© ACM
As designers we usually find ourselves - and our de-
signs - in complex organizational settings, where diverse
and often conflicting interests co-exist. Yet design is often
seen as a process where the ‘one best solution' is
developed instead of allowing the rich mosaic of
conflicting perspectives to be brought to light. Sooner or
later the official pictures of the foreground are contradicted
by current practice and create conflicts that may seriously
jeopardize systems built on them. With hindsight we can
see how this happened, for example in the 1960's and ‘70's
when mainframe system software was designed to follow
the automation-like flow of production work, controlling
work process and workers and dividing labour and tasks.
In the 1980's, despite the use of new software tools and the
emphasis on PC-based applications, designers focused on
the tasks and procedures of given work flows instead of
embarking on approaches that would have allowed them to
learn about how new software might be appropriated, put
to use and tailored in an organization.
We argue that these are not simple mistakes. They are
partly due to the failure of our methods and techniques -
and more broadly to the failure of system design
practice - to seriously confront political, social and
economic issues, allowing power, politics and perspectives
to stay hidden.
In order to address these issues, some background as-
sumptions about work and users must be challenged,
together with ideas about tools and techniques .
BEYOND RULES
Although the devastating effects of "working according to
the rules" are known at most workplaces, systems are often
designed to impose just this. "Work-flow hard-liners"
might argue that we just have to find and elaborate the
right rules. In our view there is sufficient evidence for the
non-algorithmic nature of work to take a different
approach - an approach where the goal is to design
computer support to be wielded at the users' discretion. In
doing so we also address assumptions concerning users.
We acknowledge that people in their daily work constantly
exercise skill and judgement, for example in making the
specific situation at hand fit the rules. This "situated sense-
making" doesn't happen individually, in a vacuum, but is
shaped in an organizational context where people interact,
through cooperation and negotiations and thus recreate
their understanding of how to handle day-to-day issues like
travel expenses, customer complaints, or inaccurate
construction drawings. We offer travel planning as an
example of situational sense-making activities where
critical issues lie hidden in the background. The design
rationale of reservation systems has focused on carrier type
(e.g. airline) and rested on the assumption that destination
is the primary search key. Yet, go into any travel agency or
listen to a reservation agent trying to find the cheapest
flights or the connecting flights for different ‘legs' of a
trip, and one can see that travel agents are caught in a vise
where they need to break rules in order to get what they
want out of the system.
Indeed, switching our focus beyond the workplace we can
see that we, as consumers of airline ‘services', are often
inconvenienced by reservation systems that are not
designed to answer our questions. How much time have
you wasted calling to find the cheapest price ticket, the
most direct route or change your itinerary? Broadening the
perspective again we can see that businesses, as larger
consumers of airline services, face the same problems
when they try to arrange a meeting or need to evaluate the
costs of setting up meetings or conferences. Now as orga-
nizations cut back on their travel budgets they are struck
by many of the same issues that individual travellers have
faced.
We are not suggesting that any one framework or set of
techniques could work for all issues in this example.
Rather, we believe that by bringing multiple and broader
perspectives into the foreground, design work could be
focused so that issues like efficiency, productivity and
quality of service can be seen in a better light. Certainly,
the ‘efficiency' of travel agents trying to make a commis-
sion, and the ‘service' to consumers in a hurry for answers,
is not met in the carrier type, destination-based assump-
tions of systems dominated by "single-carrier providers"
such as airlines - and improving the usability
of a carrier-based system "in isolation" will not make it
more useful.
A deeper and more insidious example arises when we peer
again into the background and realize that many airlines
monitor their reservation agents for speed of handling calls
and making reservations - an issue of power and control
over working conditions. Look more closely still and one
can see a wide range of skills being used by reservation
agents-skills that call upon their sense-making knowledge
of customer needs - yet skills which go unrecognized and
indeed unsupported in the system and undercompensated
for in their paychecks. The question can be asked if these
issues can be brought into the foreground of design or will
remain hidden in the background behind simplified
assumptions about work, skill and power. If the issues
remain buried, the critical sense-making skills of reser-
vation clerks don't get to be viewed in the broader frame
of providing better customer service. And the danger
remains that contradictions that arise from hidden issues
such as these grow to inhibit effective use of the system.
DESIGN AS COOPERATIVE ACTION
Design needs to view work as an activity that makes sense
of rules and situations in contexts based on compromise. If
our designs are not simply used, but appropriated by
people and made sense of in situations, then we need to
bring the end-users' situated sense-making into our design
process. In our approach this is done through simulations
of future work situations using mock-ups and prototypes.
This allows end-users to acquire a sense of what it will be
like to work with the emerging design. For such
simulations of future work to function it is crucial that the
situation actually allows the end-users to exercise their
situated sense-making. This requires more than the
traditional lab setting, requiring instead situations so
familiar to the end-users that they can bring their work-
related skills and experience to bear in appropriating the
emerging design, putting it to use in doing their work and
tailoring it to suit the context and situations. It requires the
design to be grounded in the work of the users in this very
concrete way. It also requires the design process to be
grounded in the work of the users - in ways that go beyond
traditional design tools and techniques, reaching instead
for a design process that supports the end-users in
understanding the nature of the emerging design. Only
when end-users acquire this kind of knowledge of and
familiarity with the design process can we - the design
team - hope for our designs to better fit everyday work
situations.
Often this kind of design work is most effectively carried
out as a cooperative activity involving professional
designers and end-users in ways that blur the traditional
distinction between designers and non-designers/end-users.
This involves processes of mutual learning, where
designing end-users learn about technological possibilities
and limitations, where professional designers learn about
work process possibilities and limitations and where all
those involved learn about possibilities and limitations for
change.
In this overview of our presentation we have criticized
naive, but pervasive assumptions about work and rules -
assumptions that focus on the idea that work is rule-
following and that a good design reflects and enforces
rules. However, we do not claim that rules are there by
mistake. They are one way of ensuring that organizations
function according to specified managerial perspectives.
At the same time, however, the way that people in an
organization make sense out of rules is also an instance of
organizational compromise over conflicting interests,
competition for resources and inconsistent goals. Systems
and applications will be bought or developed to support the
organization that pays the bill, yet they are used by people
who have different needs and uses from the stated design.
Viewed this way cooperative design may present an
opportunity for new groups of end-users to exercise
influence. To the degree that this actually happens these
groups will benefit from more appropriate computer
support - for example in a payroll office clerks and
employees can benefit from systems that don't require
records to be filed by social security number or from
systems that allow machinists to adjust plans and
programs. In short, groups of workers can benefit from
systems that enhance the quality of working life - to use
the words of Article 3.1 in the new ACM Code of Ethics.
From the perspective of the organization paying for the
system, bringing background issues of customer and
worker concerns into the foreground may broaden
definitions of service, quality and efficiency.
Not all of these concerns are design issues, nor should they
be brought within the decision-making power of designers.
But unacknowledged and unrecognized, they can seriously
damage the usability of a system and undermine workers'
rights and customer needs.
Through various examples, our talk illustrates different
interests and viewpoints in system design; showing how
they may challenge, complement, frustrate and support one
another. In most cases all are valid; designing as though
some of them did not exist, will not make them disappear.
Cooperative Design presents an opportunity to create
mosaics in such chaos.
It is outside the scope and style of this plenary summary
to use and provide references in the traditional way. The
interested reader is referred to:
- The Books
"Computers and Democracy - a Scandinavian
Challenge" edited by G. Bjerknes, P. Ehn & M. Kyng,
published by Avebury, Gower Publishing Company
Ltd., Aldershot, England in 1987, and
"Design at Work: Cooperative Design of Computer
Systems" edited by J. Greenbaum & M. Kyng,
published by Lawrence Erlbaum Associates in 1991;
plus the references in those books as well as papers by the
book editors and the other contributing authors to the
conferences on
- Participatory Design:
e.g. PDC'94: Proceedings of the Participatory Design
Conference, Trigg, R., Anderson, S.I., and Dykstra-
Erickson, E., (Eds.), Chapel Hill, North Carolina, USA,
27-28 October, 1994.
- Computer Supported Cooperative Work:
e.g. CSCW'94 Proceedings of the Conference on
Computer Supported Cooperative Work, Futura, R.,
and Neuwirth, C., (Eds.), Chapel Hill, North Carolina,
USA, October 22-26, 1994.
- Human Factors in Computing Systems:
e.g. Adelson, B., Dumais, S., and Olson, J., (Eds.).
Celebrating Interdependence, Conference Proceedings
CHI '94. ACM, Boston, MA.