Getting Around the Task-Artifact Cycle: How to Make Claims and Design by Scenario JOHN M. CARROLL and MARY BETH ROSSON IBM Watson Research Center
We are developing better
integrate
leverages
an “action activities
development
toward
using
broad
we are
there,
and
designed
artifact
schemas
detailing
wherefores projects
Categories
the underlying our
of the
els
General;
Principles]:
about
and
where
by that
rationale.
we
concepts
go from artifact
These
paper,
(HCI),
at design.
to support
there.
back
called from
to
a shift
process,
We
and more
sch emas,
stand
seeking
The approach
we are in a design
we might
supported this
interaction dwected
methods
where
In
and
why
represent
finely
a
by causal
datms,
several
unpack empirical
practices.
D.2.
D.2.2
with
those
to reify
psychological
Descriptors:
with
HCI
scenarios
commitments
Subject
to human-computer
rationaIe
scenarios.
tools;
man
design
reasoning
tions—methodologies: and
of current
explicit
to guide
whys
clarify
and
practices and
approach
at understanding
as the set of user
and to
science”
directed
[Software
1
[Software
Engineering]:
Engineering]:
H. 1.2 [Models
and
Requirements/Specifics-
Tools
Principles]:
and Techniques: User/Machine
H. 1.0 [ModSystems—lcu
-
factors
General
Terms:
Additional
Design,
Key
Words
Documentation, and Phrases:
Human Design
Factors
rationale,
planning,
user
interfaces
1. INTRODUCTION Here
is a perplexing
self-consciously things raised
contrast.
explicit
In the world
as it possibly
of science,
everything
can be. In the world
of critical importance are never this to a principle of ineffability,
made explicit. claiming that
science,
lots of implicitly
detailed
design
work.
We wish
of design
so that
it can be used
more
deliberately,
as
many
Indeed, some have the most important human–computer detailed normal
worlk on things cannot be made explicit [34]. Design interaction (HCI) is a case in point: lots of scrupulously
understanding of the gap between science and practice to reify is to try to build science in the extant practice,
is made
of practice,
to develop
a proactive
in HCI. Our the practical
interrogated,
approach ontology improved,
and applied.
Authors’ 10598;
address: email:
Permission not made
IBM
Thomas
to copy without or distributed
Research
Center,
[email protected].
fee all or part
for direct
of the publication and its Association for Computing specific
J. Watson
[email protected],
of this
commercial
date appear, Machinery.
P.O. Box 704, Yorktown
Heights,
NY
the copies
are
corn.
material
is granted
advantage,
the ACM
provided copyright
and notice is given that copying To copy otherwise, or to republish,
that notice
and the title
is by permission of the requires a fee and/or
permission.
@ 1992 ACM
1046-8188/92/0400-0181 ACM
Transactions
$01.50 on Information
Systems,
Vol.
10, No.
2, Aprd
1992,
181-212
182
.
J. M. Carroll
1,1 Developing Our
project
M
B Rosson
an Action Science
has
two
scientific
domain
for
artifacts.
HCI
and
goals:
to contribute
and to contribute Our
to the
development
to the development
interest
is
to
make
of HCI
of design
progress
on
as a
methodology
these
two
goals
on our part. We propose viewing conjointly, that is, through the same activity action science, a science that produces HCI research as an “knowledge-in-implementation” [1, 71], and viewing HCI design practice as inquiry. In part, our commitment rests on critiques of the alternatives: the historically and
disappointing
tively,
we are
approach But
“normal
analytic-decomposition encouraged
by
to instructional
it must
be noted
that
have
impressive
recent
effect
was
good
our orienting
research
[ 14].
at creating
in an action
More
[8, 11]
construc-
an inquiry-based
science
commitments
they are at least implicit about HCI [21, 40, 41,
the
need
well
of learning
[9].
are not clearly
in an increasing propor74] and about computer
many
The
to have
However,
more
integration, of the physics
allowed
early
and
particularly
invention
177–182].
enough
as 1931.
better
science,
is the
[63, pp.
analogy to vacuum of the semiconductor
are
for
of action
example
and
understood as early
there
for HCI
design
success
grounded
though
examples
[52],
too closely the understanding tors,
created
A
pp. 317–319], transistor
HCI
broadly [25, 31]. basic science and technology development have generally impact [3, 39, 51]. The complexity of modern science
technology laboratories.
paradigm
for
modest
design
the standard view of HCI, tion of current discussion science more Historically, little mutual
science”
paradigm
work
the
one
in large
can
cite
industrial
transistor; of the
had and
see [35,
semiconductor
development
was hindered
of the
by pursuing
practical tubes and by an oversimplified effect. In “n” (or negative) semiconduc-
electrons
(negative-charge
carriers)
than
holes
(positive-charge carriers); whereas in “p” (positive) semiconductors, the nlajority carriers are holes, and the minority carriers are electrons. However, the practical understanding tended to see n semiconductors as simply negative and p semiconductors
as simply
positive.
In the late 1940s, Bell Labs significantly stepped up work on semiconductors, including the establishment of a small group directed at building a semiconductor dependencies ing various Discrepancies prototypes. carrier
amplifier:
a practical
goal,
but
one
with
significant
science
and opportunities. The work of this group consisted of embodyhypothesized mechanisms in prototype solid-state amplifiers. in predicted performance were grist for further hypotheses and The
current
project flow
is
culminated a
major
in
effect
(1)
in
the
recognition
semiconductor
devices
that
minorityand
(2)
the
discovery of the transistor effect (minority flow induced by one point contact back through another). It is moot, of course, whether a richer practical understanding of semiconductors, one that kept in view the dual nature of semiconductor current flow, might have allowed the development of the transistor in the early 1930s. But it is clear that technology development can be obstructed practical understandings. Our work seeks to promote balanced ACM
Transactions
on
Information
Sysi,ems,
Vol
10,
No,
2, Aprd
1992
by incomplete design analy-
.
183
flow)
are
Getting Around the Task-Artifact Cycle sis so that important not overlooked.
factors
(the
HCI
analogs
of minority-current
1.2 Status Our task-artifact researchers and
framework designers
ontology
of HCI.
Specifically,
artifacts scriptions
in a concrete as scientific
also as design
seeks to enrich the concepts-in-action explicit the work with by rendering we construct
explicit
descriptions
that HCI underlying of tasks
and
and psychology-laden vocabulary. We use these analyses, that is, for explanation and abstraction,
rationale—this
is the sense in which
we are building
debut
an action
science. use-scenarios: Our approach to task analysis enumerates critical and typical the things users characteristically want to do and need to do, as well as the momentous events of user interaction (breakthrough insights and errors). All task analysis schemes do this in some sense; however, ours seeks to identify a
“basic” task level [59]; we are concerned construe their work to themselves: the level
with tasks at the level people at which tasks become meaning-
ful to the people
Many
task
unit
task
much
lower
who engage
level
inventory
of basic
Moreover,
building
pragmatic.
in them.
than
this
tasks
is the best
such
(e.g.,
the
design
tasks
schemes
of [ 6]).
We
representation
a representation
A set of basic
analysis
has
a good
of an artifact
uniqulely
are obligatory
focus on a
believe
[ 15].
empowering
prerequisites
design
for constructing
task-oriented instruction and other user support (e.g., [9]) and usability evaluation instruments [18, 58]. Such a representation makes it more feasible to convey the design to users—both within the design process [21] and subsequently. In our approach, an inventory of basic tasks, also serves as the fundamental rubric for our approach to artifact analysis. Designed interpreted their
users
artifacts (hardware, software, applications, as theories and as embodying myriad specific and the circumstances
manual
can
be seen
learners
know,
what
of their
as embodying they
do, what
use. For example,
a range they
interfaces) propositions
a self-instruction
of assertions
experience,
about
can be about
about
what
the nature
the of the
learning tasks and the contexts within which these tasks are carried out, etc. This view often surfaces in “design memoirs” (e.g., [66]), which can play a proactive role in organizing on particular issues. However,
such
memoirs
subsequent casually
design
confound
efforts
by focusing
designer
intention
attention (which
may
or may not characterize the realized artifact) and design analysis (in which assertions are systematically grounded in general laws of psychology, specific user
data,
rationale
or
other
rationale).
In
of an artifact-in-use
claims) relating properties of quences, under the scope of a including open-ended exercises by-exploration for situations projects might be appropriate
ACM
our
approach,
is articulated
thle
in causal
psychological
schemas
design
(which
we call
the artifact with specific psychological consebasic task usage situation. Thus, for example, in an instruction manual supports learningin which the learner wonders what sorts of to work on.
Transactions
on Information
Sysl,ems,
Vol.
10, No.
2, April
1992.
184
.
J. M. Carroll
Such a “claim” intended
to
artifact
in
vis-a-vis
do
might it.
virtue
the
artifact
and
use
is
The
in
or proscribed)
claim and
use
is
can
be
(in
by building
relevance
and
sense
artifacts,
in turn
true
of the
of the
claim
accounts
of artifacts
designers in
(Figure
their
1) in
level
of basic
which
truth
of
that
embody
less
independent and
chance
they cycle
the
nor
investigated
the
schemas
the designer
because
more
descriptions
a task-artifact
requirements
neither
the
improve
causal
by a manual
is
constructing to
the
of HCI
to user
its
intended
manage
ontology
the
intention,
and
objective
respond
have been enabled
of this
Our
their
M. B. Rosson
However,
intention. deliberately
and
will
more
work. which
tasks
present
mere
designers
to be enabled
or deny
possibili-
ties to their users. On the one hand, we seek to support a more thorough and deliberate enumeration and assessment of the basic tasks (versus designing to an overly narrow or plainly mistaken set of use-scenarios) and on the other hand to support a more thorough and deliberate enumeration and assessment
of claim
undesirable
schemas
implicit
psychological
in the design
consequences
(versus
creating
unintended
and
for users).
Our approach is similar to contextualist [73], participatory design [21], situated action [67] approaches in that we conceive computer systems applications to be rich and dynamic contexts for user activity. However,
and and we
are more design.
for understanding
and
efficiency-oriented
ap-
concerned
Conversely, proaches different
developing
approach
is
analytic
similar
(e.g., [6]) in its concern in taking the broader-scope
ence. Our science
our
with
approach
differs
commitment,
to
models modern
with analytic perspective
somewhat
from
in integrating
the
models and methods, but on user activity and experi-
all these
approaches
development
of HCI
in its action as a domain
of
study with its development as a domain of design practice. We have had reasonable initial success at applying this framework to a variety of problems. A scenario-based claims analysis of the Displaywriter [17] was shown to reproduce the design arguments underlying Wheels Interface. The methodology guided the development Matcher applied
programming the methodology
environment
[60],
environments to the design
and an intelligent
models
as “second-order
models
as well
building
[18].
artifacts”
as to exemplars,
the Training of two View
for Smalltalk [16]. Subsequent [4], a software of a task browser tutoring
system
[12] can direct and thus
unify
[65].
Prescriptive
credit-blame design
work design design
attributions
evaluation
to
and model
1.3 Overview The balance
of this
paper
attempts
to operationalize
the task-artifact
frame-
work. It is both more and less than an instruction manual because we may not yet know how best to do what we seek to do, and as a result we may raise many methodological and conceptual issues (perhaps both wittingly and unwittingly). The initial discussion in Sections 2 and 3 draws on the Displaywriter and Smalltalk case studies mentioned above; in Section 4 we sketch a more complete example of the whole process, couched for the design of an instructional manual (which is a less technically demanding design domain ACM
TransactIons
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Systems,
VOI
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2, April
1992
Getting
Around
the Task-Artifact
Cycle
.
185
requirements
tasks
artifacts
possibilities Fig.
than
Smalltalk
bounds
programming
The task-artifact
environments
cycle.
and
broadens
the
application
of the methodology).
2. GENERATING Whether we begin
SCENARIOS
analyzing an existent artifact or envisioning an artifact in design, by generating a set of basic-level task scenarios. Each scenario is a
description in while
1.
(in text, pursuing
representation
in a storyboard, a particular
etc.) of the activities
concern.
of the use to which
A set of these
the artifact
complex system, the scenario representation is an infinity of possible use-scenarios). Yet
will
a user might scenarios
be put.
engage
is a concrete
For any reasonably
is necessarily incomplete (there even though it may be heuristic
at best, the analyst and the designer need to have a scenario good coverage of the possible use-scenarios.
set that
provides
2.1 The Empirical Approach One obvious
method
is to collect
scenarios
empirically.
Of course,
observing
people or asking them what they do often confounds predictions made on purely analytic grounds. A learner we studied, who was following an exercise to type and edit a lease, made horrendous errors, but continued somehow on the grounds that, proper lease ought
not being a lawyer herself, she could not judge what a to look like [47]. We might have projected the scenario in
which she made the errors, but we could never have anticipated the creativity she brought to bear in seeing an obvious and ugly editing disaster as a lease. The problem with purely empirical approaches is two-fold, however. First, they are not merely rich; they are too rich. They generate unmanageably huge scenario sets with no internal structure, no principle for classifying or ACM Transactions on Information Systems,~01. 10, No. 2, April 1992
186
.
J. M. Carroll
grouping
scenario
project
for
scenarios used
problems
2,2 The Analytic An analytic kinds
have
design
of
an earlier
subsequent
versions
saving
slate.
and
levels.
of a complementary
are
empirical
redesign,
version
each
they
to collect
is really
system
effort;
Second,
a system
work
for
importance
and
or level
Nevertheless,
analytical
the
can
be
both
approach
to
Approach
approach
collected
already
fact
means a blank
sets.
of scenarios
cally
no with
Often,
the for
to the
scenario
must
system.
after guides
point
developing
provide starts
One
the
collected
as a priori
They
development
a posteriori.
use-scenarios
M. B. Rosson
tokens.
of scenario
necessarily
and
to generating
there
are.
scenarios,
scenarios
These
but
types
would
could
also to generate
start
with
be used
scenarios.
a theory
of the
to organize
Of course,
empiri-
a theory
of
scenarios might not classify all empirically obtained scenarios; it might fail to be useful both for predict even the majority of obtained scenarios, but still generating for
scenarios
providing We
have
design
and
built
typically
because
concern. type
For
and
number the many
is
of
musical the
we
word
designing
was
pervasive
user as they
user
if we
are
restrict
the
the
processing can
the
and
various
differences,
but
of
our
basic-level when
people
similar,
it
same
is
underlying
system
may
spawn
a staggering
to those
measured, to
Indeed,
pursuing
concern
and
several that
essentially
attention
akin
appreciate
concerns.
are
This
converging to recognize
being
of a word
a thoughtful,
musical
processor
pieces,
levels learners
learners they)
extant
to
at multiple
concern
by
step
approach
scenarios.
want
scenarios error-free
ways we
of
are
in
to
which
effort.
But
performing
overwhelmed
a by
[26].
similar
classified
can
first
empirical among
use-scenarios
document.
even
a purely
relations
themselves
new
differences
similarities
(think
the
to mount
these piece.
Also
for
able
the
activities
a simple
of scenarios,
user
to
in varying
example,
print
of The
around
activities
than
into
projects.
cluster their
efficiently
insight
a typology
analysis
use-scenarios construe
more
systematic
have
already
psychological
can
with
a word design
have
be seen
the
that
scenarios
type
and
as instantiating how
These
to
for
can
example,
(e.g., [17])
to new
be
can
print
an even
accomplish
abstractions
processor,
rationales
found
Thus,
determining
understand.
or analyzing
we
of abstraction.
be
concern
more
general
goals
that
very
useful.
one can closely cases; many
they
In link
aspects
of the type-and-print concern are invariant across word processors. More broadly still, one can link analyses and design argumentation generated for how-to-do-it scenarios even across application types (for example, between learning the Displaywriter and learning Smalltalk [ 16]). In Figure 2, we have listed and exemplified six of the most general user concerns from two of our design and analysis projects. The Displaywriter is a word processor with a hierarchical menu-based interface; we developed a training tended
wheels to attract
interface learner
overlay that blocked the advanced functions that errors [ 17]. Smalltalk is an object-oriented language
and environment—programming specialization of a rich library ACM
TransactIons
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Systems,
in Smalltalk of classes (object Vol.
10,
No,
2, Aprd
consists of the reuse and types). We developed a tool 1992
Getting Around the Task-Arllfact Cycle
orienting
to
zppropriatc
.
I)lsplaywrltcr,
e
,Smdlltdlli
187
.
goals
how
cm
wh
reuse
help
tt]is
([a rwr
me write
a Iettcr
can conlrit!we
to illorng
10 m.b>cola}- vzlxin,q
upplicu[i(m? intmxting .
with
Ilsplayw
I{cwsc ●
reuse
under
*
t)lsplaywritcr
.
Smd]k+lk iindmg
seeking
mnsidering
jkdmg
how -to-do-it
●
Smalltdk scttmg
of the Sh&r
jiv
,wgr
for a Ass
that
Imouse
cmIvcrsI{m
procdural typing
reuse
(u
class
rclatlvc
how-it-works
analng
alput,
method
prmtlng
a letter;
up J Sllder
formattmg
instance
a letter
to an application,
width
explanatory finding
[OJOU1 snnulatcf,
information
A
honking
a slldcr’s
I hspktywrit.r
●
m the (’rcate
rcuw
[k mrnu
looking
the Shder
llspl.lywritcr
scckiog
(Jl)l?[)rtunistically
an npt]on
a dcscriptiou
reuse,
●
*
choosing
menu
Smalltalk
searching
the cnviromnent
nter
infarmaticm
out
mfclrlng
the mlc
Smdltdk
reuse
tindIag
reuse
dmxdmg
~vhy noth,ng
of dcf:iult
settrags
out
why
has hccn
prmtd
yet;
in menus
the slider
shows
the wrong
SAC
posltlon
.
Smdkdk \vt]at
Fig.
2.
A typology
learning after
of user
the Displaywriter
developing
the spccd!mtlon
concerns.
The
and re-using
to whclass shoultl
Sllder,
Jctcrnunlng
pmvlJc
example
Smalltalk
concerns
classes;
come
from
the italicized
our
task
concerns
analyses
were
of
generated
the typology.
(the Reuse View Matcher) that presented multiple exemplary application using a target class, allowing concretely a typical usage situation The first user concern in Figure
[161. 2 is: orienting
coordinated a programmer
views of an to explore
to appropriate
goals.
The
new user of a word processor may know something about the functional capability of such systems, enough to have wanted to switch it on, but may still wonder how the device can help in pursuing document preparation goals, such the
as writing black-box
specific
classes
a letter. reuse
Analogously, paradigm
can
play
the
(e.g., a
Smalltalk
[20]),
role
in
programmer
but
still
the
must
understands determine
particular
project
what under
development. Users with do
the and
pursue
a variety
system
environment,
exploring
the
of
such
concerns.
wondering
consequences
what
They the
of various
interact objects
possible
opportunistically they
for things, text-processing functions they imagine might classes and behaviors they think they might need. They ACM
Transactions
on Information
Systems,
encounter
can
They search exist, Smalltalk wonder how to
actions.
Vol.
10, No.
2, April
1992.
188
.
J, M, Carroll
accomplish
procedural
slider
to
they
notice;
queue,
a color
whether
and
Even
such
after
how
ones
we
some
extent,
and
track
queue
an
not
consider
we
can
And
to streamline
or job
171. We
understand
why
in the
they
can
word
reflect
up
a
processor
on the
processing
find
use
concerns
generated
these
hook
relationships
design task
or
class.
user
raises
to
and
a word
typology italicized
how
events
Smalltalk
[16,
for code reuse
for
of a print
coarse-grained The
a letter,
works.
existing
candidates.
concern
format
how
to specialize
a simple
did
losing the
considering
of scenario
To
explanations
how
activity,
The “orienting”
to
seek
wonder
generator that
how
They
example,
may
own
M. B. Rosson
goals,
mixer.
for
they
of their
and
them
may
as a heuristic in Figure
from
have
a particularly
the
been
2 are
typology.
overlooked.
ill-defined
version
of the classic “aboutness” question; it is a critical concern, but it is not clear how to address it; and it is particularly unclear how to address it within an example-based analysis system like the Reuse View Matcher, Similarly, it is easy to imagine a word processor user with the “search” concern, but the Training Wheels design, may implicitly discourage cases it seems
that
which hinges on rendering a designer from attending
early
design
commitments
sis or to state blocking) can obscure user concerns. It is not surprising that a designer’s as the View
Matcher
functions nonexecutable, to that concern. In these
(e.g., to example-based
or preempt extant
or to an instructional
consideration
commitments,
approach
analy-
of plausible to a genre
such as training
such
wheels,
can create a sort of “scenario Payne). Clearly, any designer
bias” (a term used by Kevin Singley and Steve will have incomplete and skewed knowledge of
the usage
the design
of bias.
situations None
background recognized. routine
to which
of this
is a particular
work
is targeted;
problem
for
HCI
this
is also a source
design;
it
is in
the
of all design. However, such biases can operate without being A common example is the tendency to consider only scenarios of
and
expert
errorless
performance,
overlooking
the
pervasiveness
of
user scenarios incorporating slips, mistakes, and confusions [111. Such biases can be mitigated by enumerating paradigmatic types of cases to help ensure that a rich set of possibilities are generated for any particular situation—increasing the chance that typical, critical, and appropriate ones will be in that set. Figure
3 illustrates
a scenario
elaboration
of one of the
ated in the typology of Figure 2; we have built a story experience of changing an option in the Displaywriter’s
concerns describing Create
enumera user’s or Revise
menu. The learner responds to the “item” prompt opportunistically, trying out the functionality offered, setting and changing a menu option, and perhaps learning something through the interaction, before moving on. An important use of the typology is to pursue hypothetical “what could go wrong?” lines of reasoning. That is, in addition to detailing how the various user concerns of the typology can be instantiated or satisfied, we also detail how they can go awry. Thus, the Displaywriter can, under certain
opportunistic conditions,
interaction scenario become self-sustaining,
result in an option loop error ([9, pp. 29] and Figure 4). This use of the typology emphasizes generating error scenarios, ACM Transact,.ns on Information
Systems,
Vol.
10,
No.
2, Aprd
1992
for the and
complementary though it still
Getting Around the Task-Artifact Cycle The
learner
options) Fmtcr
IS on the Create
to be specfled.
or Revl,se menu
‘There
“; aad aa uuhighlighted
The
learner
item
and pressing
voices
aa mtcrest Enter.
which
is a highlighted prompt
“When
in scemg
what
A further
menu
oITers various
prompt
“Type
fmlshed “ltcms”
with
ID this
are hkc
is displayed,
“items”
(format
letter
to choose
]menu,
typing
listing
press
the
various
and
storage
Item;
Pnter,
ID
letter
“choices,”
with
189
.
press
” of a menu a prompt
“Type your chmce, press Enter “ The “choices” are parameter values for the items, for example wuiuus state
formats
presses
Fig,
3.
option
Enter
the
user
specifies
original
to proceed
Interacting choice
The
(I c,, with
with
a choice,
highhghted
to the Typing
the
and
aad Area
environment
the
menu
and
unhighhghted (the
next
prompt
prompts
system
revert
to the
mltml
The
learner
dnplayed)
state)
opportunistically,
as exemphfied
in
Displaywriter
scenario.
The leaner is on the Create or Revise options)
to be specdied.
Enter.”
The
displayed,
learner
hstmg
types
“choices”
are yaramctcr aud the menu ID
The
learner
them
back
out,
letter
specfles
Comment:
The fmtshed
for
Item; and
leaner
learner
the items, revert
for
various “Type
item
aad
example
“items”
(format
letter
to choose
ID presses
Type
to the mitxd
your
various
Entcn
item,
a further
choice,
press
formats,
state (i.e., w]th
aad storage
The
press
menu
Enter user
is
“ The specdies
the hlghh~ted
prompt,
Imter”).
choices
over
and
seem press
over,
fmstration
in hcr original
not
menu,
offers
prompt:
a prompt.
expresses
does
this
which
of a menu
with
press
she has failed
with
letter
prompt
ltcms
The
and feels that
“When
values
to choose
again,
ID
“choices,”
md
menu
is a higbl@ted
the
various
a choice “Type
There
to
goal
“see”
Enter,
changing
opt]oas
aad helplessness, of typing
the
emt
” (that
(on
Eater
the
then
chaaging
to
see a way
secm
ancl printing
prompt
is, press
and
can’t
a letter, screen
withou[
having
all the time), specified
an
item),
Fig. error
4.
Interacting
with
the
envmmment
(for
instance,
opportunistically,
as exemplified
in the
option
loop
scenario.
undergenerates
it might
not
generate
error
off-path such as the mutilated-lease scenario). We are not attempting to make scenario generation typology to develop scenarios always requires detailed
scenarios
automatic.
information
very
far
Using the andior
assumptions about the user’s prior knowledge and the contexts and situations in which the scenarios might arise. Indeed, the most important user concerns for a given design project might well be the ones that do not instantiate
any
heuristic
theory
understanding
2.3
of the of of the
Scenario-Based
At some point,
concerns
scenarios user’s
in
our
and
as
activity
one has to stop just
observed are ones that might set the threshold scenarios analytically, in whatever
and
We for
see the
typology
systematically
only
reifying
as a one’s
experience.
Design
with efforts, and do something scenarios empirically, one might
scenario
typology. a tool
generating
them. decide
scenarios,
or at least
diversify
To the extent that one is generating to stop when half of the use-scenarios
have been seen before (to be more conservative, one at three-quarters). To the extent one is generating the stopping rule might be that every category of typology ACM
or theory Transactions
is being
on Information
used
has
Systems,
Vol.
been
concretely
10, No.
2, April
1992.
190
J. M. Carroll
.
The
learner
options) Emter at the
Fig.
5.
option
and
is on the
Create
to be specified “ The
learner
bottom
or Revm
the
the
After
Enter
to the Typing
Interacting choice
with
ID
screen,
Ehsplajwriter”, to proceed
menu
which
‘1‘here N a lughhghted
types
of
M. B. Rosson
tg mg
the
letter
of a menu
‘Change sm cral
environment
next
and
Format
items,
(the
varmus “Type
Item
Aftcmatc
other
Area
offers
prompt
with
system
“items”
(format
letter
to choose
ID
presses
Enter,
is not
analogous
and
storage
item;
a message
available effects,
on the
the
press
appears Training
learner
presses
state)
opportunistically,
as exemplified
in Training
Wheels
scenario.
instantiated
(again,
to be more
conservative,
one might
generating three exemplars of each type). Each scenario should be detailed and developed
decide
to capture
to stop
after
and explore
the
finer structure of the operative psychology in the situations of use one has projected and\or observed. Thus, the scenarios in Figures 3 and 4 have been developed beyond merely This detailing captures qualities
of experience
enumerating more about that
inhere
the option choice concern of Figure 2. the knowledge, goals, reactions, and
in the
scenario.
The
scenario does not seem to appreciate the optionality is treated as a directive (i.e., you must or should of the
actions
that
are not relevant nonrelevant. Such detailed Displaywriter
interface
generated created.
before
have
even
of the
in
Figure
the
3 and 5 in
important the
in the
choice
in
Figure
designing
property
situation
as being use.
4 helped
us
the that
they
in
Training
they
describe
can
has
be
been
Thus, one might have created a narrative theory of the Displaywriter it was built, working with story boards, or story board software. If one
had had the scenario
typology
of Figare
2, one might
for the choosing-an-option-in-the-Create-or-Revise-menu one ing what could go wrong in such a scenario,
have
ios
4. option loop error scenario in Figure can be the We believe that use-scenarios
might
principal
generated
design
representation
artifact [15] and have used them in the design of various tools scenario talk programming (see also [16] and [60]). The example generated
6 was the
before
scenario
was
we
ever
a key
implemented
element
in
the
the design
scenar-
concern; by askhave generated the
an
[621;
error
concern
learner
of the artifact
theory
as Figure
before
option
are seen by the
a narratiue
such
Scenarios
developed
and
as those
scenarios
[9].
and
elaboration goal
constitute such
alternative
the
learner’s
scenarios scenarios
to envision Wheels
comprise
to the
learner
of the original prompt; it type an ID letter). Most
Reuse
View
specification
of
for Smallin Figure Matcher for
that
implementation.
3. CONSTRUCTING
CLAIMS
The set of scenarios that a designed artifact affords (and inflicts upon) its users entrains a set of specific empirical claims enabled by the artifact: claims that the user will attempt and can achieve a given scenario and claims about the psychological consequences of pursuing the scenario. We may ACM
TransactIons
on
Information
Systems,
Vol.
10,
No.
2, April
1992.
Getting Around the Task-Artifact Cycle
191
.
A rmwammer sws Shclcr in the class hierarchy, aad the name sounds Me it nnght be useful to the current pm]cct, a CO1O1 -mixing application l’he programmer opens a View hlatcher on it, and
6.
player
charactcnstic,
(from
design basic
this
letter.
sltu~tion
We
may
steps
use, The
supported
design
extent
has
do this
situations
provide The
We
earlier
scenarios
such
to type
sliders
as the
and
print
a
scenarios,
coordinate
for
events
characterizes
the
tasks
facilitates
and
design
one
in
the of and was
a represen-
to facilitate can
wodd
not
was
have
implicit
from
succeeded a particular
discovering
the
devices.
right The
psychology
systematically
design
generalize
to produce
of solid-state
the
more
scope
scenario
provide
that how
success
of making
that
wants
group
discovered
class
it
why
seen arios
abstractions,
merely
“In
this
of is
causal
scenario
Thus,
of the
ab-
analog
embodied
explicit
than
it
in is in
in
the
the
scenarios
“items”
the
events,
Where
to user’s
and
the
user’s
provide
that might
of Figure seqpence
inhere
this
3 and
(relative
to of
understanding
the
scenarios
what
prompt
contributing to
relationships
context,
4, we
the
the
in
the
events,
subsequent
recollection
a
account,
narrative
can
unhigh-
events
of
in
feature
the and claims
account. enumerated
analysis
chological
the
designl.
perspective,
artifact
broadly
events.
claims
of the and
in Figure
Displaywriter
consequence
highlighting,
The the
fine-g-rained
ask,
prompt) more
a causal five
HCI
how
artifact.
greatest
articulating
experience these
to
basic-level
altering
a broad
highlighting
and
of
in
manual
fails
show
transistor had
contribute?”
“exit”
user’s use
exemplified
of use-scenarios. by
the
scenario,
of the
recognizes
what-could-go-wrong
of
relevant
objective an
the
learner
science to
The
the
artifact
what
lighted
as
use-scenarios
and
Their
of use.
of the
the
by the
if they
of using
an enumeration
ask
demo
used to mmipul~tc
“1 he programmer
how-to-do-it
scenario
understanding
been
situations We
measures
to follow
inventory
action
amplifier. for
the
appeal
projects.
same
us
an
can
support
associated
of each
exploring
from
solid-state for
A short
alc being
opportunistically,
critical
supported for
that
straction
succcss
program
sliders
manual. and
i.e.,
or not
However,
prior
player
to
which
the
details
medium
to the
andysls
sccs that
needs of the color-nuxcr,
wishes the
in
in
typical
artifact’s
obstructs.
analysis
player
environment
to this
scenario
with
tation
the
several to the
a learner
add
Enumerating an
predict simdar
manual
which
the
system
tlmt
with
a football
and the pmgrammcr
IS very
instruction in
example,
example,
[ 16]).
an one
first
IS shown,
Interacting
scenario
the
progr~m
that
Fig.
sckzts
football
of a system
display
feature
interaction)
the answer
7 comprise [17]: under
Each (the
hypothesizes tw,o
the
offered
in
a specific
prompts,
their
scope
of the
path
for
our psy-
relative
option
choice
concern. The
menu
manner
that
But (in
these italics).
prompts is
causal The
explicitly
consistent
with
relations
also
third
claim
in
define other
an menus
incorporate Figure
action in
the
potential
7 addresses
ACM TransactIons on Informatlm
the
learner
Displaywriter tradeoffs,
consequences
in
a
interface. or
downsides
of highlight-
Systems, Vol. 10, No, 2, Apr,l 1992
192
.
J. M. Carroll
1
stwdarcl
Itcm”
(but
may
urrr
l{ [nd[ro[er
~
the Item (bul
5
ing
the
not failure
to
type
options
the
II hard-r uw
to
the but
the
all
aspects
experience
of
the
activity
with
[ 16].
cretely. the
Making and
a claims
behavior.
and
momentous
how
the
progress specific
ACM
for
Transactxms
we
the
is
salient
option
intended
to
football
any
users
of
was
the (each
in the
ask action,
other
keep
what
type
attention
the
can in
provide
the
is
with
conveyed
example-based
often
overly
could
have
learn-
of
meaningful
an
application
directly
learning
narrow.
and
Interacting
a powerful
context
interacting
example
evaluation,
concern.
examples
are
that
obstacle
which
planning,
discovery
examples
more
possibility
p semiconductors
similarly
of
is
[17]).
consequence.
can
user’s
with
(from
rendered
the
a key
is
object
and claim
A downside
trouble
isolating
con-
is that specific
the
slider’s
example.
is an analytical
of candidate
whereas suggests
users to
and
The
a claims
users
fails
and
set is merely do,
that
involves
generating
empirical
analysis
source
of user
an inventory analysis
they
to support
that chief
is observation
a scenario that
process
claims.
of scenarios,
supports
their
do
of the
seeks
to
something
efforts,
get one
and
how
for
reports typical at just way it
or
signals
error. the
option
wording
convey
m
scenario
options
n and
schema
of the
things it
and
Thus,
6,
choice
carriers,
scenario
case
But
how
of the minority
guided
analysis
artifact
another,
option
less
particular
a set
as in the
and
that
Claims
evaluating
claims,
of
c@~Icd)
transistor
psychological
to
m
changing
the
claim
associated
the
3.1 Generating
unwr
functionality
from
in
for
paradigmatic
scenario
functionality
all
the the
induced reuse
This
offering
A downside
concepts to
In
feedback
considering-reuse-of-the-Slider-class
by
a slider,
.Ipproprialcncss
10 PXIL)
lb adequate
Dlsplaywriter
properties
Figure
contributing
opportunistically
assume
o, unwrr)
continuing
of rendering
includes
of the
of
is
using
rcv[usrd
the
OK
me
of
cost that
the
also
scenario
do
possibility
carrier).
situation
t}wzi I( u alw
jor users
at the
application
ing
\uggcsts
RCVMC menu
in the
Recall
appreciate
on all
In
prompt
or
embodied
options.
focussed
(;rmtc
jicdbork
claims
user,
majority
itcm
to rrcognlzr the
nof bc cmugh
prompt:
the
the
may
]s successful
of semiconductor
are
[If
and
duT ~[[ua(wn)
we
attempt
changing
1/11s lcchnlquomrdting
conlmucd
4
and
and
of the
crucial on
change
meanings Information
scenarios,
prompts, to Systems,
the the Vol
the
deployment
immediate user, 10,
and No
effects together
2, April
199’2
of highlighting, of given these
can
user
the actions
conspire
to
Getting Around the Task-Artifact Cycle cause
the
scenarios
descriptions
of Figure
of what
3 and
can happen
Figure
4. The
to the user,
scenarios
193
.
are integrated
and as such they
are important
pieces of information for understanding the Display writer and, of course, for of the redesigning it. A claims analysis goes further; it offers an explanation scenarios,
an analysis
We use the claims
of why
schematic
analysis
the scenarios
structure
is an analysis
can occur.
exemplified
in Figure
7 to stress
that
a
of tradeoffs:
(artifact feature or technique) CAUSES (desirable psychological consequence) consequence ).1 BUT MAY ALSO CAUSE (undesirable psychological We want to transcend both the uncritical advocacy of design memoirs and the unsympathetic negativity often associated with human factors evaluations. Similar to Rittel [57], we assume that the key issues pertaining to a design will
involve
for
an
the
cation
positive
artifact
provides
arguments
both
juxtaposes
feature
a medium and
Error
with
for
usability
for
and
arguments
against.
or
its
associated
combining
the
Because
desirable
a claims
psychological
qualifications
traditional
or
strengths
analysis
consequences downsides,
of designer
it
justifi-
evaluation.
scenarios
such
as
Figure
4
seem
to
be
particularly
good
claim
in some misconception or unfortunate sequence of actions, one naturally asks “Why?” In the option choice scenario, one might say that the user was misled by the highlighting. But to stop there would misgauge the role of the highlighting (e.g., in generators.
When
conveying
sees
to the user
prominence
identify
the
of downside
and could lead unique causes; might
one
another
snarled
possibility
of altering
consequences
in error
to thrashing. if we make
a downside,
person
multiple
options).
scenarios
Thus,
can be a sort
In complex situations there frequently a directly remedial design change each
we will
often
have been less prominent
undermine
(at least,
desirable
perhaps,
until
the
of bias are not time we
consequences
that
we have ill advisedly
disturbed them). Of course, we should exploit the strikingness of error scenarios in helping to call attention to causal relations, but we also need to avoid focussing too narrowly on only certain causal relations in a complex situation. The claim schema, by balancing the desired and undesired entailments of an artifact feature,
supports
analysis
just
lNota
bene
that
presentations artifact the
this.
More
by generating
this
(e.g.,
features
schema [16]),
generally,
is to be interpreted
we have
and techniques,
which
environment
opportunistically,
demos
new users
offers
little
learn
situation
the
word
the focus
of a claims
but
the
scope
of a use-scenario.
descrl ption perhaps
clearer.
into
the
In some
identification
For a 1earner
of
exploring
we hypothesized: by doing
for the user to do)
(but the demos may not be paradigmatic ( but learners may have difficulty finding Striking
situation
is redundant
exploring (but
as under
incorporated
Smalltalk
helps
we can broaden
of claims.
lots
“exploring”
fits
the
claim
application nlodels ~ the corresponding code) schema
better
and
is less
redundant
vis-a-vis
the
of use. ACM
Transactions
on Information
Systems,
Vol. 10, No. 2, Aprd
1992.
194
.
J. M. Carroll
Figure
8 lists
scenarios.
and
M. B. Rosson
questions
We built
this
one list
can
ask
to generate
by considering
claims
Norman’s
stage
from
observed
theory
of action
[55]. For each stage, we imagined the general kinds of psychological consequences an artifact might have, translating those possible consequences into questions that one might ask about the artifact. The question list can be used similarly to the user concern typology in Figure 2; that is, for a given artifact, one can try to instantiate one or more claims from each question in the figure. For example, the first question under “Goals” in Figure 8 directs our attention
to how
claim
the artifact
4 of Figure
our attention can generate
suggests
7; the first
a possible
question
goal
under
to how the artifact conveys claim 5 in Figure 7.
Generating
claims
directly
from
of claims
our work, scenarios,
we frequently refer to earlier artifact features, even types
with particular of this method:
analyses,
completion
scenarios
literature
there
and in that
“Evaluation”
sense generates
in Figure of a task
is demanding.
is a supplementary
8 directs
and
thereby
However, method:
given
analogy.
a In
analyses for suggestions. Particular of applications tend to be associated
claims. One has to be careful we may be unusually narrow
about overestimating the utility designers (it seems that almost
everything we design involves example-based not be so atypical. At the least, the possibility
learning). But then this might of creating apt analogies from
one claims analysis
analysis
to another
can cumulate
A stopping the relation
heuristic of claims
indicates
that
this
kind
of description
and
and generalize. for claims
generation
to scenarios.
A claims
is suggested analysis
by Figure
has attained
8 and by reasonable
completeness when it provides some causal account for each critical and typical scenario. One can use Figure 8 to ask whether a given causal account covers every relevant stage of action in a scenario; in fact, one can do this by just posing each of the questions listed in Figure 8. This heuristic will typically
lead to a large
set of claims,
but the claims
by ranking scenarios with respect to criticality ranking individual claims within each scenario
might
be prioritized,
first
and frequency, and then according to the importance
by of
their user consequences to the given scenario (e.g., weighting consequences involving high-level goals more heavily than those involving low-level goals). 3.2
Justifying
Claims
In problem solving, generation is the hardest stage. However, once one generates a set of claims, the next step is to justify them. Because our concern is to develop an action science approach to HCI, we have focussed on justification by deductive linking to scientific principles. For the most part we have limited our consideration to psychology, though clearly other sciences are relevant for less than than
most,
(economics, sociology, real deduction; basic often
leaves
boundary
physics). Moreover, we must often settle science, and psychology perhaps more so conditions
inadequately
specified.
This
is
the conundrum of getting from the laboratory to the real world; the only general solution for it is a theory of the world. Our framework bounds the theory-of-the-world problem: we depend on basic science only for justification of claim consequences. In cases for which ACM
TransactIons
on
Information
Systems,
Vol.
10,
No,
2, April
1992
Getting
Around
the Task-Artifact
Cycle
.
195
goals ●
How
does the artifact
evoke
.
IIOW
does the artifact
encourage
goals
in the user? users to impoti
pre-existing
task
goalso
intention ●
HOW does sunple
.
What
speciticat .
●
suggest
that
a particular
basic
or advanced?
inappropriate
goals
are most
task
risky
hkely?
goal
1s appropriate
or inappropnate?
or safe?
most
costly?
ion
What
*
the artfact
or dficult?
distinctions
must
how
sre these
distinctions
What
plznning
mistakes
How
does the artifact
skills)
m pknmmg
bc understood
in order
conveyed
by the artifact?
are most encourage
hkelyy
to decompose
most
a task
goal
into
methods?
costly?
the use of background
knowledge
(concepts,
metaphors,
a task7
execution .
I Iow
●
Whatslips
●
EIOW does the srtfact
does the tiifact
make
are most
it easy m dtilcult
likely?
most
mdlcate
to perform
a taslk7
costly’J
progress
m task
performance?
perception .
What
are the
most
mhent
features
of the
atifact?
what
do these
features
communicate
to the user7 ●
What
features
●
What
features
communicate
are connnoxdy of
the
missed
artifact
and at what
change
as users
cost?
carry
out
a task?
what
do
these
changes
to the user?
interpretation .
How
does the artifact
●
What
incorrect
●
I Iow
guide
inferences
the user to make
are most
does the tiifact
encourage
likely?
correct
most
inferences?
costlyv
the use of background
knowledge
in making
inferences?
evaluation
Fig,
8.
.
How
does the artiact
convey
●
How
does the artifact
help
s
How
does the afiifact
encourage
Questions
to
ask
in
completion
of a task?
users to recognize,
generating
elaboration
claims,
diagnose
and recover
and retrieval
of tw,k
organized
by
from
goals
Norman’s
emurs? and methods?
seven
stages
of
action
[55].
there is no relevant tific, argumentation
science, our approach converges with deliberately we are approaches (e.g., [19]). In other words,
ascienworking
toward grounding claims in science, but if the science lets us down in the end, we still have the claims; and our design arguments still proceed (justified in this case only within the design context itself and by the utility of the design result). We also hope that by linking scientific justification to a design argument, we can improve the relevance of the science itself. Simon [64] suggests that psychology is a science of adaptation to artificial circumstances. Thus HCI is a good
venue
for
basic
psychology. ACM
TransactIons
The
justification
on Information
Systems,
we Vol.
build 10, No.
for 2, April
claim 1992.
196
.
J
M. Carroll
and
M. B. Rosson
even if we fail to import anything of value from official consequences, academic sources of psychology, is psychological analysis nonetheless. If it proves eventually to be both useful and abstract at all, it is psychological science. In other words, we can try to give some science Finally, whether or not we are in the position of linking
back to psychology. psychology to claim
consequences, we believe it is important not to give up linkage. If we do this, we are surely on the slippery slope with
little
common
to ground sense,
our
and,
descriptions
at length,
the
of a design
empirical
but
the possibility of of design memoir
our
bottom-line
intentions,
of a design
We might not be able to do better than this, but we ought to try. Much psychological theory can be adduced to back up the claims ure 7. For example, developed
in Esper’s
Thorndike’s persons
the advantages
[70]
[22]
work
work
of structural on artificial
on common
in low-power
roles
consistency languages
elements
to take
of Fig-
in learning
(see also
(see also [36]),
suggestions
our result.
as directions,
The
[7])
were and
in
tendency
of
the downside
of
the second claim in Figure 7, is also a fairly broad and basic finding [32, 49]. The tendency for the relative salience of one entity in a perceptual field to undermine the salience of others (claim 4) is developed in Gestalt theories of figare/Wound organization [38] and in more modern theories of attentional limits
[37].
ending
Finally,
the
of a sequence
Claims
parsing
(claim
are not justified
use situations
they
problems
5) are very in isolation,
describe.
associated
general either
Besides
linking
with
determining
the
[29]. from
one another
consequences
nomena, we seek to “interrogate” the claims themselves. we use is to deny the causal consequence and reason
or from
to abstract
One rule from this
the phe-
of thumb toward a
“contradiction.” This is a logically degenerate form of reductio ad absurdum. The highlighting claim in Figure 7, for example, can be denied as “highlighting the item prompt makes the possibility of changing options less salient.” This seems overwhelmingly implausible, and hence encourages some coni-3dence
that
based-learning consequent use do not truly
the
original claim
(undenied)
claim
would yield the new claim: support the analysis of its
paradigmatic
was
right.
of the what-do-sliders-do?
usage
obj ect’s functionality. As with any heuristic,
example
that
one must
Or,
scenario.
“paradigmatic functionality.” fails
about
the
Denying
examplethe causal
examples of an object’s It is difficult to find a
to convey
be careful
recall
something
using
this
about method
an too
mechanically. Its strength is that it takes a single claim and generates a set of variant claims not all of which are likely to be true. Thereby, it poses questions to the analyst that in our experience have often led to the rejection or tuning of a hypothesized claim. Another heuristic that can help the analyst confront candidate claims is to collect and group consequences that bear tradeoff relations. For example, claim 3 in Figure 7 addresses both desirable and undesirable salience consequences of the relative highlighting of prompts. Grouping these together into a claim schema helps the analyst confront both sides of the tradeoff and thereby the pertinence of the claim as a causal account of what could be salient to a user in an option change scenario. Indeed, a measure of how well ACM
Transactions
on
Information
Systems,
Vol.
10,
No
2, April
1992.
Getting Around the Tas}f-Artifact Cycle consequences
are grouped
are effective Note
that
schema
is the extent
in provoking nothing
on the
and undesirable;
and list them
encompassing relations.
Fronting
makes
the
But
it easier
desirable
to call
more
analysis,
The
attention
provides
collecting
schemas in a claim
a heuristic
related
to compare
consequences
to aspects
of consequences
merely
keep track of what has been accomplished regarded as true and desirable. Italicizing helps
claim
way
relation. An alternative to this causal relationships engendered
alphabetically.
schema
labeling
this
organizing claims that bear a tradeoff is to merely enumerate the implicit artifact
the resulting
inquiry.
deep hinges
as desirable
to which
197
.
of the
and
helps
claims
contrast
of
schema by an
into
a more
the bases
the designer
of
or analyst
in the design—claims currently the undesirable downside claims design
that
may
still
require
work,
has the
benefit
or redesign.
heuristic
of grouping
related
upsides
and
downsides
also of helping generate a more thorough psychological design rationale; if one has a claim without a downside or, perhaps, without an upside,
i.e., one
may
the
be moved
to more
aggressively
ask why
and to focus
more
on what
complete rationale could be.z There is no guarantee that there will be an answer to the question, but in our experience there often is an answer; and making that bit of rationale explicit helps get out the relevant issues: it is minority and majority current flow in semiconductors to make the mistake of thinking that only the matter—quite often it is just the reverse. Claims analysis is neither system modeling feel that had
separating
on design
these
and
two is responsible
design
analysis.
components causally linked. without causal commitments is of little
interest
for
3.3
analysis
modeling.
for the lack interest
is in
Indeed,
we
either
has
of impact keeping
design
or design
ana~ysis;
all
a user
capacities and experiences without features is also of little interest.
Using Claims In Scenario-Based
Claims
nor user
we do not want obvious claims
A system model that organizes artifact to specific psychological consequences
HCI
systematizes psychological ments to specific artifact
Our
again; most
can produce
the
key
features for users
model
causal
that
commit-
Design
situated
explanations
of predecessor
artifacts,
and these understandings can be used to envision and to craft new scenarios and new artifacts. The amount and fidelity of information that can enter into a claims analysis will be greatest for artifacts and situations that have been implemented complemented
and deployed; by empirical
when applied implementations
2 There
may
consequences
complex degree
to artifacts (though
be
several
derive
display.
documentation
in such cases, analytic work can be enriched observation. However, the method loses
different
from
In others, may
of example
and situations that are only designs and we may be less likely to discover shocking
sorts
variables
the
produce
paradigmicity
of
known
trading
in the
to
learner
Transactions
too
relationships.
covary,
relationship
contributes ACM
trading
a
richer
is more narrow
For clisplay
poorly
a concept,
to or mitigates on Information
this
example,
will
but
it
not yet causal
psychological
always
uncferstood.
and little
be a more
Example-based
is not
clear
how
the
tradeoff. Systems,
Vol
10, No.
2, Aprd
1992.
198
J. M. Carroll
.
relations
strictly
and
by analysis,
Rosson
just
as we may
be less
likely
to analytically
shocking scenarios such as the mutilated lease). Thus, claims can be strongly proactive in the sense that it can be used to develop
generate
analysis
and iteratively
refine
explanations
of use was illustrated Our use of claims evolution
from
consequences).
gambit while
This
of artifacts
that
do not yet exist.
This
in the development of the Reuse View Matcher analysis in scenario-based design is similar
an existing
design. Our basic ble consequences) First,
M. B
artifact
is easy
one does not alter
and
is to remove, maintaining to say but
claims
iteration
within
mitigate, or alter or strengthening more
directly.
difficult
Claims
an
artifact
downsides upsides
under
(undesira(desirable
to do for two
are causal
sort
[ 16]. across
relations
reasons. between
artifacts and users. We want to improve the consequences of the artifact for the user, but we can do this only by altering properties of the artifact. The claim schemas guide our attention to relevant artifact features and make explicit the underlying tradeoffs for the user that inhere in using the artifact. We can reason backwards, denying a downside, maintaining or strengthening its upside, and projecting a change in the artifact (for example, a change in Displaywriter highlighting) that could bring this about. But we can only alter what is of real interest to us (the user The second reason that claim-driven of nonunique claim, turn
wishing to the
causes.
Suppose
to improve causally
indirectly. consequence) design can be difficult
we focus
our
the consequence
relevant
artifact
design for users
feature,
attention
is the problem on a particular
in some specific
reason
about
its
way.
upsides
We and
downsides, and make a design change, which may lead to a new claim. How confident can we be now that the new claim is justified? The answer depends, at least in principle, on every other claim embodied This web of causality does not adhere in claims method;
it inheres
discussion). Claims analysis
in the
nature
provides
of design
a vocabulary
between persons and design classes of things the designer with those things the designer
[57]
in the use of the artifact. analysis or any class of
(see [ 10] and
for reasoning
about
[13]
for related
causal
directly options. This vocabulary can actually alter (namely, artifact really cares about but must alter
relations links the features) indirectly
(namely, the consequences for users and their basic tasks). Designers will try to do this anyway; they have no choice. However, when they do not have a detailed representation, such as a claims analysis, they will use whatever they
do have,
namely
the (inarticulate)
direct control. Thus we will revisit the illustrate how claim-based
artifact
Displaywriter reasoning
can
features
over which
and Smalltalk play a role
particular, how it can manage the two difficulties causes. To mitigate the downside of the highlighting
have
reuse claims and in design and, in
of indirection claim
they
and nonunique
in Figure
7, the
high-
lighting might be removed or the scenario redesigned so that the user’s attention is not so strongly drawn to the item prompt. More dramatically, we could consider scenarios in which the item prompt is not even presented; after ACM
all, for new users TransactIons
on
Information
of the Displaywriter, Systems,
Vol
10,
No
resetting 2, Apr,l
1992
options
is one of those
Getting
unrecommended quences standard
dialog
their relative consequences within
activities.
for the user.
the
without
example,
components
the Tasl(-Artifact
taking
this
the item
in the
scope of the without
prompt
option
choice
continued
interface;
conse-
prompt
hence,
are
altering
at all has global in
scenario,
consistency use-scenarios). Even
other there
for changing
highlighting
199
.
has other
and the exit
Displaywriter
the procedure
Cycle
approach
prompt
highlighting or their appearance (i.e., undesirable consequences
the item
presented;
However,
For
Around
are consequences; options
of the prompt
would
i.e.,
never
the continued
be
possi-
bility of changing options would not be clear, etc. In sum, these approaches mitigate a particular downside, but they do this by moving the tradeoff elsewhere, possibly worsening the net consequence for users. One can develop this line of argumentation to derive the redesign move that
was actually
Wheels
made
interface
[17].
in this This
case, namely,
solution
the development
involves
a global
mode
of the Training for the system
in
which requests to the item prompt are intercepted and trigger a special “blocking message” (for example, “Change Alternate Format is not available on the Training Displaywriter,” recall Figure 5). This solution is not without some cost; the learner who wants to change alternate format from within the Training Wheels interface will be frustrated. Nevertheless, the design argument
and
experimental
studies
indicated
that
this
design
move
is effective
and pleasant. In designing the Reuse View Matcher, it was salient to us that when programmers wondered what some class (say, Slider) could do in the context of an on-going project (an opportunistic interaction reuse the class typically involved instantiating perhaps
embedding
the new object
behavior and its possible a claim schema:
in a context
contribution
to their
an instantiated object supports discovery (but firlding or creating a representative (but trying work)
out indiu~dual
In our design argumentation, from an instantiated example, instantiation analogy to prefabricated,
and our
orchestrate
messages
may
scenario), their decision to it (e.g., in a workspace), of use, and then
project.
its
this
in
of its functionality instance ma-v be difficult) be tedious
or distracting
we tried to maintain the but mitigate the downsides an
exploring
We summarized
illuminating
View Matcher for learning that paradigmatic examples, examples
example,
to ongoing
upside of learning of having to do the We
we might cri~fted to
reasoned
offer the illuminate
by user the
typical use of the target object and animated to minimize the potential distractions to a user who, by assumption, was interested in using the target project. object in some oth w- on-going This line of design argument converged on the scenario in Figure 6 and ultimately in the Reuse View Matcher system [62]. New scenarios such as this,
and the eventual
artifact,
entrained
changes
in the claim:
paradigmatic scripted demos that use an object help programmers functionality (but the concept induced might be too narrow) (but users may have difficulty isolating the target functionality) ACM
Transactions
on Informatmn
Systems.
Vol.
analyze
10, No.
2, April
its
1992.
J. M. Carroll
200
.
The
original
and
downsides
M. B. Rosson
have
been
other downsides (see the earlier niques). That tradeoffs remain
mitigated,
though
they
are superseded
by
discussion of example-based learning techis unremarkable; the key point is that the
claims representation allowed us to keep track of where we were with respect to these upsides and downsides, to deliberately and selectively work on specific issues in the design, It is said that the objective does not have that
the
to think;
principles
and to assess our work. of building a principled
the thought
of the
methodology
easily get out of hand, as traditional human factors. approach, but one neither decision space conceptually
4. THE TASK-ARTIFACT In the and
foregoing
two
techniques
design
do some
FRAMEWORK:
sections,
In this
development;
methodology
is preempted work.
just This
is that
orientation
task
rubric
investigating
for
we have
presented
design
section, we
analysis
and
sketch
the
the
for
we exchange
of the domain). the
manual (artifact). Third, argumentation to produce
main
representations
constructing
the analytical
“information
Second,
psychological
psychological view
flow”
for a more
[10,
of our early
4.1 Generating
Scenarios
In
Figure
9 the
scenario
we use the task
design
75]
rationale
analysis
for
an
in
a
manual make a as a
existent
we use the claims analysis to drive the design a new manual design (that is, a set of redesigned
use-scenarios). Finally, we assess the design cal design rationale for the new manual. reconstruction
can
AN EXAMPLE
gedanken design project. We describe the design of an instructional for a word processor. First, we generate scenarios (that is, we basic-level
one
to the extent
in the notorious search for a figure of merit in One wants to get work out of an action science expects nor wishes to have a rich and complex bleached.
for scenario-based
rationales.
synthetic
required
project (This
work
on the Minimal
typology
of Figure
by developing example is
Manual
2 is used
psychologia pedagogic
[9].)
to generate
a list
of
candidate scenarios for a word processor’s instruction manual. As “orienting” concerns, the user may wonder about the kind of instructional situation this is and just how the manual will help in accessing and using the word processor’s
functionality.
The user may refer
opportunistically
to the manual,
wondering how to make the screen match a given figure on a given page, seeing a function referred to in a summary or review, and then deciding to practice or explore that function (out of sequence). The user may search for terms in the manual or for concepts without being sure of the correct term. In conventional manuals, may be unsure about
the user may wonder how to follow instructions and how to coordinate the manual with events in the
system. The user may not always immediately see how the manual works, for example, with respect to typographical conventions, and even so, the user may reflect on the rationale for the manual (perhaps wondering why certain activities ACM
and
TransactIons
not on
others
Information
were Systems,
selected Vol.
10,
as exercises). No
2, April
1992
Finally,
the
user
may
Getting
orien tin*
to appropriate
●
how
should
●
how
can this
interacting
with
.
using
.
skipping
scarcking
e
matchmg
●
finding
on his
Of
course
4.2
Given
how-it-works
.
infernng
.
understanding
.
conjecturing
on the thulg
as a goal chapter
text
why
upon
me’s
to practice
own
will
creating
a kasc
was repeated
work
text
manual
skill,
generated
about
be skipped,
typology
feedback
the index
indented
developing
screen for
pruccdurc
and highlighting to ignore
to a clipboard
sigmtles
“print”
and crafting
corresponds
information
It is useful the
in the book
z lctkx
the
indentation
why
figure that
and print
to check
explanatory
what
can really the
t{) Mom?
information
Scenarios for an instruction
or her
a letter
opportunistically in the bcmk
pmccdural
steps to type
Iearnmg
to wrtte
procedure
a prompt
how
and what
undergenerate,
from the typology.
tasks
can be simplified
is really
or
important.
preserving
an
incentive
to
scenario set with empirically attested scenarios—for example, lease mutilation scenario (see also chapters 2 and 3 of [9]).
Psychological a decent
explanations
information
how-to-do-it
.
how
state to some
following
what
augment the the infamous
print”
the screen
annotating
201
.
a description
for the
.
out
“rcfhrmatting”
following
Fig. 9.
enriched,
to the
.
reflecting
reflect
figure
.
seeking
Cycle
manualq
me tind
the cnvimnmcnt
under
Iookmg
seeking
help
an appcahng
.
the Task-Artifact
goals
1 use this
ahc~d
Around
Design Rationale for a Manual scenario
for why
set,
we
try
the scenarios
to-goals
and how-to-do-it
a letter.
(We
scenarios
are assuming
to
expose
can occur. in following
a self-instruction
and
codify
Consider
the manual manual
psychological
the central
orienting-
to type
and print
exemplifying
the
“sys-
tems approach” of [28]; again for more details see [9, chapters 2 and 3]). The learner seeking to create and print a letter is immediately confronted by supporting material that does not directly bear on the type-and-print concern: explanations about magnetic a description of the workstation hardware, storage devices, pointers, displays, and an orientation to the use of word processing equipment in office settings. The learner defers the type-and-print goal to read through (some of) this material. The learner confirms that all the system components are present. At length (about 25 pages later), the learner reaches the procedural part of the manual and is introduced to the use of menus
and
scrupulously
command follows
keys
through
each instruction, ACM
TransactIons
some
elementary
exercises.
The
learner
occasionally
feeling
some frustration
on Information
Systems,
Vol
10, No
2, Apr]l
at 1992.
202
.
not
making
J
M. Carroll
more
and
rapid
M. B. Rosson
and
tangible
progress
and
occasionally
wondering
what other things could be done with the screens and menus involved in the exercises, but basically confident that the manual “knows” what it is doing. After three chapters of this, the learner successfully prints out a first document. Figare 10 presents claims that generalize relations between features and techniques quences the
for a learner
downsides
described
in
above,
chapters
pursuing
Figure but
2 and
the type-and-print
10 are of these
in the that
claims
hypothesized causal artifact and conse-
concern.
exemplified
it is easy to imagine
3]). Each
and abstract of the manual
they
could
Perhaps
not all of
type-and-print might
have
be constructed
scenario been
(see [9,
by asking
the
questions of Figure 8. The first claim is suggested by the third question under “Specification,” asking how the artifact encourages the use of background knowledge in task planning. The second claim is suggested by the first question
under
“Specification,”
asking
about
the
distinctions
compose task goals and how these are conveyed. The third by the first question under “Interpretation,” asking how toward The
correct
inferences.
claims
can
example, models
with and
also
respect
advance
be justified to claim
organizers
by
the
1, many
laws
studies
in learning
and
needed
to de-
claim is suggested the user is guided
of basic
describe
psychology:
the
exercising
role
for
of mental
procedural
skills
(e.g., [21 and [301); some have characterized specific boundary conditions on the utility of mental models [33]. With respect to claim 2, separately practicing skill components can simplify the learning of a complex skill [28]. However, making errors during learning can also corrupt what is learned [69], and some skill decompositions do not prepare learners to apply what they
know
With
in performing
respect
to the third
a whole claim
skill
[42].
in Figure
10, the utility
of closely
coordinat-
ing feedback with learner actions to facilitate performance has been described [46]. But undermining the learner’s control of the situation can obstruct learning
[72].
Of course,
the
analysis
merely
sketched
here
would
be carried
out to greater detail in a real design process and would be carried out for several or many different scenarios (as in Figure 9). As we proceed, we confront hypothesized consequences of our claims to try to generate new perspectives about the hypothesized claim
and considerations. We reason counter factually consequences as a sanity check on the analysis
(e.g.,
instructions just what
do not
4.3
asking whether having help the learner know
Scenario-Based
and action in lock-step to do and when).
contiguity
Design of a Better Manual
The claim representation can be used to fathom the design space and to orient redesign work concretely and comprehensively (again pursuing the transistor analogy, we move on to the task of designing a solid-state amplifier with an explicit theory of semiconductors—including an explicit inscription about minority carriers). Our first heuristic is to focus on the downsides of the claims (in Figure 10), asking how we might redesign the type-and-print scenario to mitigate these downsides. ACM
TransactIons
on
Information
Systems,
Vol.
10,
No,
2, Aprd
1992,
Gethng
I
a structural dcwcc
of major
clcscr!ptlon
works
(\vhich
may
help
system
Around
the Task-Artifact
mnvcys
c(nnponcnts
ground
or rationalize
the
~ mental
Icarncr’s
Cycle
model
of how
umierstmdmg
203
.
the
of how,
to use it) ([Ju( [he cfrwfwal wi[h 2
decomposing
3
derc,zpt!m
[j,,mng and prmllng,
turn
allows
“typing
( [Ml
IWJVW r m~y
w4ut
rr karncd)
(k(
lILIT mxcmiza[[on
kmpmg to know
and
J mmplcx
directive
noI
!o/wa[r
may
what
lrczrnmf
Fig.
Thus
we ask
distraction,
mu,ll
10.
facih[a[c
rrlinqui,rh
the
be made
embodied
and hudt
m- may
10.WWLY roncwri
tminmg
cwh
u[~ from
parts
mzh
appllcw{on
c C?f17rr
m rcol
m Iock.step
(pmmotmg or ana~,~u
cont}{