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"...practitioners have
understood for at least two decades that there is no absolute
standard for usability...Despite this, research on evaluation methods in the 1990s
struggled with defining what constituted a usability
problem. ...what is a usability problem in one product usage
context may not be one in another." pp. 165
"...a priori usability measures or thresholds cannot apply
to all systems. Usability targets must be set on a project by
project basis. ...[This] requires
discussion between all stakeholders, and revisiting of
measures and targets throughout the development, since it
is highly unlikely that appropriate targets will be selected
initially." pp. 166
2007-05-22 17:22:37
"From the perspective of VCD, targets can only be rationally derived from the intended value of a product or service." pp. 166
2007-05-22 17:27:17
"Usability approaches assess quality in use through observing and measuring users’ experiences. They are mostly concerned with 'getting the design right'. In the second decade of HCI, the emphasis moved to 'getting the right design' by studying usage in context. This revealed not only inefficiencies and dissatisfaction due to interaction design, but also ineffectiveness due to missing or inappropriate functionality." p. 166
2007-05-22 17:34:49
”The nature of value manifestations can best be distinguished from impositions of (ethical) values by adopting the more morally and politically neutral word ‘worth’ as a synonym (in all except connotations and associations) for ‘value’.” pp. 167
2007-05-22 17:46:43
"Noting that things of value are
worthwhile, or things of worth, we can advance one letter in
the alphabet from VCD to WCD. This ‘re-branding’ is
motivated by the need to differentiate value-centred
approaches from narrower approaches such as VSD and
commercial product design. ...WCD focuses development on the worthwhile,
that is, things that will be valued, as manifested in people’s
motivation, individually or collectively, to invest one or
more of time, money, energy and commitment." pp. 168
2007-05-22 17:48:34
"...designing worth means designing things that will motivate
people to buy, learn, use or recommend an interactive
product, and ideally most or all of these. Thus the differing
motivations of users, sponsors and other stakeholders need
to be understood and confirmed early in design." pp. 168
2007-05-22 17:51:49
"Worth...is hopefully a better umbrella term
for the words that designers typically use to indicate
people’s motivations, especially ‘needs’ and ‘wants’, as
well as product motivators such as ‘quality’. While some
designers may quaintly see the latter as being ‘within’ the
product, ‘needs and wants’ clearly lie within people. As
such, a product’s quality is essentially its ability to meet
wants and/or needs. Poor quality thus reduces worth, but as
this is always relative to wants and needs, we do not need to
consider quality alongside wants and needs. Thus although
designers often talk in terms of product quality, we should
regard this at best as a surrogate for users’ wants and needs." pp. 168
2007-05-22 17:54:03
”...with innovative products, user may only realise their worth having chosen to use them [12]. The implication, as with unfelt needs, is that people may not be able to articulate (name) what they could value; only what they have found to be worthwhile. While many counselling approaches seek to uncover unfelt needs, encounters with new designs can be more clear cut, establishing the existence of unfelt needs simply by making them felt through usage and experience.” pp. 169
2007-05-22 18:02:33
"The motivations of individuals and social groupings define
what is worthwhile. It is through examining these that HCI
can broaden its scope, not only beyond the Taylorist efficiency of office productivity tools, but also beyond the...‘Disneyism’ of some affective HCI. WCD
should be able to provide digital support for anything that
people consider worthwhile, whether as individuals or
collectively." pp. 169
2007-05-22 18:06:08
"The VCD framework structured development around four
logical processes. Firstly, opportunity identification
expresses the intended worth of a digital artefact.
Secondly, the design process envisages the achievement of
worth as a result of human interactions with a system.
Evaluation establishes the impact of the quality of
human-computer interaction on achievement of worth.
Iteration is the fourth process, where adverse impacts of
quality in use on achieved worth are first understood, and
then addressed by recommended changes."
"Equating worth and motivation shifts the original phase of
opportunity identification to a more focused study of needs,
wants, and unfelt needs. Poorly met or unmet current
needs or wants can be identified through existing HCI
approaches such as ethnography, interviews and competitor
analysis."
"The elicitation of unmet or poorly met wants and needs will
not identify all opportunities for new digital products and
services. Nor may personas, which tend to focus on
individual’s goals but not necessarily how well these are
currently, or could be, accomplished. In both cases, unfelt
needs are unlikely to emerge."
"envisionment or performance, and are thus better suited to
surfacing through exploratory design. Furthermore,
methods for identifying needs and wants, and how well they
are currently met, may carry a high degree of risk.
Prototyping is thus vital, even with apparently well
grounded analyses of wants and needs, to validate ‘worth as
requirements’ in a timely and reliable manner."
"Wherever possible, worth should be expressed using words
and images of users, sponsors and other stakeholders."
pp. 172
2007-05-22 19:34:57
"WCD focuses evaluation on assessing the impact of user
experience and performance on achievement of intended
worth. An early focus on evaluation lets worth be
considered in terms of success criteria and human
motivation. Expressing worth as both success criteria and
product motivations is a useful design method, since
inconsistencies can require further reflection that should
improve product goals. Evaluation can also become
structured around hypothesis testing if design impact
matrices are used, as the expected impact of design
decisions can be compared with actual impact." pp. 172
2007-05-22 19:40:43
"Worth is achieved in the world and endures after
interaction. One exception is transient individual worth in
the form of pleasure in entertainment systems, which must
be measured during interaction (memories however may
endure). However, for all enduring forms of worth, impact
must be assessed in the world, and not in interaction." pp. 172
"...consider a website for van hire. The worth of
van hire lies in “hiring an appropriate van for a suitable
period at an economical cost as regards price and personal
effort required to collect and return it”. Achievement of
such worth can only be made at a van depot, or by a follow
up interaction with the customer. An on-line booking will
indicate that the price and the perceived cost of picking up
and returning a van are acceptable, but until the van is
successfully collected and then successfully returned after
transporting the load, nothing worthwhile has been
achieved." pp. 173
"To assess the effectiveness of the van hire-site, it must
either be extended to cover post-sales feedback, or the
depot must be instrumented through operational systems
and/or public feedback kiosks, or both." pp. 173
"A traditional usability test of a van hire web-site could
assess ease of booking and ease of confident and
appropriate van selection, but these are largely hygiene
factors. The main customer motivators are price, what
needs to go in the van (and when and where) and
convenience. These are largely independent of the
web-site, unless price is dynamically adjusted." pp. 173
2007-05-22 19:44:53
"Evaluation ends with achieved worth assessed in terms of
4Ds: donation, delivery, degrading and destruction, where
respectively the design delivers more, as much, less or none
of the worth than was intended. Evaluation data allows
partial causal analysis, but this may be insufficient to allow
confident syntheses of design fixes. This may need further
focused exploration of user difficulties and dissatisfaction,
but it may also be due to flaws in worth expression."
"Iteration ‘fixes’ in HCI are mostly associated with changes
to a design. However, the causes of user difficulties or
dissatisfaction may be deeper, and be due to
misconceptions about what is worthwhile, or due to
incomplete field research. Development in WCD can begin
with any logical development process. So too can iteration
require fixes to any development process, not just to
Design, except when iteration leads to termination and the
5th D of WCD: denial. Here, causal analysis can deny one
or more of: the viability of the value proposition; the
possibility of adequate risk management via appropriate
field research; or the possibility of any successful design fix
being possible with known currently available technology."
"Developers may prefer evaluators to provide
design fixes, but in a well managed team, design, business,
sponsor and other stakeholder roles during iteration cannot
be excluded. Everything can be iterated, so everyone must
iterate." pp. 173
2007-05-22 19:51:46
"Centring design on worth is
worthwhile because this provides common ground
· for all development processes, with total iteration
potential (activity integration)
· between design management sponsors, users and other
stakeholders (role integration)
· through cultural forms in worth arenas (domain
integration)
...the value of WCD is that is allows
development to focus clearly on sponsor and user goals for
digital products and services. ...WCD keeps development
teams focused on what motivates usage, purchase and
recommendations." pp. 173
"There is no viable alternative to
focusing on worth. Focusing on the system, interaction or
contextual fit distracts from what really makes systems worthwhile." pp. 173
2007-05-22 19:56:09
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