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UX fundamentals for adapting
science-based interfaces for
non-technical audiences
UXPA 2019
Claire Lauer, PhD
Associate Professor, Technical Communication and User Experience
What’s
Ahead
• Drought Simulator
• Mindfulness
• Challenges
• Recommendations
• Discussion
Part I: Drought
Simulator
What is
The
Drought
Simulator?
• Expert model 2007
• Museum – America 2016
• Museum – Arizona 2018
• Classroom - 2018
Expert Drought Simulator
Expert Drought Simulator
Decision Theater
Enter the National
Museum
Drought Simulator America
Testing the Drought
Simulator
Observation, think-aloud, interview
February 2017 Tested iPad with 15 users in rural southeast
May 2017-May 2018 Developed personas, redesigned interface, received grant for classroom
version (still no money for design or testing)
Drought Simulator Arizona
Drought Simulator Classroom
Observation, think-aloud, interview
October 2018 Observed and interacted with community college classroom
October 2018 Tested 2 users at museum site (out of about 20)
November 2018
Ditched video narrative and instructions. Developed instructions
board. Tested iterations of the instructions board with 37 students
December 2018 Released instructions board to next museum site
February 2019
Tested iPad and instructions board with 18 seniors at rural library and
10 students on campus. Added pre-interview questions about water
“[the Drought Simulator] is a tool that we can put out there in
the universe; it's user directed to help awaken citizens of simple
concepts about water. We are hoping it's a learning experience
and that it comes with some new understandings about where
their water comes from and how it's being used.”
Drought Simulator Scientist
“It was very confusing. We just faked it. We basically guessed on
what we were doing.”
Community Member
Verdict: Simulator
failed to engage users
and encouraged
mindlessness.
Mindlessness happens
when visitors feel
incompetent or
helpless in the face of
problems they’re asked
to solve. (Giovanni Moscado)
during six interviews with pairs of senior users at the
rural library where the UX team was hosting a
usability session for the latest iteration of the Drought
Simulator, participants used the words "confusing" or
"confused" a total of 17 times
Participants used the words "confusing" or "confused" a
total of 17 times
When asked "Do you feel like you learned anything from
playing the game?" all users answered "No."
Participants referred to experience as "cheating" because
they turned the indicators from red to green but didn't
know what it meant or why it mattered.
Science models:
Logic
Deficit
Conduit
Transactional
Logic:
Data driven
appeals to
reason
Briselli (2013) suggests that a reliance on appeals to reason is not always
effective because "public understanding and attitudes do not develop solely in
response to objective reasoning" (pg. 3)
Deficit:
Top-down
Singular
Audience B
Scientist
ONE
Message
Audience A Audience C
In fact, effective science communication is affected by the context and requires
engagement with different audiences in different places at different times,
taking account of what they want to know and already know, understand, and
believe. (NASEM, 2017, pg. 3)
Conduit:
Science Message
Rhetoric
Tech Comm
UX
Transactional:
ScientistsCitizens
“The local knowledge of ordinary citizens
and the abstract knowledge of technical
experts interact synergistically to provide
more complete analyses and more
effective decisions” (Kinsella 89)
Part II: Promoting
Mindfulness
A mindful visitor…
“Actively processes new information, creates new
categories for information, and thinks about new ways to
behave. Mindfulness is associated with more learning,
better decision making, increased self-esteem, and
feelings of control and enjoyment.” (Moscardo, 1999, p.
25)
Mindfulness model…
Giovanni Moscado, 1999
Being mindful of these
models and other
challenges of working
with scientists will
lead to more mindful
users
Part III: Challenges
Challenge 1:
Mindless
about
users
• No training
• No incentive
• UX doesn’t
advance science
• Flawed process
UX Design Process
Where scientists begin Wrap in
communication
techniques
Deliver
Challenge 2:
Premature
fixation on
mode of
delivery
• Well-established
data and model
• Academic
articles already
written
• Resistant to
change
Challenge 3:
Privilege
accuracy
and
complexity
• Complexity over
audience
• Credibility at stake
Challenge 4:
Mindless
about
funding
• No need to include UX
• Tarnished credibility
• Unfamiliar with UX
language
Design
Challenge:
Part IV:
Recommendations
The stakes are different
for science. Advocate
for the user even more
than on commercial
projects.
Push back hard
against data and
complexity as the only
way forward
Own your expertise.
Present user data
(from other projects)
and use it early and
often as a wake up call
Show UX as the
science that it is.
Interview users to
connect to their
personal experiences
and to tell a good
story.
To promote mindfulness,
UX professionals must
help scientists consider
audience’s values,
assumptions, experiences,
and perspectives
Thank you!
Claire.lauer@asu.edu

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UXPA2019 UX fundamentals for adapting science-based interfaces for non-technical audiences

Editor's Notes

  1. Improved color and font, added concrete text, added action verbs, added video narrative scenario and instructions.
  2. UX specialists can rely heavily on the results of well-structured user testing to prove to even the most skeptical executives that changes need to be made to a system or interface. However, unlike a commercial product that typically relies on satisfied customers to make money, scientists typically have no incentive to make money from users, and thus no serious incentive to make their systems more usable. With regard to science, a user not being able to understand information is more easily seen as their own fault, and UX specialists should not expect scientists to have as much empathy for users as they should.
  3. Scientific research is often complex in nature, requiring significant background knowledge of methods, techniques, and familiarity with past research, and its results may only be understood by other researchers. Scientific research is typically disseminated to other scientists or specialists in the form of scholarly publications and presentations that are written at a more technical level than would be understood by lay audiences.   Once findings have been disseminated in scholarly form; however, scientists may have difficulty translating their findings in a way that connects to a different audience altogether. They may engage in what--in design fields--is called premature fixation, where a scientist becomes resistant to change as the design--or in the case their finding and conclusions--take on a high level of complexity or detail. (Robertson, Walther, and Radcliffe, 2007).
  4. However, nowhere in the grant did the scientists suggest that they needed money for the design, user testing, or improvement of the system. All of this development work seemed to be taken for granted, perhaps because the system already existed in one form (the expert form), so translating it to another form (the classroom form or the museum form) was assumed to not require that much effort. It may have also been the case that the scientists felt that if they had included such funding requests in their proposal, they would be suggesting that their system wasn't perfect, and this would have compromised their ethos as scientists. If the system was seen as needing improvement as it was being translated into the classroom version, perhaps the scientists assumed they would not be awarded any funding at all. Or perhaps the scientists simply did not know the language to use to ask for and justify design and UX funding because they had never had to request such funding in the past.