Proceedings of the 32nd Hawaii International Conference on System Sciences - 1999
Proceedings of the 32nd Hawaii International Conference on System Sciences - 1999
Five Reasons for Scenario-Based Design
John M. Carroll
Department of Computer Science and
Center for Human-Computer Interaction
Virginia Tech
Blacksburg, VA 24061-0106
Tel: 1-540-231-8453
E-mail: [email protected]
Abstract
Scenarios of human-computer interaction help us to
understand and to create computer systems and
applications as artifacts of human activity Ñas things to
learn from, as tools to use in one's work, as media for
interacting with other people. Scenario-based design of
information technology addresses five technical
challenges: Scenarios evoke reflection in the content of
design work, helping developers coordinate design action
and reflection. Scenarios are at once concrete and flexible,
helping developers manage the fluidy of design situations.
Scenarios afford multiple views of an interaction, diverse
kinds and amounts of detailing, helping developers
manage the many consequences entailed by any given
design move. Scenarios can also be abstracted and
categorized, helping designers to recognize, capture, and
reuse generalizations, and to address the challenge that
technical knowledge often lags the needs of technical
design. Finally, scenarios promote work-oriented
communication among stakeholders, helping to make
design activities more accessible to the great variety of
expertise that can contribute to design, and addressing the
challenge that external constraints designers and clients
often distract attention from the needs and concerns of the
people who will use the technology.
1. Introduction
Designers of information systems and applications face
a disturbing reality. While there is plenty of opportunity
to do things that make a difference, it is never unequivocal
just what should be done, or even just what the real
problems are. The problems can only be definitively
analyzed by being solved; the appropriate solution
methods must typically be executed in order to be
identified; the solutions must be implemented in order to
be specified. All the while, the designer faces convoluted
networks of tradeoff and interdependency, the potential of
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untoward impacts on people and their social institutions,
and the likelihood that changing cultural and technological
circumstances will obviate any solution before it can be
deployed.
Most software engineering methods belong to a
methodological tradition that seeks to control the
complexity and fluidity of design through techniques that
filter the information considered and decompose the
problems to be solved. A complementary tradition seeks
to exploit the complexity and fluidity of design by trying
to learn more about the structure and dynamics of the
problem domain, by trying to see the situation in many
different ways, and by interacting intimately with the
concrete elements of the situ ...
Proceedings of the 32nd Hawaii International Conference on Sys
1. Proceedings of the 32nd Hawaii International Conference on
System Sciences - 1999
Proceedings of the 32nd Hawaii International Conference on
System Sciences - 1999
Five Reasons for Scenario-Based Design
John M. Carroll
Department of Computer Science and
Center for Human-Computer Interaction
Virginia Tech
Blacksburg, VA 24061-0106
Tel: 1-540-231-8453
E-mail: [email protected]
Abstract
Scenarios of human-computer interaction help us to
understand and to create computer systems and
applications as artifacts of human activity Ñas things to
learn from, as tools to use in one's work, as media for
interacting with other people. Scenario-based design of
information technology addresses five technical
challenges: Scenarios evoke reflection in the content of
design work, helping developers coordinate design action
and reflection. Scenarios are at once concrete and flexible,
helping developers manage the fluidy of design situations.
Scenarios afford multiple views of an interaction, diverse
kinds and amounts of detailing, helping developers
manage the many consequences entailed by any given
design move. Scenarios can also be abstracted and
2. categorized, helping designers to recognize, capture, and
reuse generalizations, and to address the challenge that
technical knowledge often lags the needs of technical
design. Finally, scenarios promote work-oriented
communication among stakeholders, helping to make
design activities more accessible to the great variety of
expertise that can contribute to design, and addressing the
challenge that external constraints designers and clients
often distract attention from the needs and concerns of the
people who will use the technology.
1. Introduction
Designers of information systems and applications face
a disturbing reality. While there is plenty of opportunity
to do things that make a difference, it is never unequivocal
just what should be done, or even just what the real
problems are. The problems can only be definitively
analyzed by being solved; the appropriate solution
methods must typically be executed in order to be
identified; the solutions must be implemented in order to
be specified. All the while, the designer faces convoluted
networks of tradeoff and interdependency, the potential of
0-7695-0001-3/99 $10
untoward impacts on people and their social institutions,
and the likelihood that changing cultural and technological
circumstances will obviate any solution before it can be
deployed.
Most software engineering methods belong to a
methodological tradition that seeks to control the
complexity and fluidity of design through techniques that
filter the information considered and decompose the
problems to be solved. A complementary tradition seeks
to exploit the complexity and fluidity of design by trying
to learn more about the structure and dynamics of the
3. problem domain, by trying to see the situation in many
different ways, and by interacting intimately with the
concrete elements of the situation [1,2,11,28].
Scenario-based design techniques belong to this
complementary approach. In scenario-based design,
descriptions of how people accomplish tasks are a primary
working design representation. Software design is
fundamentally about envisioning and facilitating new
ways of doing things and new things to do. Maintaining
a continuous focus on situations of and consequences for
human work and activity promotes learning about the
structure and dynamics of problem domains, seeing usage
situations from different perspectives, and managing
tradeoffs to reach usable and effective design outcomes
[5,6].
2. What are scenarios?
Computers are more than just functionality. They
unavoidably restructure human activities, creating new
possibilities as well as new difficulties. Conversely, each
context in which humans experience and act provides
detailed constraint for the development and application of
computer technologies. In analyzing and designing
systems and software we need better means to talk about
how they may transform and/or be constrained by the
contexts of user activity: this is the only way we can hope
to attain control over the ÒmaterialsÓ of design. A direct
approach is to explicitly envision and document typical
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4. Proceedings of the 32nd Hawaii International Conference on
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and significant user activities early and continuingly in the
development process. Such descriptions, often called
Òscenarios,Ó support reasoning about situations of use,
even before those situations are actually created.
Scenarios are stories. They are stories about people
and their activities. For example, an accountant wishes to
open a folder on the system desktop in order to access a
memo on budgets. However, the folder is covered up by a
budget spreadsheet that the accountant wishes to refer to
while reading the memo. The spreadsheet is so large that
it nearly fills the display. The accountant pauses for
several seconds, resizes the spreadsheet, moves it par tially
out of the display, opens the folder, opens the memo,
resizes and repositions the memo, and continues working.
This is about as mundane a work scenario as one could
imagine. Yet even this scenario specifies window
management and application switching functionality
vividly and pointedly: People need to coordinate
information sources, to compare, copy, and integrate data
from multiple applications; displays inevitably get
cluttered; people need to find and rearrange windows in the
display. Scenarios highlight goals suggested by the
appearance and behavior of the system, what people try to
do with the system, what procedures are adopted, not
adopted, carried out successfully or erroneously, and what
interpretations people make of what happens to them. If
the accountant scenario is typical of what people want to
do, it substantively constrains design approaches to
window management and switching.
Scenarios have characteristic elements [26]. They
include or presuppose a setting: The accountant scenario
5. explicitly describes a starting state for the described
episode; the relative positions of the folder and
spreadsheet, and the presence of the accountant. The
scenario implies further setting elements by identifying
the person as an accountant, and the work objects as
budgets and memos.
Scenarios also include agents or actors: The accountant
is the only agent in this example, but it is typical of
human activities to include several to many agents. Each
agent or actor typically has goals or objectives. These are
changes that the agent wishes to achieve in the
circumstances of the setting. Every scenario involves at
least one agent and at least one goal. When more than
one agent or goal is involved, they may be differentially
prominent in the scenario. Often one goal is the defining
goal of a scenario, the answer to the question Òwhy did
this story happen?Ó Similarly, one agent might be the
principal actor, the answer to the question Òwho is this
story about?Ó
In the accountant scenario, the defining goal is
displaying the memo in such a way that both the memo
and budget can be examined. A subgoal is opening the
folder in which the memo is located, and a further subgoal
is moving the budget to allow the folder to be opened.
Scenarios have a plot; they include sequences of actions
and events, things that actors do, things that happen to
them, changes in the circumstances of the setting, and so
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forth. Particular actions and events can facilitate,
obstruct, or be irrelevant to given goals. Resizing the
spreadsheet and moving it out of the display are actions
that facilitate the goal of opening the folder. Resizing and
repositioning the memo are actions that facilitate the goal
6. of displaying the memo so that it can be examined with
the budget. Pausing is an action that is irrelevant to any
goal, though it suggests that the accountants goal-oriented
actions were not completely fluent. Notably, actions and
events can often change the goals Ñ even the defining
goal Ñ of a scenario.
Representing the use of a system or application with a
set of user interaction scenarios makes that use explicit,
and in doing so orients design and analysis toward a
broader view of computers. It can help designers and
analysts to focus attention on the assumptions about
people and their tasks that are implicit in systems and
applications. Scenario representations can be elaborated as
prototypes, through the use of storyboard, video, and rapid
prototyping tools. They are the minimal contexts for
developing user-oriented design rationale: a given design
decision can be evaluated and documented in terms of its
specific consequences within particular scenarios.
Scenarios and the elements of scenario-based design
rationale can be generalized and abstracted using theories
of human activity, enabling the cumulation and
development of knowledge attained in the course of
design. Thus, scenarios can provide a framework for a
design-based science of human-computer interaction.
In the balance of this chapter, we review five of key
challenges for design methods and illustrate for each the
corresponding response of scenario-based design.
3. Challenge: Design action competes
with reflection
Technical professionals are intelligent people
performing complex and open-ended tasks. They want to
reflect on their activities, and they routinely do reflect on
7. their activities. However, people take pride not only in
what they know and learn, but in what they can do and in
what they actually produce. There is a fundamental
tension between thinking and doing: thinking impedes
progress in doing, and doing obstructs thinking.
Sometimes this conflict is quite sharp, as when one must
stop and think before taking another step. But frequently
it is more a matter of trading off priorities.
Donald Sch�n [28,29] has discussed this conflict
extensively in his books on reflective practice. For
example, he analyzes a coach reacting to an architecture
studentÕs design concept for a school building; the design
includes a spiral ramp intended to maintain openness
while breaking up lines of sight (she calls the idea Òa
GuggenheimÓ):
Ò... when I visited open schools, the one thing they
complained about was the warehouse quality Ñ of
being able to see for miles. It [the ramp] would
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visually and acoustically break up the volume.Ó [29,
page 129]
The coach feels that she needs to explore and develop
her concept more thoroughly, noting that a ramp has
thickness and that this will limit her plans to use the
space underneath the ramp; he urges her to draw sections.
However, he does not bother to justify this advice to the
8. student, to allow her to see the rationale behind his advice;
as Sch�n puts it, he does not reveal Òthe meanings
underlying his questionsÓ [29, page 132]. Sch�n regards
this as a hopeless confrontation in which no progress can
be made on the particular design project, or on the larger
project of understanding how to design. Both the student
and the coach are willing to act publicly and to share
actions, but do not reflect enough on their own and one
anotherÕs values and objectives, and on their interpersonal
dynamics.
Reflection is not always comfortable; it forces one to
consider oneÕs own competence, to open oneself to the
possibility of being wrong. As Sch�n [29] put it,
ÒThe interactions I have suggested emphasize
surfacing private attributions for public testing,
giving directly observable data for oneÕs judgments,
revealing the private dilemmas with which one is
grappling, actively exploring the otherÕs meaning,
and inviting the otherÕs confrontation of oneÕs
own.Ó (p. 141)
In general, people do not like to make themselves self-
aware of their own roles as actors in situations; indeed,
being Òobjectively self-awareÓ impairs performance of
nonroutine tasks [14] Ñ like designing software!
4. Scenarios evoke reflection in design
Designers do try to create opportunities for their own
reflection. They organize design review meetings in
which the whole team works through a set of
requirements, a progress report, or a specification. It is
also common to build early prototypes to verify and refine
design requirements; one can directly observe prospective
9. users interacting with such a prototype to make a
formative evaluation [30] of the design. These activities
can facilitate the identification and integration of different
perspectives; they can raise concrete and detailed design
issues to guide further work. In this way they help
designers to reflect on the work theyÕve already done.
However, they do not evoke reflection in the context of
doing design. Though design reviews and formative
evaluations are reflective activities, they are ancillary
activities that must be coordinated with design itself.
Prototyping is directed at building and testing software
that embodies a design, not on thinking about the design
as it is produced.
Constructing scenarios of use inescapably evokes
reflection in the context of design. Consider the scenario
in Figure 1: it succinctly and concretely conveys a vision
of the system, in this case a vision of student-directed,
multimedia instruction. It is a coherent and concrete
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vision, not an abstract goal or a list of requirements.
Elements of the envisioned system appear in the scenario
embedded in the user interactions that will make them
meaningful to the user Ñ perhaps revelatory, perhaps
cryptic, but definitely more than just technological
capabilities. For example, the role of natural language
query is exemplified as a means of locating further case
studies that illustrate the principles of harmonic motion.
Harry is interested bridge failures; as a child, he saw a
small bridge collapse when its footings were undermined
after a heavy rainfall. He opens the case study of the
Tacoma Narrows Bridge and requests to see the film of its
collapse. He is stunned to see the bridge first sway, then
ripple, and ultimately lurch apart. He quickly replays the
film, and then opens the associated course module on
10. harmonic motion. He browses the material (without
doing the exercises), saves the film clip in his workbook
with a speech annotation, and then enters a natural
language query to find pointers to other physical
manifestations of harmonic motion. He moves on to a
case study involving flutes and piccolos.
Figure 1: A usage scenario for a multimedia
education project
The scenario emphasizes and explores goals that the
user may adopt and pursue, such as watching the film
clips twice, or skipping the exercises. Some of these
goals are opportunistic, such as investigating the Tacoma
Narrows collapse because of experience with a totally
unrelated bridge collapse, or deciding to branch from
bridge failures to flutes. The scenario implicitly
articulates the usage situation from multiple perspectives:
the student stores and annotates a video clip with speech,
raising specific requirements for user interface tools and
presentation as well as for particular data structures and
memory. The scenario impels the designer to integrate
the consideration of such system requirements with
consideration of the motivational and cognitive issues in
education that underlie the userÕs actions and experiences.
The scenario concretely embodies a partial view of the
design, and thereby exposes the design to critique. In this
sense, the scenario as an object can function much like a
ÒsoftÓ prototype (though, as we have suggested, the
process of designing a scenario more strongly evokes
reflection). Indeed, scenarios have been found to be
extremely useful as focal objects in both design reviews
and formative evaluations [7,13,21]. The scenario
exposes not only the functionality of the system, but
specific claims about how the user will access that
11. functionality and what the user will experience in doing
so.
Sch�n [28, page 67-68] drew an important contrast
between merely creating or identifying elements of the
problem context, and Ògiving them reason.Ó Practitioners,
as experts, will often have a category or a label with
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which to ÒunderstandÓ a situation. In reality, this simple
step often establishes an insurmountable obstacle to
achieving a real understanding. ÒWhen someone reflects-
in-action, he becomes a researcher in a practice context.Ó
(p. 68) A state of subjective self-awareness is encouraged
by designing scenarios because the focus of attention is
the activities and experiences of the prospective user.
5. Challenge: Design situations are fluid
Design analysis is always indeterminate, because
design changes the world within which people act and
experience. The rapid evolution of spreadsheet software in
the 1980s does not indicate a failure in the original
requirements analysis for VisiCalc, but rather suggests the
extent to which the original spreadsheet programs altered
the work situations in which these program were used [9].
Requirements always change [3]. When designs
incorporate rapidly-evolving technologies, requirements
change even more rapidly. The more successful, the more
widely-adopted and the more impactful a design is, the less
12. possible it will be to determine its correct design
requirements. And in any case, refinements in software
technology and new perceived opportunities and
requirements propel a new generation of designs every 2-3
years.
There is a tendency to think of the indeterminacies of
technology development in positive terms: the world is
getting better, albeit sometimes in ways we didnÕt expect.
Recently this positive attitude has been supplemente d
with growing acknowledgment of potential negative
consequences, such as pollution of groundwater and the
deterioration of the atmosphere. But both these emphases
underanalyze the extent to which design, and especially the
design of new technology, undermines the stability of the
world. Sch�n [27], for example, noted that in our era
technology development constantly erodes the managerÕs
concept of Òthe business IÕm inÓ (p. 195) and a workerÕs
notion of the special skill he or she possesses; it erodes
the traditional staging of life into education followed by
steady practice. Even writers, such as McLuhan [23] who
revel in the prospect of Òlearning a living,Ó agree about
the magnitude of this instability.
The instability of design situations originates inside
design teams as well as outside. As a project goes
forward, its funding may be threatened or restructured;
various stakeholders or team members may change their
interests or priorities, or may even leave the team. Others
with unknown interests and priorities may join. This
creates a chronic need for education and consensus-building
to ensure that there is agreement as to what the
requirements are at any given point in time.
Sch�n [27] stressed that in the face of great instability,
people create illusions of stability to manage their own
13. uncertainties and potentially disturbing perceptions. This
is consistent with a substantial body of social psychology
research: People create logically tidy interpretations of
their experience, even if they must ÒadjustÓ their actual
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perceptions in order to do this [25]. People protect their
interpretations by selectively reconstructing their own
experience [15]. And the more reconstructionist effort
people must expend to maintain an interpretation, the
more ardently it is held, even in the face of incontestable
disconfirmation [16].
Given the human bias for stability, we should not be
surprised by the persistence of the attitude that design
problems can be planfully decomposed into routine
subproblems, that scientific principles can be
mechanically applied to expose and manage the underlying
orderliness of design problems. From the standpoint of
the psychology of designers and managers, it could
conceivably become even stronger as it becomes more
clearly inappropriate [17]. These dysfunctional beliefs
about design would not be such a problem if they could
only lead to standstill. The potentially dangerous aspect
is that they can lead to ÒsuccessÓ in accomplishing the
wrong things. Designers almost always design
something. If their need for stability induces them to
prematurely close their designs, to cease reflecting and
critiquing, to declare victory, they may produce a solution
for requirements that no longer exist.
6. Scenarios are at once concrete and
flexible
To manage an ambiguous and dynamic situation, one
must be concrete but flexible. One must be concrete just
to avoid being swallowed by the indeterminacies; one
14. must be flexible to avoid being captured by a false step.
Systematic decomposition is a traditional approach to
managing ambiguity, but it does not afford flexibility.
Instead one ends up with a set of concrete subsolutions,
each of which is fully specified. Unfortunately, by the
time the set of subsolutions is specified, the requirements
often have changed.
Scenarios of use reconcile concreteness and flexibility.
They are concrete in the sense that they simultaneously
fix an interpretation of the design situation and offer a
specific solution: the scenario in Figure 1 specifies a
particular usage experience that could be prototyped and
tested. At the same time the scenario is flexible,
deliberately incomplete and easily revised or elaborated: in
a few minutes, a piece of the scenario could be re-written
(e.g., perhaps the associated module opens automatically)
or elaborated (e.g., the module may be opened by
following a Òrelated materialsÓ tag attached to the film
clip).
A scenario provides a concrete envisionment of a
design solution, but can be couched at many levels of
detail. Initial scenarios are typically very rough. They
specify a system design by specifying the tasks users can
or must carry out, but without committing to the lower-
level details of precisely how the tasks will be carried out
or how the system will enable the functionality for those
tasks. The narrative in Figure 1 is at an intermediate
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level, with some detail regarding task flow, but not at the
level of individual user-system interactions.
Thus scenarios provide a stable foundation for action-
oriented reflection. By being both concrete and rough,
they make explicit the design goal of specifying tasks and
functions in greater detail. But they do this by opening
up the issue of how to do this detail design, instead of
closing it out prematurely. Scenarios allow designers to
provisionally construct a space of user tasks despite the
instability in requirements originating from the context of
technology development. Scenarios are particularly
appropriate for managing the instability originating inside
design teams: They are broadly accessible to various
stakeholders and team members, unlike artifact-oriented
decompositions such as functional specifications.
The notion that scenarios of use are an appropriately
concrete but rough design object extends several earlier
analyses. For example, Sch�n [28, page 277-279]
emphasized that effective reflection must be tightly
coupled to action: the analysis need not be complete and
consistent, it need only guide a restructuring of the current
situation that can produce new design actions or new
insights. His cases are drawn from design domains for
which there are rich languages to allow designers to
quickly create and explore situations. Scenarios are such a
language for the design of human-computer interactions.
In an earlier book, Sch�n [27, page 41] argued that
decomposition is useful chiefly through the side-effects of
eliciting and focusing concrete action, and thereby
reducing uncertainty. But he warned that the resultant
decomposition can ÒstrangleÓ innovation. Ackoff [1]
similarly developed the notion of Òidealized designÓ: a
16. process of planning Òthe system with which the designers
would replace the existing system now if they were free to
do so.Ó(p. 191) He argued that such a process can increase
participation among stakeholders, mobilize participants
with respect to the project, expand the concept of what is
feasible, increase both creativity and the scope of human
and organizational consequences that are considered in the
design process; an idealized design is really just a vehicle
for focusing the articulation of possibilities and the
discussion of their consequences.
7. Challenge: Design moves have many
consequences
Every element of a design, every move that a designer
makes, has a variety of potential consequences. In their
work on violin design, the Catgut Society found that
additional rib holes were needed in their new treble violin
to pitch the instrument high enough and yet maintain the
neck length for fingering. This design move had the
intended consequences, but also forced the designers to
consider stronger materials for the ribs, and ultimately to
use aluminum instead of wood. However the aluminum
ribs caused a nasal quality in the lower strings, forcing the
designers to reconsider a new wooden rib design Ñ ribs so
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thin (0.7 mm) that the designers believed on analytical
grounds that they would collapse. A typical complication
in this design case is that the various consequences
belonged to different stakeholders: A fingerboard that is
too short is a problem for the musician. A very thin
wooden rib is a problem for the instrument maker. A
nasal tone is a problem for the musician and listener [19].
Sch�n [28, page 101] sees design as a ÒconversationÓ
with a situation comprised of many interdependent
17. elements. The designer makes moves and then ÒlistensÓ
to the design situation to understand their consequences:
ÒIn the designerÕs conversation with the materials of
his design, he can never make a move which has
only the effects intended for it. His materials are
continually talking back to him, causing him to
apprehend unanticipated problems and potentials.Ó
Thus, the Catgut group made the move of employing
aluminum ribs and then noticed the unanticipated problem
of a nasal tone in the lower strings. When a move
produces unexpected consequences, and particularly when
it produces undesirable consequences, the designer
articulates Òthe theory implicit in the move, criticizes it,
restructures it, and tests the new theory by inventing a
move consistent with itÓ [28, page 155].
Sch�nÕs approach to managing the interdependencies
within a design situation by treating design as inquiry
raises several questions. What directs the designer to
investigate various types of consequences, to listen for
various types of backtalk? How are different types and
sources of backtalk integrated in the designerÕs restructured
design theory? The moves for the treble violin had
various consequences. The Catgut group effectively
integrated these in their subsequent design work, but how
did they do that and, more generally, how can we support
outcomes like that? Designers need a language for this
conversation and they need techniques for managing the
consequences.
8. Any scenario has many views
Scenarios of use are multifarious design objects; they
can describe designs at multiple levels of detail and with
18. respect to multiple perspectives. The scenario in Figure 1
provides a high-level task view, but it easily could be
elaborated with respect to the detailed moment-to-moment
thoughts and experiences of the user in order to provide a
more detailed cognitive view, or the userÕs moment-to-
moment actions to provide a more detailed functional
view. Alternatively, it could be elaborated in terms of
hardware and software components that could implement
the envisioned functionality in order to provide a system
view (use cases play this role in object-oriented software
engineering [20,32]. Each of these variations in
resolution and perspective is a permutation of a single
underlying use scenario. Indeed, the permutations are
integrated through their roles as complementary views of
the same design object.
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Scenarios can leave implicit the underlying causal
relationships among the entities in a situation of use. In
Figure 1, the envisioned speech annotation capability
allows the user to add a personal comment without the
overhead of opening an editor and typing text. However,
the annotation is noncoded, and thus cannot be edited
symbolically. These tradeoffs are important to the
scenario, but often it is enough to imply them (this is an
aspect of the roughness property discussed above).
There are times, however, when it is useful to make
these relationships explicit. For example, in another
situation Harry may wish to collect and revisit the set of
19. film clips he viewed and annotated as Òbreakthroughs in
forensic engineering.Ó Unfortunately, his noncoded voice
annotations cannot be searched by string. Thus, this new
scenario would end in failure. To understand, address, and
track the variety of desirable and undesirable consequences
of the original annotation design move, the designer
might want to make explicit the relevant causal
relationships in the scenario. Doing so provides yet
another view of the envisioned situation as shown in
Figure 2.
A video clip of the Tacoma Narrows Bridge collapse
provides an engaging introduction to a course
module on harmonic motion
evokes curiosity and self-initiated learner
exploration
but may not sufficiently motivate a learners to
attempt the course module
Speech annotation of a saved video clip
allows easy attachment of personal metadata
but does not support indexing or search of
metadata
Figure 2: A view of the multimedia education
scenario sets of consequences associated w i t h
the orientational video clip and the speech
annotation capability.
Scenarios can help designers move toward consequences
of differing types. For example, the data structures for the
userÕs workbook might differentiate between annotated and
20. non-annotated items, allowing annotated items to be
retrieved and browsed as a subset. This would not all ow
Harry to directly retrieve the set of items with a particular
annotation, but it would still simplify the search.
Alternatively, the search problem might be addressed
directly by speech recognition or audio matching, or by
including the option of text annotation. Each of these
alternatives would entrain different elaborations for both
the annotation scenario in Figure 1 and the search scenario
discussed above. These elaborations could then be
explored for further consequences and interdependencies.
Thus, one would want to pursue the usability
consequences of the various elaborations, for example, the
frustrations of a 90% recognition accuracy. One would
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want to investigate tradeoffs and interdependencies among
consequences of different types: The speech recognition
capability might resolve the search scenario, but it might
entail prohibitive costs in memory and processing.
Including an option of text annotation might change the
annotation task in a subtle way, the user would be aw are
when creating the annotations that they will later be
retrieval keys. Providing a finely articulated data structure
for the userÕs workbook enables flexible organization and
retrieval, but at the cost of complexity in the underlying
database.
Using scenarios in this way makes them an extremely
powerful design representation. They allow the designer
the flexibility to develop some use scenarios in great
detail, for example the ones that describe the core
application functionality or the critical usability
challenges, while merely sketching other less problematic
scenarios. At the same time, they allow the designer to
switch among scenario perspectives and to directly
21. integrate, for example, usability views with system and
software views. Such a flexible and integrative design
object is precisely what designers need to manage the
nexus of consequences entrained by their design moves.
9. Challenge: Technical knowledge l a g s
technical design
Sch�n [28, page 42-44] emphasized the ÒdilemmaÓ of
rigor or relevance throughout the professions. He
describes the Òhigh, hard groundÓ where practitioners can
make use of systematic methods and scientific theories,
but can only address problems of relatively limited
importance to clients or to society. He contrasts this to
the Òswampy lowland [of] situations ... incapable of
technical solutionÓ (p. 42); here the practitioner can
confront the greatest human concerns, but only by
compromising on technical rigor. The design and
development of technology aspires to occupy the high,
hard ground, to apply the current state of technical
knowledge systematically, to reduce difficult problems to
mere corollaries Ñ and of course to bask in the confidence
that deductive science confers both on its practitioners and
the recipients of their efforts: science is certainty. But at
the same time, technology design and development is
inevitably driven to pursue novelty and innovation, and
thereby to slip continuingly into the swampy unknown
regions.
Sch�n [28, page 16, 42-44] discusses the field of
operations research as an example. During World War II,
operations research developed from the successful
application of mathematics to modeling battle situations
like submarine search. After the war, the field expanded
its interests to management problems in general, and
successfully produced effective formal models for
22. relatively bounded problems like managing capital
equipment replacement or investment portfolios.
However, it generally failed in complex, less well-defined
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Proceedings of the 32nd Hawaii International Conference on
System Sciences - 1999
areas like business management, housing policy, or
criminal justice. Remarkably, the response of the field to
this was largely to focus attention on the relatively simple
problems that suited the mathematical models.
Russell Ackoff, one of the founders of operations
research, lamented the inability and disinterest of the field
in addressing the Òturbulent environmentsÓ of the real
world [2, page 94]:
Òmanagers are not confronted with problems that are
independent of each other, but with dynamic
situations that consist of complex systems of
changing problems that interact with each other. I
call such situations messes. Problems are
abstractions extracted from messes by analysis; they
are to messes as atoms are to tables and charts ...
Managers do not solve problems: they manage
messes.Ó [2, page 99-100]
This quote evokes the story in which a man loses his
car keys one night, but decides to search for them not
where they were dropped, but under a nearby streetlight
because the light is so much better. The man will not
find his keys, and Ackoff analogously worried that solving
23. operations research problems will not lead to Òdesigning a
desirable future and inventing ways of bringing it about.Ó
[2, page 100].
Our own experience in instructional design illustrates
this pattern very well. Modern instructional design
blossomed in the 1960s and subsequently in response to
rapidly expanding needs for technical training [31]. The
basic model that emerged and guided this work was based
on hierarchical task analysis: the overall instructional
objectives were successively decomposed into enabling
objectives, objectives that enabled the enabling objectives,
and so on; at the lowest level, these subskills were
described, drilled and tested [18]. The vision of this
Òsystems approachÓ model is that the instructional
designer carefully orchestrates a series of well-controlled
instructional events that build up the learning hierarchy
within the studentÕs mind.
At the time this model was widely adopted, three
decades of research on learning and education had already
made it clear that no one ever learns this way. People can
learn in spite of such an approach, but only because they
are so adaptable. The whole enterprise seems to have been
configured to ignore the most difficult issues of learning
and education and to reliably produce mediocre results. In
the 1970s and early 1980s, this approach was pervasive in
the design of instruction for computer systems and
applications, and was found to be particularly ineffective
for non-programmers. Unfortunately, non-programmers
were the most rapidly growing segment of computer users
during those years. It turned out to be possible to design
effective instruction for these users, by studying and
supporting actual situations of learning, instead of merely
asserting the problem and the solution in a vacuum of
systematic decomposition [4].
24. The critical elements for an effective learning
experience are activity and discovery that can be recognized
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as meaningful by the learner and as supporting current
personal interests, needs, and objectives of the learner.
People want to learn in a realistic context; they want to be
able to use what they already know to critically evaluate
new knowledge and skills they encounter. These themes
are not new discoveries, they had been widely developed
by psychologists like Jerome Bruner, John Dewey and
Jean Piaget and were well-known in 1970. But they do
not admit of simple assembly-line instructional designs.
Taking them seriously makes instructional design a very
open-ended process; it guarantees little about either the
types of design analysis that will be required in a given
case or the types of instructional designs that will emerge
as appropriate and effective in a given case.
10. Scenarios can be abstracted and
categorized
Though technical design cannot escape Sch�n Õs
swamp, designers need to extract lessons from their
experience to guide their work and improve their practice.
If technical knowledge lags design, then designers
themselves must formulate what they learn Ñ perhaps
becoming creators of technical knowledge more than
consumers of it. The Catgut Society is a beacon for this:
At the start of their project there was little relevant
technical knowledge; physicists had a good understanding
of vibrating strings, but no significant understanding of
vibrating systems composed of strings vibrating across air
cavities partitioned by wooden ribs and bounded by
irregularly-shaped wooden boxes. The Catgut work in the
end has substantially advanced technical knowledge of
25. complex acoustical systems: the design work created an
ÒislandÓ of hard ground in the swamp of real problems.
Scenarios keep the designer of computer systems and
applications in the swamp, but by their very nature also
provide scaffolding to get a view of the design situation
from a bit higher up. The roughness of scenarios is, after
all, abstractness: To the extent that a scenario is rough, it
is a description of a space of particular user interactions.
This is analogous to the way in which a jazz score is a
rough description of the many ways in which that piece of
music might be performed. Documenting and explaining
a scenario provides an account of a class of possible
situations; this creates a generalized design object that can
be immediately employed in further design work by being
elaborated in various ways. For example, the scenario in
Figure 1 could guide the design of a multitude of
information systems.
But this is only the most primitive technique for
developing design knowledge with scenarios. Scenarios
exemplify particular themes and concerns in work and
activity situations. Earlier we discussed two scenario for a
multimedia education system. In one (Figure 1), the user
is at first opportunistically exploring an information
structure, but eventually adopts a particular interest that
guides his exploration. In the other, the user wishes to
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Proceedings of the 32nd Hawaii International Conference on
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search and organize information that has previously been
26. browsed. Described at this level of generality, these are
not scenarios unique to multimedia education systems, or
even to computers. They are general patterns for how
people work with informati on. Therefore, it is likely that
some of the lessons learned in managing the
Òopportunistic explorationÓ pattern or the Òsearching under
a descriptionÓ pattern in the design of any given situation
might be applicable in the subsequent design of other
situations. Such a taxonomy of scenarios provides a
framework for developing technical design knowledge.
Scenarios can also be classified in terms of the causal
relations they comprise. In Figure 1, for example,
providing speech annotation simplifies the actions needed
to personalize a piece of information. In this causal
relation, the consequence is the simplification of
organizing and categorizing Ñ a general desideratum in
designing interactive systems. Generalizing the relation
in this way allows the feature associated with the
consequence (in this example, speech annotation) to be
understood as a potential means for that consequence, and
employed to that end in other design contexts. There is of
course no guarantee that the generalization is correct, that
can only be settled by trying to use it and succeeding or
failing. The point is that such candidate generalizations
can be developed from scenario descriptions.
The generalization of the causal relations comprising
scenarios can also be carried out across features: Speech
annotation of data helps the user create a personalized
view. But this relation holds independent of whether the
data is annotated by speech, by text or by handwriting.
Understanding the relation more generally allows designers
to consider any medium for annotation as a potential
means of facilitating a personalized data view.
27. Scenarios can also be taken as exemplars of model
scenarios; for example, Figure 1 illustrates a model of
opportunistic control. Harry pursues the link from
bridges to piccolos, because that is the aspect of the
information that interests him. The system was designed
to support this style of use; to that extent it embodies a
model of opportunistic control. Other models are possible
of course; many instructional systems would require a
student to complete the current module before allowing a
branch to related material in some other module. Seeing
the scenario in Figure 1 as an opportunistic control
scenario allows the designer to benefit from prior
knowledge pertaining to this model and to contribute
further design knowledge of the model based on the current
project.
Designers are not just making things; they are making
sense. Particularly in technical design it is not enough for
them to master a craft practice, for there is no stable craft
practice in design domains like computer systems and
applications. The turbulence of technology development
leaves little unchanged, but particularly in the short run,
leaves little resolved. We may expect that conventional
science will eventually systematize technical knowledge in
new domains, but we also know that it typically will do
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so after the wave of technological innovation has swept
onwards. The challenge for designers is to learn as they
go.
11. Challenge: External factors constrain
design
Designers must have constraints; there are just too
many things that might be designed. Requirements, if
they can be identified, are clearly the best source of
28. constraints because they indicate what sort of design work
is needed. But there are many other sources of constraints.
The current state of technology development makes some
solutions impossible and others irresistible: On the one
hand, designers cannot use technology that does not yet
exist, though their work often drives technology
development toward possibilities that are nearly within
reach. On the other hand, designers, like everyone else,
are caught up in a technological zeitgeist that biases them
toward making use of the latest gadgets and gizmos. In
addition, designers are often biased toward deploying
technologies they have used before, even when they are
aware of limitations in these technologies.
Earlier we referred to our work in instructional design.
In this domain, we found that many designers continued to
use the systems approach even though they knew that it
was inappropriate for their users. They did this because
the approach ensured a uniformly structured,
comprehensive result that other instructional designers
could recognize as well-executed. This aligned the
designer with others employing the same model, creating
a professional community. The many difficulties the
approach created for learners were viewed as merely part of
the research agenda, although in fact few of these
problems received adequate attention.
As Churchman [12] observes, many systems are
designed to serve the ÒwrongÓ client, for example,
hospitals are designed to serve doctors, not patients. In
time, of course, a system designed to serve the wrong
client will poorly serve all clients. This is similar to the
confusion of ÒcustomersÓ and ÒusersÓ in identifying design
requirements. However, by far the worst such confusion
is entrained by solving tidy problems instead of addressing
the real problem. In the systems approach to instructional
29. design, the mistaken client is the instructional designer, or
perhaps the instructional design firm; the underlying
intent is to streamline the production of instruction, not
to improve its utility.
Many constraints in design originate in the
organizational structures within which design work is
embedded. Only certain types of assumptions and
arguments are acceptable in the business cases that
underwrite design projects. For example, well into the
1980s it was widely believed that executives would never
use a keyboard. This belief was based on a marketing
stereotype of executive disdain for clerical tasks, yet it
constrained many technical strategies for the development
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Proceedings of the 32nd Hawaii International Conference on
System Sciences - 1999
of computer hardware and software in that period.
Ultimately, appropriate hardware and software were
designed for executives, as one can easily verify in the
number of notebook computers in use in the first class
cabin of an airplane. Apparently, the issue had nothing to
do with typing per se, but with other aspects of use
situations.
Power structures and stereotypes play assorted other
roles. Design projects are often chartered with a priori
commitments to follow a strict decompositional approach:
which makes them easy to manage, but unlikely to
succeed with respect to serving the needs of users and
clients. In such a context, designers must struggle not
30. only with technical challenges but with an impossible
methodology. Schedules and resources are often assigned
in ways that create on-going conflicts between system
designers and usability engineers: the usability engineers
need to evaluate scenarios and prototypes at every stage of
system development, but if schedules and resources do not
provide for this, the usability work can conflict with
development work.
In all these examples of external constraints, the
designers can become distracted by ancillary or even
perverse factors and lose sight of what is essential in the
design project, namely, the needs and concerns of users.
The designer can become ÒunsituatedÓ with respect to the
real design situation, which is not the marketing
managerÕs projections, or the instructional designerÕs list
of steps, or the software engineerÕs system decomposition.
The real design situation is the situation that will be
experienced by the user, and designers need to stay focused
on that.
12. Scenarios promote work-orientation
Scenarios are work-oriented design objects. They
describe systems in terms of the work that users will try
to do when they use those systems. A design process in
which scenarios are employed as a central representation
will ipso facto remain focused on the needs and concerns
of users [8].
One can increase the effectiveness of scenarios of use as
work-oriented design objects by couching them at an
appropriate level and by directly involving users in
creating them. A personÕs experience of working with a
system revolves around understanding and developing task
goals, responding opportunistically to intriguing system
31. events, and planning, carrying out and evaluating courses
of action. People do not focus on the very low-level
enabling actions and events that comprise these
experiences, such as keypresses, beeps, mouse gestures
and clicks, display updates, and font size. Quite often
people are only aware that they are seeing, hearing and
doing these things when something goes amiss. A
heuristic for writing scenarios focused on the clientÕs
needs and concerns is to initially couch them at the Òbasic
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taskÓ level Ñ the level at which people experience their
own activity [10].
Ackoff [1,2] argued that the indeterminacy of design
situations made it imperative that all stakeholders
participate directly. Assuming that stakeholders can
represent their own interests, this proposal pretty much
guarantees an adequate focus on clientÕs needs and
concerns. However, it may not be the case that all
stakeholders can represent their interests: they will be
trying to evaluate their needs as transformed by new
technologies that they may not understand. Moreover, it
is not always feasible to include all stakeholders; in the
design of a new spreadsheet application for personal
computers there might be several million stakeholders.
AckoffÕs ideas have been refined through various
developments in participatory design over the past two
decades. One technique is to include representative clients
on the design team, instead of imagining that every client
can participate directly. Of course client representatives
on participatory design teams are not representative
clients; by definition only clients not on the design team
can be truly representative. However, given this dilemma,
ÒrepresentativeÓ sampling may be a reasonable heuristic.
Clients can also be helped to better represent their
32. interests in design collaborations by taking part in
facilitated demonstrations of possible scenarios of use
[22,24].
13. Some final words
Our objective in this paper was to motivate and
preview a framework for managing design that
accommodates the nature of design problem solving as it
occurs in the context of technology development. Our
approach tries to facilitate flexible design actions informed
by reflection on multiple levels and from multiple
perspectives, including direct collaboration among team
members. We argue that making scenarios of use a focal
design object serves this variety of purposes.
Figure 3 summarizes the five issues and corresponding
approaches we discussed. The key issue is encouraging,
supporting, and productively directing reflection that is
closely and effectively integrated with action in the design
process. Designers want to reflect, but they know from
experience that it is impossible to fathom all the
consequences and interdependencies. At the same time,
they know that they can act and immediately see progress
toward a solution, or at the least feel that they have
eliminated some possibilities. Faced with this choice, it
is always more attractive in the short-term to act. In our
work on instructional design, we noticed an analogous
conflict in the activities of learners that we called the
Òproduction paradoxÓ [4]: People know that they must
learn new concepts and skills in order to be able to do new
sorts of things, however, they also know that by just
trying things out they can see and feel progress, learning
as they accomplish something meaningful.
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33. Proceedings of the 32nd Hawaii International Conference on
System Sciences - 1999
Proceedings of the 32nd Hawaii International Conference on
System Sciences - 1999
Scenario-Based
Design
Ac
tio
n v
ers
us
Re
fle
ctio
n
vivid
descriptions of
end-user experiences
evoke reflection about
design issues
Design Problem Fluidity
scenarios
concretely fix an
interpretation and a
solution, but are open-ended
35. scenarios
can be abstracted
and categorized to help
design knowledge cumulate
across problem instances
E
xternal F
actors C
onstrain D
esign
scenarios anchor design
discussion in work,
supporting participation
among stakeholders
and appropriate
design outcomes
Figure 3: Challenges and approaches in scenario-based design
Scenarios of use help designers manage the production
paradox. Creating and elaborating scenarios is concrete
design work; the designer sees and feels progress toward a
design result. At the same time, scenarios are concrete
hypotheses about what the people using the design result
will do, think and experience. Thus, in Sch�n Õs [28]
terminology, scenarios evoke reflection-in-action. Sch�n
stressed the importance for designers to experience the
Òfelt-pathÓ of the people interacting with their designs. A
scenario guarantees this experience: it presents a potential
felt-path to the designer; it is a medium through which
36. designers can envision and explore alternative felt-paths.
Scenarios evoke effective reflection in a way that
addresses some of the most difficult properties of design.
The fluidity of design situations demands that solutions be
provisional, that commitments be tentative; yet if every
design decision is suspended, the result will be a design
space, not a design. A scenario is a concrete design
proposal that a designer can evaluate and develop, but is
also rough in that it can be easily altered and allows many
details to be deferred.
The interconnectedness of design decisions, and the
variety and extent of any given decisionÕs consequences,
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requires designers to consider their decisions from many
different perspectives: software architecture, marketing,
ease of learning, production cost, usability, and so forth.
It requires them to consider their decisions at many
different levels of detail in the proposed solutions.
Scenarios of use serve as a concrete context for developing
and integrating these different perspectives and levels.
Technical innovation is driven to those regions where
technical knowledge is thin. Designers often have little
more than craft practices to guide them in these regions.
But if we see design as inherently a process of inquiry,
this lag between codified knowledge and practice is
transformed into a significant opportunity. Design can be
a paradigm for creating and cumulating technical
knowledge. Scenarios provide a broad rubric for
organizing and generalizing knowledge attained in design
contexts. They can be abstracted and categorized in
various ways, and then employed in new design problems.
Like every human activity, design work occurs in
37. many overlapping social contexts: technical societies,
corporations, states of technology development,
industries, and so forth. Each context introduces
constraints on possible methods and solutions.
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Proceedings of the 32nd Hawaii International Conference on
System Sciences - 1999
Sometimes these are constructive and appropriate, often
they are neither. The cacophony of these social contexts
and constraints can leave designers unsituated with respect
to their primary source of constraint Ñ the needs and
concerns of the people who will use the system being
designed. Scenarios keep the whole enterprise focused on
past and future situations of use, they help keep designers
focused on what matters most.
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[3] Brooks, F. The Mythical Man-Month: Essays on Software
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Computer Interaction, 6, 1991, pp. 281-318.
[10] Carroll, J.M. & Rosson, M.B. ÒGetting around the task-
artifact cycle: How to make claims and design b y
scenarioÓ, ACM Transactions on Information Systems,
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[11] Checkland, P.B. Systems thinking, systems practice.
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[12] Churchman, W. 1970. Operations research as a
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[16] Festinger, L. A theory of cognitive dissonance. Harper
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based design: Envisioning work and technology in system
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[23] McLuhan, M. Understanding media: The extensions o f
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Root, R.A., Dayton, T., Carr, R., Diekmann, B., &
Dystra-Erickson, E. ÒBifocal tools for scenarios and
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[26] Potts, C. ÒUsing schematic scenarios to understand user
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[27] Sch�n, D.A. Technology and change: The new
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[31] Schriver, K. Dynamics in document design. John Wiley
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[32] Wirfs-Brock, R. ÒDesigning objects and their
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development. John Wiley & Sons, New York, 1995, p p .
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.00 (c) 1999 IEEE 11
To read
• [required] John M. Carroll. Five reasons for scenario-based
design.
In Proceedings of the 32nd Hawaii International Conference on
System
Sciences, IEEE CS Press, 1999.
• [required] Mary Beth Rosson and John M. Carroll. Scenario-
Based
Usability Engineering, Chapter 2, 1999.
To turn in
Prepare a brief (no more than one page) written answer to the
42. following two
questions. Write up your answer using MS Word .
1. How does a scenario-based design approach help you identify
key
design decisions on a project?
2. What kinds of design decisions might not be identified when
using
scenario-based design (i.e., are there design decisions it doesn't
help you
with)?
To readTo turn in
DRAFT: PLEASE DO NOT CITE OR CIRCULATE WITHOUT
PERMISSION
SBUE-Chapter 2 1
Chapter 2
Scenario-Based Usability Engineering
Digital Equipment Corporation was among the first software
companies to employ
usability engineering. In the development of the MicroVMS
Workstation Software (VWS)
for the VAXstation I, a set of measurable user performance
goals guided the development
process. A benchmark task was designed in which test subjects
43. created, manipulated, and
printed the contents of windows. The development team set a
usability goal of reducing
performance time by 20% between version 1 and version 2 of
VWS. Measurements of
actual user performance on various benchmark subtasks were
made to identify areas of
greatest potential impact in the design of version 1. These areas
of great impact would be
used to guide development of version 2. The team exceeded
their goal, improving
performance time on the benchmark task by 37%, while staying
within the originally-
allocated development resources. Interestingly however,
measured user satisfaction for
version 2 declined by 25% relative to version 1. (See Good,
Spine, Whiteside and
George, 1986).
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What is Usability Engineering?
The term usability engineering was first used by usability
professionals from Digital
Equipment Corporation (Good, Spine, Whiteside, & George,
1986). The term was a label
for a set of concepts and techniques that would help to
systematically plan, achieve, and
44. verify software usability. The key idea is to define usability
goals early in software
development — in terms of measurable criteria — and then
assess them during
development to ensure that they are either achieved or explicitly
altered. As in the case of
software engineering, the practice of usability engineering is
largely empirical and often
informal. It encompasses a wide variety of methods, including
some with mutually
incompatible foundations. For example, it is a matter of
continuing debate whether
usability engineering should be purely empirical, or whether it
can develop general and
reusable principles and foundations in science.
Even the earliest formulations of usability engineering
incorporate a notion of user
interaction scenarios. Good et al. (1986) identify papers by
Bennett (1984), Butler (1985),
Carroll and Rosson (1985), Gilb (1984) and Shackle (1984) as
comprising the foundation
of usability engineering. These works proposed and
investigated methods in which
performance times, errors and misconceptions, user attitudes,
and other cognitive and
behavioral attributes of specific task scenarios are tracked
during system development.
Such a process allows developers to ascertain the impact of
particular design changes on
usability as they consider those changes. Although the
developers are concerned with the
general design implications of display features or commands,
they see these functions in
the context of concrete user interaction scenarios.
45. The early formulations of usability engineering focused on user
interface design,
that is, on engineering effective presentations of information
and functions to users. In the
later 1980s, the argument for usability goals that are defined
early, explicitly managed, and
verified by measurements, was extended to other software
development activities,
especially to requirements analysis and system envisionment.
This had a noticeable effect
on software design documents: In the early 1980s, increased
attention to HCI had led to
the inclusion of user interaction scenarios as appendices in
design documents. By the late
1980s, such scenarios appeared at the front of these documents.
They were used to vividly
and succinctly convey the design concept, and to present the
core functions within a
meaningful usage context. Carroll and Rosson (1990) suggested
that such scenarios be
considered a functional specification in prototyping-oriented
software development.
Usability Specifications as an Engineering Tool
In the early 1980s, as interactive computing became more
pervasive, a new wrinkle
in the software crisis came into sharp focus. Even if correct
software could be created
rapidly enough to exploit new hardware and meet application
needs, would that software be
usable? The state of the art was embodied in Brook’s (1975)
slogan that in any software
development process one has to “plan to thrown one away.”
This advice was generalized
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SBUE-Chapter 2 3
into a method called “iterative design” (Gould & Lewis, 1985).
In this method, developers
are essentially advised to throw systems away until the users are
happy. The problem is
that something is needed to guide this process.
We invented the concept of usability specification to provide
engineering guidance
for iterative design (Carroll & Rosson, 1985); the concept was
developed by analogy to
functional specifications. Functional specifications list features
that achieve task needs.
For example, multiple windows might support a need to work in
parallel with multiple data
sets. Usability specifications list features that achieve usability
goals. For example, being
able figure out how to reposition a window in less than 10
seconds might meet an ease-of-
learning requirement. In both cases, a key criterion is that the
features in the specification
are verifiable, i.e., subject to measurement and assessment.
The first examples of usability specifications focused on
usability metrics. That is,
the specification writing process took for granted that a word
processor produces printed
documents, that an operating system manages windows, and so
47. forth. The concern was
then to set specific testable targets for such tasks. More
recently usability specifications
have assumed a more central role in scenario-based design:
Usability engineers not only
set behavioral targets for the tasks supported by a system, they
also design and evolve the
user interaction scenarios that define what these tasks will be.
Figure 2.1: Co-evolution of user tasks and the systems that
support them.
What are Scenarios?
Computers are more than just functionality. They unavoidably
restructure human
activities, creating new possibilities as well as new difficulties
(Carroll, 1995; see Figure
2.1). At the same time, the usage contexts in which humans
interact with computers
provide detailed constraints for new applications of information
technology. In analyzing
Users and
their tasks
Computing
systems
constraints from usage context
opportunities for new activities
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th Rosson and John M. Carroll
and designing interactive systems we need a better means to
talk about how they may
transform and/or be constrained by the context of human
activity: this is the only way we
can hope to attain control over the “materials” of design. A
direct approach is to construct
explicit descriptions of users’ typical and significant activities
early and throughout
software development. Such descriptions — often called
scenarios — support reasoning
about situations of use, even before those situations are actually
created.
Scenarios are stories. They are stories about people and their
activities. For
example, an accountant wishes to open a folder on the system
desktop in order to access a
memo on budgets. However, the folder is covered up by a
budget spreadsheet that the
accountant wishes to refer to while reading the memo. The
spreadsheet is so large that it
nearly fills the display. The accountant pauses for several
seconds, resizes the
spreadsheet, moves it partially out of the display, opens the
folder, opens the memo,
resizes and repositions the memo, and continues working.
Scenario Element Role in Scenario Examples
Setting Situational details that motivate or
49. explain goals, actions, reactions of the
actor(s)
Office within an accounting
organization; state of work area, tools,
etc. at start of narrative
Agents or actors Human(s) interacting with the computer
or other setting elements; personal
characteristics relevant to scenario
Accountant using a spreadsheet package
for the first time
Goals or objectives Effects on the situation that motivate
actions carried out by agent(s)
Need to compare budget data with
values questioned in memo
Plans Mental activity directed at converting a
goal into a behavior
Opening the memo document will give
access to memo information; re-sizing
50. one window will make room for another
Evaluation Mental activity directed at intepreting
features of the situation
A window that is too large can be
hiding the window underneath; dark
borders indicate a window is active
Actions Observable behavior Opening memo document; resizing
and
re-positioning windows
Events External actions or reactions produced
by the computer or other features of the
setting; some of these may be hidden to
agent but important to scenario
Window selection feedback; auditory or
haptic feedback from keyboard or
mouse; updated appearance of windows
Table 2.1: Characteristic Elements of User Interaction
Scenarios
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This is about as mundane a work scenario as one could imagine.
Yet even this
scenario conveys a vivid specification of window management
and application switching:
People need to coordinate information sources, to compare,
copy, and integrate data from
multiple applications; computer displays inevitably get
cluttered; people need to find and
rearrange windows in these displays. Scenarios highlight goals
suggested by the
appearance and behavior of the system, what people try to do
with the system, what
procedures are adopted, not adopted, carried out successfully or
unsuccessfully, and what
interpretations people make of what happens to them. If the
accountant scenario is typical
of what a user wants to do, it significantly constrains design
approaches to window
management and switching.
Scenarios have characteristic elements (see Table 2.1). They
include or presuppose
a setting: The accountant example explicitly describes a
starting state for the described
episode; the relative positions of the folder and spreadsheet, and
the presence of the
accountant. The scenario implies further setting elements by
identifying the person as an
52. accountant, and the work objects as budgets and memos.
Scenarios also include agents or actors: The accountant is the
only agent in this
example, but many human activities will include several or even
many agents. Each agent
or actor typically has task goals or objectives. These are
changes that the agent wishes to
achieve in the circumstances of the setting. Every scenario
involves at least one agent and
at least one goal. When more than one agent or goal is
involved, they may be differentially
prominent in the scenario. Often one goal is the defining goal
of a scenario, the answer to
the question “why did this story happen?” Similarly, one agent
might be the principal
actor, the answer to the question “who is this story about?”
In the accountant scenario, the defining goal is a comparison of
budget and memo
information. A sub-goal is opening the folder in which the
memo is located, and a further
sub-goal is moving the spreadsheet to allow the folder to be
opened. Each goal or sub-goal
of a scenario initiates a task directed at achieving the goal.
Scenarios typically incorporate
more than one task execution thread. The conversion of goals
into intended actions or the
interpretation of events with respect to task goals takes place in
an agent’s mind and is
normally not observable. However when the details of a users’
mental activity is important
to a situation (e.g., for a new user), a scenario makes explicit
reference to the planning and
evaluation of goals.
53. Scenarios have a plot; they include sequences of actions and
events, things that
actors do, things that happen to them, changes in the
circumstances of the setting, and so
forth. Particular actions and events can facilitate, obstruct, or
be irrelevant to given goals.
Resizing the spreadsheet and moving it out of the displ ay are
actions that facilitate the goal
of opening the folder. Resizing and repositioning the memo are
actions that facilitate the
goal of displaying the memo so that it can be examined with the
budget. Pausing is an
action that is irrelevant to any goal, though it suggests that this
accountant’s goal-directed
actions were not completely fluent. Notably, actions and events
can change the goals —
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Rosson and John M. Carroll
even the defining goal — of a scenario.
Representing the use of a system or application with a set of
user interaction
scenarios makes the system’s use explicit, and in doing so
orients design and analysis
toward a broader view of computers. It can help designers and
analysts to focus attention
on the assumptions about people and their tasks that may
otherwise be implicit in systems
54. and applications. Scenario representations can be elaborated as
prototypes, through the use
of storyboard, video, and rapid prototyping tools.
Why Scenario-Based Usability Engineering?
All engineering involves the management of tradeoffs. In
Digital Equipment
Company’s VWS project (Good et al., 1986), the development
team was focused on
reducing users’ performance time for the benchmark tasks. The
team also measured user
satisfaction, and found that it declined by almost 25% between
the two versions. The
VWS team did not regard this tradeoff as problematic, because
they had also set a goal for
user satisfaction that was exceeded in both versions. This is
sound engineering.
However, had the team’s usability goal been to improve user
performance and satisfaction
by 20%, the situation would have been far more complicated.
Tradeoff 2.1: Explicit goals are necessary to manage a usability
engineering
process, BUT any given goal may turn out to be inappropriate or
unattainable.
Explicit goals — such as a 20% performance time reduction —
are needed to guide
the usability engineering process. The goals need to be vivid
and specific to be effective.
The goals should be related to what the user knows and can do,
what the user wishes to
accomplish and what indicates success, and what the user
experiences in carrying out
various actions and obtaining various results.
55. However, there is no guarantee that the starting goals in any
engineering process
will be appropriate or attainable. Sometimes good ideas are
simply not practical given the
constraints of the problem: Users may not be willing or able to
undergo enough training to
fully utilize a system’s capabilities. The display hardware may
not be capable of presenting
the resolution required. Thus although explicit and measurable
goals are necessary for a
usability engineering process, any particular goal may
ultimately be discarded. Developers
cannot make inflexible commitments to their goals, but neither
can they be paralyzed by the
uncertain future of the goals they set.
Scenario descriptions are useful in managing this tradeoff.
They have the
interesting property of being both concrete and rough.
Scenarios can briefly sketch tasks
without committing to details of precisely how the tasks will be
carried out or how the
system will enable the functionality for those tasks. They
describe usability goals
concretely by describing the situations in which the goals are
pursued and achieved. They
can be arbitrarily detailed. Yet, they are easily modified or
elaborated, and can be made
deliberately incomplete to help developers cope with
uncertainty.
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56. SBUE-Chapter 2 7
Figure 2.2: Fundamental tradeoffs in usability engineering
addressed by scenarios.
Scenarios allow designers to make progress rapidly. They can
be used to try ideas
out and get directive feedback. But because they are flexible,
they keep the design space
open-ended and amenable to exploration, helping designers to
avoid premature
commitment. Much of their power comes from the way people
create and understand
stories. The human mind seems especially adept at gathering
meaning from narratives, both
in generation and interpretation, as illustrated by the remarkable
examples of dreams
(Freud, 1900) and myths (Levi-Strauss, 1967). Indeed, myths
are universal tools for
coping with uncertainty. Part of their cultural impact stems
from being recalled and
discussed throughout a community. On a more modest scale,
design teams can do this too:
Sharing and developing scenarios helps to control the
uncertainties inherent in the work,
while strengthening the team itself.
User
interaction
scenarios that
are concrete,
but rough and
57. flexible
Design
goals are
necessary but may
need to be
discarded
Detailed analyses
of user tasks guide
design but users’
tasks will
evolve
Innovation
is a key element
of design but some
innovations reduce
usability
Models and
theories enable
reuse of experience
but may over-
simplify usage
contexts
Technical
representations
58. increase design
precision but may
exclude team
members
Software
construction
is progress
but detracts
from analysis
and evaluation
Prototyping
supports user
testing but the
creation effort
can produce
too much
buy-in
User testing
provides valuable
feedback but with
diminishing returns
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59. A second fundamental tradeoff in usability engineering comes
from the fact that
user requirements and technology co-evolve (Figure 2.1): We
must understand user
activity to be able to develop appropriate technology support for
that activity, but the new
technology will ultimately change what people do and how they
choose to do it. For
example, early spreadsheet programs revolutionized budget
management. That success had
the consequence that people spent lots of time using their
spreadsheet programs, which in
turn caused them to develop new needs (Nielsen & Mack, 1986).
Spreadsheet users
wanted better support for budget projections, such as natural
order recalculation (in which
cell dependencies determine the order of recalculation), and
better integration with support
for other tasks, such as planning, communicating, accessing
information, reporting, and
presenting. Subsequent spreadsheet program provided this
support.
Tradeoff 2.2: We must understand users’ tasks in order to
develop usable
technology, BUT new technology changes possibilities for
action, and ultimately
changes what people do and how they choose to do it
Scenario descriptions are useful in managing the tradeoff
between responding to
users’ current tasks while anticipating new needs. By being
concrete but rough, they give
60. developers insight into meaningful human activity, but at the
same time avoid the
implication that things will remain the same. Scenarios capture
the details of a work
context, but they also emphasize the wide range of possibilities
for the organization of
work. They describe systems in terms of the work that people
will try to do as they make
use of those systems. A design process centered on scenarios is
inherently focused on the
needs and concerns of prospective users. Designers and clients
are less likely to be
captured by futuristic but inappropriate gadgets and gizmos —
or to settle for routine
technological solutions — when their discussions are couched in
the language of scenarios.
One goal of most development projects is to facilitate human
activity through
providing elegant and innovative functionality, such as
spreadsheet programs and graphical
user interfaces. However, not all elegant and innovative
functionality has this effect. A
third tradeoff in usability engineering is that even functionality
that is elegant and innovative
can sometimes undermine usability.
Tradeoff 2.3: Developers and their organizations seek elegant
and innovative
functionality, BUT some functionality may actually undermine
usability.
For example, an idea might be good but ahead of its time. In
1982 IBM produced
the Audio Distribution System, a digital phone messaging
system that even by today’s
61. standards had a very powerful set of file management and
editing features. However, the
product did not do well in a marketplace oriented to analog
phone answering technology. It
was too advanced for the time. It required too much learning,
and too much conceptual
change of its users.
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A more mundane generalization of this tradeoff is the well -
known featuritis
problem, discussed by Norman (1988) and many others. In their
search for novel
functions and elegant system concepts, developers often lose
sight of the users and their
tasks. They push the technology envelope, but they fail to
create usable systems. When
functions do not contribute to the “solution”, they become the
“problem”: Unneeded
functions increase the learning burden for new users, and are
sources of continuing
confusion for more experienced users.
Scenarios address this tradeoff by keeping the focus of software
development work
on use, not merely on the features and functions that might
facilitate use. While it is clearly
important for developers to push ahead with new technologies,
62. pursuing them on a feature-
by-feature basis invites side effects. Changing any individual
user interface feature may
impact the consistency of displays and controls throughout; it
may even raise requirements
for new functionality. A prominent current example is support
for collaborative work.
Making an editor collaborative allows many new sorts of user
interactions; it supports a far
richer variety of user tasks. However, it also creates many new
usability problems, such
as establishing and maintaining effective awareness of what
one’s collaborators have done
to shared documents, what they are currently doing, and so on.
Working with a collaborative editing scenario, instead of a list
of collaboration
functions or modules, helps developers anticipate consequences
and side-effects of new
functionality, and design more comprehensive solutions.
Scenario-based analysis helps
organizations to steer between the twin risks of overconfidence
(i.e., attempting to change
or accomplish too much) and conservatism (i.e., attempting to
do too little).
A fourth tradeoff in usability engineering pertains to the reuse
of technical
knowledge. Although each development project is unique, there
is not enough time, effort,
or money to develop unique solutions for each one. No one
would imagine a need for
unique operating system software for every installed machine;
nowadays, no one would
consider even creating unique applications for each installation.
But the reuse of code in
63. this sense is the trivial case. The greater usability engineering
challenge is to reuse insights
about users and their tasks, about the kinds of user interface
displays and controls that are
appealing and easy to learn, and about the kinds of functionality
that people find tedious,
distracting, or useless.
Tradeoff 2.4: Models and theories can help developers design
usable systems,
BUT abstractions oversimplify usability issues.
How can we characterize the lessons learned about interactive
software such that
they provide guidance to future efforts? Problem situations and
solutions must be
described at some level of abstraction if they are to be
generalized. For example, perhaps a
study has shown that automatic first-letter capitalization is
undesirable in word processors.
We could consider making this a design rule, but should we
phrase it broadly (any text
application) or narrowly (just personal word processors)? When
exactly do we want to
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999 by Mary Beth Rosson and John M. Carroll
suppress auto-capitalization? The tradeoff is that whereas
models, theories, and other
64. abstractions can help developers create usable systems, the
abstractions oversimplify. It is
dificult to tell just when they apply and how.
Scenarios can help to protect developers from oversimplifying
by calling attention
to contextual detail; they especially emphasize temporal
dynamics and cause-and-effect
relations in the situations they describe. Every element of a
design, every move that a
designer makes, has a variety of potential consequences.
Scenarios provide a language for
recognizing and addressing the many tradeoffs and
dependencies in a design problem.
They help developers think about the consequences of design
changes — consequences for
the software, for the tasks it supports, and the organizations in
which the work takes place.
Scenarios provide a sort of middle-level abstraction that can be
useful in drawing
more general lessons. Scenarios can be classified in various
ways and these classes can
then be used to organize knowledge about design. Making a
speech annotation on a video
file is an example of creating meta-data to support later
retrieval. Thus things we know
about keyword indexing and retrieval might be useful whether
the annotations were made
via speech or something else. Conversely, things we learn
about the use of speech
annotations on video clips might be reused in other types of
annotation scenarios.
A fifth tradeoff pertains to project-related communication and
collaboration in the
65. software development process. Software designers use
technical representations such as
data flow diagrams or state transition networks to express and
share ideas; analysts develop
diagrams such as organization charts or job descriptions to
characterize an organization’s
internal structure and needs. Such representations increase
communication precision.
However, they may also exclude participation by some
individuals or groups important to
successful development. For example, users may be unable to
follow a data flow diagram;
programmers may not understand the details in a job
description.
Tradeoff 2.5: Technical design representations can increase the
precision of
communication, BUT may exclude participation by some
members of a project team.
Scenarios address this tradeoff by using a universally accessible
language: all
project members can “speak” the language of scenarios.
Scenarios facilitate participatory
development — design work that is a direct collaboration
between developers and users.
Enabling participation by users or other clients is a proactive
approach to detecting and
resolving organizational impacts that often result from inserting
technology into a
workplace. Scenarios can integrate diverse design skills and
experience by simplifying
communication among different kinds of experts. Among the
development team, scenarios
aid handoff and coordination by maintaining a guiding vision of
the project’s goals.
66. A sixth tradeoff in usability engineeri ng comes from the
conflict between thinking
versus doing: thinking takes time and slows down action, but
doing things gets in the way
of thinking. Of course developers want to reflect on their
activities, and they do so
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routinely. However, people take pride not only in what they
know and learn, but in what
they can do and produce. They know from experience that it is
impossible to predict or
understand all potential outcomes and relationships, and they
are often frustrated by
discussions of alternatives. They want to act, to make
decisions, to see progress.
Tradeoff 2.6: System-building moves a project forward, BUT
can lead developers to
direct too little effort toward analysis and evaluation.
Reflection about design activities is often de-coupled from the
system’s usage
context. Design review meetings allow a project team to take
stock of progress by working
through objectives, progress reports, specifications, and so on.
Such reviews facilitate
67. design work in many ways, clarifying problems, alternatives, or
decisions. However, a
review removes designers from the day-to-day context of their
work; the designers stop
design work as such and reflect on interim results. Reviews do
not evoke reflection in the
context of doing design. Moreover, design reviews typically
focus on listing and assessing
features and functions, as opposed to considering a system’s
potential use.
The evocative nature of scenarios helps to address this. By
depicting a concrete
story of user interaction, a scenario vividly and succinctly
conveys a vision of what the
system will do. They stimulate imagination and invite
designers to engage in “what-if”
reasoning. In a scenario it is easy to change the values of
several key variables at a time to
imagine what new states or events might transpire. Designers
can use scenarios to integrate
their consideration of system requirements and the motivations
and cognitive issues that
underlie a user’s actions and experiences. Scenarios can also
describe designs at multiple
levels of detail and with respect to multiple perspectives.
Two final tradeoffs concern evaluation. One of these concerns
a hidden cost in
implementing or prototyping early versions of a system.
Although this is critical to iterative
design — you must have something to test before you can get
feedback — the time and
effort spent in implementation can make it difficult to discard
or seriously revise the design.
68. Tradeoff 2.7: Prototyping facilitates usability evaluation, BUT
the time and effort to
implement may make it difficult to discard a design based on
usability evaluation.
A running system facilitates evaluation by providing something
to evaluate. Of
course it is possible to evaluate concepts and mock-ups; one can
show drawings and task
descriptions to users to get their reactions. But it is always
better to have a demo or an
executable prototype. Test users can experience the details of
interaction, enter data,
evaluate the execution of commands, and try to interpret
displayed results. However, the
more work one invests in a system, the more one values it. This
well-known principle of
psychology is called cognitive dissonance (Festinger, 1957).
Cognitive dissonance is not
neurotic. After all, if people fail to value something they spend
weeks producing, what
does that say about how they their own knowledge and skill? If
we work hard, we should
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be proud and committed to the result of our labor. However,
cognitive dissonance can be a
problem when we work hard and nevertheless our result must be
69. abandoned or seriously
reconsidered. Unfortunately, this happens frequently in
software development.
Scenarios help designers manage cognitive dissonance in two
ways. First, by
being relatively lightweight, easy to create and work with,
scenarios reduce the time and
effort of developing something that can be evaluated. This
reduces the cognitive
dissonance evoked when evaluation data point to problems with
the scenario. Second,
scenarios stimulate the imagination; developing one scenario
often evokes ideas for several
others. Thus, even more than physical mock-ups and software
prototypes, scenarios tend
to be divergent, triggering many alternatives, and moderating
allegiance to the original idea.
A final tradeoff comes from the need for a stopping rule in
usability engineering.
Evaluation guides iterative software development: As in the
VWX case, problems are
identified, prioritized, and addressed through redesign, and
outcomes improve. The VWX
case was quite simple; the team focused on improving overall
performance on a single
benchmark task. Contemporary usability engineering processes
are often more complex.
Usability engineers may consider a wide range of benchmark
tasks and measure many
parameters involving learning, performance, and satisfaction.
Continuing cycles of
evaluation and design change are expensive, and at some point
the testing starts to produce
smaller and smaller improvements in usability.
70. Tradeoff 2.8: Usability evaluation guides iterative
development, BUT continuing
design changes extend the development process (increased
costs), and may not lead
to noticable improvements in usability (diminishing returns).
The key, of course, is to anticipate diminishing returns, and
avoid paying for the
final cycles of iterative development. Scenarios help by
providing an overall management
tool in software development. The benchmark tasks for
usability evaluation are simply
testable user interaction scenarios — they are versions of
scenarios used to envision and
develop the system, but with metrics for user interaction
specified as parameters for
learning, performance, and attitude. Tracking the measured
values of these parameters
helps to determine whether evaluation has begun to produce
diminishing returns.
A Scenario-Based Usability Engineering Process
This book introduces the simple framework for usability
engineering shown in
Figure 2.3. Scenarios are a central design representation and
are passed among various
software development activities. At each point, the scenarios
are transformed in some way.
In the following chapters, we will show how scenarios can be
constructed and analyzed to
do requirements analysis, to specify task models, to design
information layouts and
interaction sequences, to develop prototypes, to define usability
specifications, and to write
71. documentation.
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SBUE-Chapter 2 13
Nonfunctional
Requirements
Science & Technology
Formative
Intrinsic
Evaluation
Prototyping
Summative
Pay-off
Evaluation
User
Documentation
Project
Documentation
Formative
Pay-off
72. Evaluation
Basic-level scenarios
DESIGN
Information scenarios
Interaction
scenarios
Requirements Analysis
Figure 2.3: Overall organization of scenario-based usability
engineering
Requirements
The flow of information and activity in scenario-based usability
engineering
(SBUE) echos the basic software development waterfall — the
flow moves from
requirements, through design, to evaluation. As observed In
Chapter 1, a document-
oriented waterfall process increases the coherence of the
development. In SBUE, the
documents passed among stages are scenarios. In requirements
analysis, scenarios are
gathered through interviews with clients and other users,
through direct observations of
user activity in the workplace, and through brainstorming
among users and developers.
The requirements scenarios describe the characteristics of the
users, the typical and critical
tasks they engage in, the artifacts they employ in their activity,
73. and the organizational
context of objectives and conventions (see Chapter 3).
In addition to the needs of users and their organizations,
software development will
be guided by the current state of science and technology, and by
nonfunctional
requirements. The current state of science and technology
provides developers with a set
of technical building blocks and constraints. The state-of-the-
art specifies a level of
technological refinement and sophistication that developers
must take into account;
normally, they hope to meet or exceed the state-of-the-art. In
pushing the state-of-the-art,
DRAFT: PLEASE DO NOT CITE OR CIRCULATE WITHOUT
PERMISSION
SBUE-Chapter 2 14
son and John M. Carroll
developers can make use of new scientific results, or techniques
and research prototypes
recently demonstrated or described. They can apply or create
design guidelines, derived
from the state-of-the-art. And they can invent or modify system
metaphors and conceptual
models to guide the software development process.
Nonfunctional requirements include an assortment of issues that
do not bear directly
on system functionality, but that influence software