F3) It may assume a number of forms, for example, codified, proceduralised, formal etc, as in methods, theories, principles etc. It may be maintained in a number of ways; for example, it may be expressed in journals, learning systems, procedures, tools, methods etc. HCI Engineering practice is, therefore, a necessary characteristic of the HCI Engineering Discipline. (C2)

The discipline of HCI Engineering, aims (in the longer term) to solve its general problem of design by the specification of designs before their implementation – as in ‘specify then implement’ design practices. (C6) (C7) (C9) The latter is made possible by the prescriptive nature of the knowledge supporting such practices – knowledge formulated as HCI Engineering methodological (and substantive) principles. (C4)

However, a pre-requisite for the formulation of any HCI Engineering principles is a Conception. The Conception, from which the HCI Engineering Conception is generalised, is a unitary view of the HCI Engineering design problem; its power lies in the coherence and completeness of its definition of the concepts, which can express that problem. (F4) (C8) (C12)

Engineering principles are articulated in terms of those self-same concepts. The latter include: user; computer; interaction; task; domain of application; system; and desired performance (for a full listing – see 2.2).

Thus, the Conception of HCI Engineering methodological (and substantive) principles assumes the possibility of a codified, general, and testable formulation of HCI Engineering discipline knowledge and practice. The latter might be prescriptively applied to designing humans and computers interacting to perform tasks as desired. Such principles would be unequivocally formal and operational. Indeed, their operational capability would derive directly from the formality of their concepts. (C4) HCI Engineering methodological (and substantive) concepts would be generalisable over classes of design problem solutions. Since the principles are operational, their application (expressed as design solutions) would necessarily be specifiable. They would also be testable and so their reliability and generality could also be specified. (C5)

In this way would the principles, expressed in terms of the Conception of Engineering design practice, be validated Such validated Engineering methodological (and substantive) design principles would offer a better guarantee (that is, more assurance – see 3.6.1)) of solving the HCI general design problem. Better, for example, than the experiential trial-and-error practice of craft HCI or the guidelines/heuristics and methods of Applied Science HCI. (C11)

HCI Engineering principles, following the Conception of Engineering design practice, can be methodological and substantive. Methodological principles prescribe the methods for solving the general HCI design problem. Methodological principles would assure complete specification of all necessary levels of design solution representation. Substantive principles prescribe the features and properties of HCI systems that constitute solutions to the HCI Engineering design problem. (C10)

The extent, to which HCI engineering principles might be realiseable in practice, in the longer term, remains to be seen and demonstrated. In the meantime, craft practice (F5) in whatever form – models, methods, heuristics, guidelines, experience, procedures etc cannot be other than recruited to solve HCI design problems both by researchers and practitioners. (C13)

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

Footnotes and Citations

Footnotes

(F1) The contrast here with Engineering is Science, which has its own discipline problem, knowledge and practices.

(F2) See (F1)

(F3) For the present purposes, Engineering, in its early craft stages, is not addressed.

(F4) Other HCI Engineering conceptions, other than that of the EU, might, of course, also be postulated.

(F5) See (F3)

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) ‘The discipline of engineering may characteristically solve its general problem (of design) by the specification of designs before their implementation. It is able to do so because of the prescriptive nature of its discipline knowledge supporting those practices – knowledge formulated as engineering principles.’ (Page 24, Lines 11-14)

(C4) ‘The conception of HCI engineering principles assumes the possibility of a codified, general and testable formulation of HCI discipline knowledge which might be prescriptively applied to designing humans and computers interacting to perform work effectively. Such principles would be unequivocally formal and operational. Indeed their operational capability would derive directly from their formality, including the formality of their concepts.’ (Page 24, Lines 28-31)

(C5) ‘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)

Dowell and Long (1989)

(C6) ‘The paper .….. examines the potential for Human Factors to formulate engineering principles. ……… A conception would provide the set of related concepts which both expressed the general design problem more formally, and which might be embodied in engineering principles.’ (Page 1513, Lines 9 and 10)

(C7) By comparing the HF general design problem with other, better-understood, general design problems, and by identifying the formal knowledge possessed by the corresponding disciplines, the potential for HF engineering principles is suggested.’ (Page 1514, Lines 15-18).

(C8) ‘However, a pre-requisite for the formulation of any engineering principle is a conception. 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.’ (Page 1514, Lines 23-27)

(C9) ‘Generally, the established engineering disciplines possess formal knowledge: a corpus of operationalised, tested, and generalised principles. Those principles are prescriptive, enabling the complete specification of design solutions before those designs are implemented (see Dowell and Long, 1988b).’ (Page 1520, Lines 1-5)

(C10) ‘Engineering principles can be substantive or methodological. Methodological Principles prescribe the methods for solving a general design problem optimally. ……Methodological principles would assure each lower level of specification as being a complete representation of an immediately higher level. Substantive Principles prescribe the features and properties of artefacts, or systems that will constitute an optimal solution to a general design problem. (Page 1520, Lines 6-15)

(C11) ‘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)

(C12) ‘Such a conception ….. enables the formulation of engineering principles which embody and instantiate those concepts.( Page 1520, Line 1)

(C13) ‘The extent to which HF engineering principles might be realisable in practice remains to be seen. It is not supposed that the development of effective systems will never require craft skills in some form, and engineering principles are not seen to be incompatible with craft knowledge, particularly with respect to their instantiation. At a minimum, engineering principles might be expected to augment the craft knowledge of HF professionals. Yet the great potential of HF engineering principles for the effectiveness of the discipline demands serious consideration.’ (Page 1533, Lines 24-29)