Engineering the social: The role of shared artifacts
Introduction
Despite best efforts, contemporary technologies often fail to meet basic human needs and desires (Bell et al., 2005; Christensen, 1997; Haines et al., 2007; Norman, 1999). Recent developments in design processes have ensured technologies are generally accurate, reliable and usable (Sharp et al., 2007). However, meeting these measurable requirements and qualities constitutes only part of what it means to design technology for people. As social beings we often have loftier needs, such as to experience social connection and empathy, to care for others and be cared for, and to share pleasure. These particular types of social requirements cannot be easily reduced to functional specifications for information provision. In existing software development processes, these social requirements are often neglected or trivialized (Sommerville, 2007). We believe it is valuable to match socially oriented user studies with requirements elicitation methods that are able to identify and document social requirements in a form compatible with existing software engineering methods. Technology in social settings will be of increased value if it demonstrably addresses and fulfills the often ephemeral, and hard to measure, felt needs of people in these environments.
The disciplines of Software Engineering (SE) and Human Computer Interaction (HCI) share the goal of effective technology, but differ in their theories, methods, and terminology in interpreting ‘effectiveness’. This difference creates a communicative divide, which is accentuated for technological innovation that focuses on socially complex situations. In our research, we used a multidisciplinary approach to engineering socially oriented software systems. This approach allows us to combine social understanding of technological use in a human context, extracted using ethnographically informed HCI methods, with SE knowledge and experience of modeling user requirements for software design. In bringing together these two Communities of Practice (Wenger, 1998) we are confronted with similar issues of communication and translation faced by HCI research for well over a decade (Constantine et al., 2003; Cunningham and Jones, 2005; Hughes et al., 1994; Kjeldskov et al., 2006; Viller and Sommerville, 2000). These issues concern how to ‘bridge the gap’ between ethnography and software engineering for the purposes of designing technology.
In this paper, we investigate facilitating interpersonal interactions between individuals with technology in the home, where social activity is not easily conceived in terms of tasks and goals. We are interested in non-instrumental activities, or activities that cannot be easily decomposed into tasks and sub-tasks; and where the purpose is not necessarily to achieve a goal but to participate in a process. This is illustrated by game playing. Rather than specifying the ‘rules’ and ‘interaction style’ necessary for winning, we are interested in the mechanisms that facilitate less instrumental outcomes such as ‘engagement’ and ‘social-bonding’. Clearly ‘rules’ are not orthogonal to ‘social-bonding’, but addressing one does not engender the other. Our motivation is to support the non-instrumental characteristics, which may be achieved via any one of a myriad of concrete goals.
We acknowledge that non-instrumental activities also occur in the workplace and are often embedded within purposeful tasks. However, the domestic environment provides more acute and intangible instances of them. While it is true that purposeful work gets done at home, it is the activities that remain when work is abstracted out of family life that we find particularly interesting.
Social requirements obtained through ethnographically informed HCI methods are generally not in an appropriate form for simply feeding into traditional software analysis methods. In our case, cultural probes were used to provide access to people's daily interactions in the domestic setting. These interactions are difficult to study using traditional empirical techniques such as questionnaires, focus groups and participant observation. The data gathered using probes is fragmentary and unstructured, and in the absence of any proven method, the process of translation from probe data to the abstract generalization required in software design is not an easy one.
In our project, we created software requirements models with the agent-oriented software engineering (AOSE) methodology ROADMAP (Juan et al., 2002; Kuan et al., 2005) from the cultural probe findings. We were particularly interested in testing ROADMAP's ability to represent non-instrumental social requirements. This is because its notation extends beyond functional goals, used in traditional software engineering methodologies, to include a special type of goal called a quality goal. Quality goals are essentially non-functional and are designed to encapsulate social aspects of the context into the software requirements model, thus providing a mechanism to carry social aspects through to the implementation phase. Identifying quality goals became an important part of the requirements elicitation phase for capturing social requirements from the probe data.
The process of translation was enacted in team meetings, where members of a multidisciplinary team worked together to analyze probe returns and identify quality goals, while creating and maintaining their own representations of understanding. Because the two communities of practice involved came to the table with different values, practices, orientations to technology, and commitments to the process, they achieved this analysis through exchanging thoughts, interpretations and understandings in a series of conversations mediated by a collection of artifacts. These artifacts had different purposes, qualities and affiliations, and were used to cross and negotiate boundaries (Lee, 2007; Star and Griesemer, 1989) between the two groups working within an ‘artefact ecology’ (Vyas and Dix, 2007) consisting of different digital and physical artifacts, the members of the multidisciplinary team, and their work practices and values. The role that the shared artifacts played facilitated both communication between disciplines and the embodiment of interactions and work coordination that such artifacts play in meetings generally. Coordination was primarily achieved by conversations around artifacts, and it was these conversations that team members found the most enlightening part of the exchange. The conversations enriched their own understandings of the design situation as unanticipated viewpoints emerged; exploiting the complementarities of the different value sets and approaches to design of the two communities of practice.
Artifacts are a powerful resource for analysis, they “tell a story to the extent that they invoke stories” (Ramduny-Ellis et al., 2005, p. 77). They can represent the understandings of one individual and also be used to mediate and negotiate work in collaborative settings (Vyas and Dix, 2007). By analyzing the attributes of the artifacts that made them function as useful shared objects, or not, we can better understand the role that shared artifacts played in the process of translation of ethnographic understanding to abstracted design model.
This paper sits in the territory of the relationship between ethnography and software engineering, and we ask the question: what is the role of shared artifacts in supporting multidisciplinary teams in engineering the social? To do this we use our case study to explore the roles that artifacts played in the process of analysis, and the attributes and affordances of those shared artifacts that expedited this.
This paper is structured as follows. Firstly, we present background information about past research into social analyses in HCI and requirements engineering, including the value of an agent-oriented approach to this. Secondly, we look at relevant aspects for socially oriented requirements engineering for the domestic environment. Thirdly we present our approach to the process of analysis using a multidisciplinary team and shared artifacts. Fourthly, we present our case study. We then give the details of our analysis of field data and creation of requirements diagrams to illustrate engineering of the social. Finally, we discuss the insights gained from examining the role of shared artifacts in this process, and then conclude on our findings on the role of shared artifacts.
Section snippets
Social analyses and requirements engineering
Research into bridging the gap between ethnography and software engineering has taken place in the HCI and SE communities for well over a decade. At the heart of the matter of bridging this gap is the difficulty in communicating ethnographic results to the software engineers for the purpose of software design (Hughes et al., 1997). As early as 1993, Goguen (1993) stated that an important research problem at the time was how to integrate ethnographically inspired understandings of the social
Domestic technologies and social interaction
The disciplines of HCI and SE have a plethora of methods and techniques for understanding, analyzing and designing computing for the work domain. Now that computers are becoming increasingly interwoven into the domestic setting, the question has arisen as to whether the understandings and methodologies developed specifically for the workplace are also applicable and appropriate when designing technology for the home (Crabtree, 2004). It is true that when information and communication
Cultural probes: investigating intergenerational play
The aim of the cultural probe research was to understand playful interaction as a means toward designing technologies to support intergenerational play across a distance. This was motivated by the increased physical separation of grandparents and grandchildren, both geographically and in terms of time zones and schedules. There are many documented benefits from increased intergenerational contact, yet current technologies, such as telephone and e-mail, are not sufficient to adequately support
Engineering the social: collaborative analysis
The multidisciplinary team went through a process of consultations and conversations in respect to unpacking the ethnographic data that was collected, and the identification of goals and roles within that data. This process involved the set of steps, detailed below, of understanding the probe data, making requirements models, and presenting those models back to the group and refining them in response to feedback. Artifacts played a central role in these meetings, in knowledge transition, in
Discussion
After completing the analysis of the cultural probe data and requirements elicitation we had an organized ethnographic record of the situation of intergenerational play, and a set of ROADMAP diagrams of sufficient fidelity for designing a Magic Box socio-technical system.
In this discussion, we reflect on our process and examine how the shared artifacts were used by the multidisciplinary team to ‘bridge the gap’ between ethnography and software engineering. We first explore the roles that shared
Conclusion
The current shift in focus toward observing the home environment rather than the workplace in order to understand interactions around and with technology in the home has brought a shift in the methods required for observation in this different situational context. The use of cultural probes, with their emphasis on fragmentary, subjective, interpretive data to inspire speculative design for new uses of technology, is a valuable observational method for studying social interactions.
On the basis
Acknowledgments
Related work was supported by SITCRC, the Smart Internet Technology Cooperative Research Center funded by the Australian Government and industry partners. The project built on work from the SITCRC project ‘Intergenerational Distributed Family’. We would like to thank the following researchers for their contributions in sharing their experiences in that project: Martin Gibbs, Hilary Davis, Peter Francis, and Peter Benda.
The current work is funded by the Australian Research Council discovery
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