MANAGING HUMAN-CENTERED DESIGN ARTIFACTS IN DISTRIBUTED DEVELOPMENT ENVIRONMENT WITH KNOWLEDGE STORAGE

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MANAGING HUMAN-CENTERED DESIGN ARTIFACTS IN DISTRIBUTED DEVELOPMENT ENVIRONMENT WITH KNOWLEDGE STORAGE Marko Nieminen Email: Marko.Nieminen@hut.fi Helsinki University of Technology, Department of Computer Science and Engineering, P.O. Box 9600, 02015 TKK FINLAND ABSTRACT In this paper, we present the Knowledge Storage concept and first experiences in applying a prototype implementing this concept it in real settings. Knowledge Storage can be used to store and share human-centered design artifacts in distributed product development environment. It applies concepts from design rationale and provides an initial structure for the management of human-centered development artifacts in distributed development environment. The initial results from the use of the prototype point out several important pitfalls and factors that need to be considered carefully in forthcoming implementations. 1. INTRODUCTION As human-centered issues gain increasing importance within the boundaries of technical product development, new methods, tools and mechanisms are needed in order to manage all the information that is related to this issue. Methods that address this field have been developed and introduced intensively during the last two decades (see e.g. Muller & al. 1997). Many of the emerged methods do, however, differ remarkably from the technology-oriented methods that have been used traditionally. Technical development work is now affected by methods from humanistic disciplines. As a result, not all aspects of the design can be defined with the same accuracy and determinism, as is the case with technical components. This finding makes it also important to figure out novel ways to manage information in a systematic way that relates to human-centered issues. These requirements make it difficult to construct a human-centered design artifact management system: it needs to have specific features that take into account the special characteristics of human-centered issues and at the same time it must be easily adaptable with other development practices. Characteristic to contemporary product development work is multi-disciplinary and multi-site working. Multidisciplinary teams that are located in different geographical locations conduct development work. More often, development groups work beyond organizational boundaries. This makes information management even more challenging. This multidisciplinary multi-site activity sets high demands for the human-centered information management as well. The results from these development activities must be transferred and communicated to all relevant development stakeholders in an understandable form. In a distributed development environment, also the management of user-centered information suffers from the lack of interaction between project groups. Within a single development project, the findings from user studies may not end up in a product if the required development artifacts are not available (understandable or reachable) by relevant stakeholders. The situation is even more complex in a situation where development groups develop products that are separate from each other from technical standpoint but the audience (user group) is the same. Same users may use different products in the same environment. If one project group has gathered information about its users, this information could well serve other development projects. They could utilize user descriptions, task descriptions, environment descriptions, results of conducted usability tests, user interviews, and user observations that already exist in the development organization. 2. RESEARCH QUESTION In our study, we wanted to find out, what kind of development mechanism (a concept/tool with accompanying working practices) could support the management of human-centered issues (design artifacts) in a geographically distributed product development. The underlying reasons for this research question were extracted from our pre-study of six product development companies (Nieminen & Parkkinen 1998) supported with additional interviews from our case organization (in this study). We found out that following topics appear to be problematic for product development practitioners from the standpoint of human-centered development:

User information does not reach developers well enough. The organization as a whole may even have information about expected users but there are no well-defined practices that could bring this information to developers awareness in such a way that it could be included in the product under development. is not shared between projects well enough. Sharing of product and process information between project groups and organisational divisions does not happen as smoothly as it should even when information sharing is excellent inside a single project. Individual project groups work rather independently from each other. Experience about product information, development issues and working practices does not always accumulate in the best possible way. Separate information systems that contain critical development information may make this problem even a more difficult one. Traceability. It is not easy to go back to history and reconstruct a decision situation: Why did we select this feature? What kind of analysis was in the background of this decision? What was the rationale behind this decision? These kinds of issues are not always documented systematically and therefore the information will remain tacit. 3. BACKGROUND CONCEPTS The problems mentioned above set the domain of topics that need to be addressed when constructing the mechanism for the management of human-centered issues. Frameworks that provide insights to the problems are knowledge management ( User information does not reach developers well enough ), collaborative design ( is not shared between projects well enough ) and design rationale ( Traceability ). To an extent, design rationale captures elements from all these domains. All these topics need to be looked from the standpoint of human-centered development activities (as presented e.g. in ISO 13407 and Usability Maturity Model; Earthy 2000). Nonaka & Takeuchi (1995) present a theory about knowledge creation and knowledge management. This theory provides the overall framework in which the mechanism should operate. According to the theory, knowledge is explicit or tacit. Knowledge gets converted between these two types. When tacit knowledge gets converted to explicit knowledge, externalisation happens. The other three modes of knowledge conversion are socialisation (from tacit knowledge to tacit knowledge), internalisation (from explicit knowledge to tacit knowledge), and combination (from explicit knowledge to explicit knowledge). According to Nonaka & Takeuchi, organisational knowledge creation happens in five phases: I) sharing tacit knowledge (socialisation), II) creating concepts (externalisation), III) justifying concepts (internalisation), IV) building an archetype, and V) cross-levelling knowledge (combination). This process is interactive and the initial information for this process comes from collaborating organisations and from users from the market. The process results in explicit knowledge in the form of advertisements, patents, products and services. A design rationale system (see Moran & Carroll 1995) may provide support for design, maintenance, learning, and documentation (Lee 1997). Design support helps designers track the issues and alternatives that are being explored. Dependency management can display issues that depend on the current issue or issues that are related to the current issue. More complex systems can actually detect conflicts among various design constraints. Collaboration and project management provides the participants of the project with a common and shared workspace. Within this workspace designers can interact with each other. By interacting with each other, designers can form common vocabulary and project memories. This way it is easier to negotiate and reach consensus. Reuse support offers designers an index to past knowledge. There may be similar design problems that have been encountered earlier. Maintenance support is gained through the explanations that have been stored in the previous design decisions. Learning support. In most advanced systems, both technical systems and humans can learn. A system may be able to suggest more optimal solutions when it detects a non-optimal structure. The most common way to support learning is, however, through knowledge that has been saved in the past to the knowledge base. For instance, new designers can scan through this information and learn from it. A design rationale system supports learning by presenting the designer all design decisions to that are stored in the system. Each piece of information builds up the knowledge base and provides designers with more comprehensive information. Documentation support. A design rationale system can be used to automatically generate documentation. As documentation is something that reflects the actual events of the development project, a design rationale system gathers documentation in real-time. It has been mentioned that the documentation perspective has been the most successful in the implementation of design rationale systems. The human-centred aspect to information management (knowledge, artefacts) can be addressed with ISO 13407 and the Usability Maturity Model (Earthy 1999) that follows the standard. In general, the standard points out that developers must be aware of information and artefacts that addresses the context of use (e.g. specification of the range of intended users, tasks and environments), the user and organisational requirements, design solution

implementation (with the support of e.g. user interface style guides), and evaluation of the design (e.g. which parts of the system are to be evaluated and how they are to be evaluated; a report of major and minor non-compliances and observations and an overall assessment). Additionally, the various human-centred methods (like some of the ones listed in Muller & al 1997) applied in specific development settings set requirements for the information management structure. 4. THE KNOWLEDGE STORAGE CONCEPT 4.1 Construction of the Knowledge Storage The development of Knowledge Storage itself contributes to human-centered design: it was designed according to the instructions given by the Contextual Design (Beyer & Holzblatt 1998) method. Contextual Design itself presents a comprehensive set of human-centered development artifacts that are good candidates to be managed with the Knowledge Storage. The requirements for the prototype were created together with a middle-sized software development company that has several simultaneous development projects going on in different geographical locations. The company has a specific development group that is responsible of human-centered aspects in development work. 4.2 The Knowledge Storage Concept and Meta-information model Templates and Quality system Product and user - knowledge categories Project Linked access KNOWLEDGE STORAGE Role External systems Web File server Word processor Spreadsheet CAD system Sales system Partner s system Bookshelf Figure 1. Knowledge Storage contains information about roles (stakeholders of a development project), project (w/phases) and the product (from different aspects via knowledge categories). It also contains various templates (e.g. quality documents, and specification templates) that can be used throughout the development project. The knowledge storage itself contains links with classifying information to various documents that have been created with external development information systems. Meta-information model. Knowledge Storage consists of four basic information elements that constitute the meta-information model: roles, projects (with phases within the project), templates, and product information (with categories about different aspects describing the product). Role captures the different stakeholder groups of product development. An individual participant of a project may act in different roles during a project. Project implements basic characteristics of a development project and provides information about the different phases of the project. Templates provide instructions for practitioners about conducting different activities during a project. Templates may be quality system instructions or files for various office and development applications. Product information contains the actual information concerning the details of the product under development. Product information is divided into knowledge categories that can be created per project or per organization basis. Human-centered issues form one knowledge category. Knowledge categories can contain information about markets, economic or business issues, customers, users, usability, available and applicable technology, application-specific constraints, product features, and product portfolio. Context awareness. To make the adding and later searching of information less laborious, the concept (and the prototype) detects the context of the development work. As each developer is required to enter the system with specific context information consisting of user s role, current project and phase of the project, all information that is appended or browsed can be stamped with this context information. Having this context information available, it is possible for example to reconstruct the information space that has been used in a specific project. This may be used in another similar project at a later time as a reference information space. Should human-centered information be part of this information space, it will also get communicated to the new development group. The Knowledge Storage prototype has been implemented as a web based application (ASP) and it runs attached to a Web server (MS-IIS).

5. EVALUATION OF THE KNOWLEDGE STORAGE PROTOTYPE 5.1 Methods and Evaluation Environment Knowledge Storage was tested in a pilot project in real development organization. The evaluation was done with multiple methods: a questionnaire about working conditions, usability testing, server statistics and formal and informal qualitative feedback. The pilot project took place in a software development organization of about 25 persons. There were 11 participants that tested the Knowledge Storage during the evaluation period. The pilot project was conducted solely in another country and organizational unity than where the prototype was developed. At the end it turned out that the whole testing group was in a single geographical location. The development environment was evaluated, however, to be rather similar in these two locations. There are some common development systems that people from both countries share with each other but because of technical restrictions not all systems have been available for all participants. The developers of a composite development project were assigned for the initial pilot testing for the system. With composite project we mean a project that aims at creating a new product based on parts from other existing or emerging products. Not all participants were directly assigned to the selected development project; there were a few persons who were working full-time for the particular project. An additional half a dozen persons participated in the project on a part-time basis. They worked primarily to other projects and were sort of associate developers from the standpoint of the pilot project. This created demands for virtual collaboration throughout the project. Knowledge Storage was expected to support this. 5.2 Evaluation Results We sent a questionnaire to the possible pilot case participants and received 13 answers. The most important problems mentioned in section Knowledge management related problems in current work environment are listed in table 1. Table 1. The most important problems detected by the questionnaire (N=13; scale 1 = I fully disagree and 5 = I fully agree). The total amount of problem statements in the questionnaire was 20. Statement avg sd 5. There is not enough information about customers and end users 4.7 0.5 2. It is difficult to get a clear picture about what other projects and organisational units do. 4.1 0.5 7. Handling of the feedback from customers is difficult because we have no tools or process for it. 3.9 0.6 9. When a person leaves, too little of his/her knowledge remains in our organisation. 3.9 0.5 13. It is often hard to find answers to specific questions from the development information systems. 3.9 0.8 A usability test with four users was conducted in order to get information about prototype usability. Every test user was given a story to simulate a situation explaining the test tasks. The story specified following issues: the role of test user, the current project, the phase of that project, and the context of tasks. The main results from the usability test were following: In general, the user interface was considered easy-to-use. Some confusing concepts, however, existed The need for integration of Knowledge Storage and internal development systems is evident, especially with company standard document storage. It is crucial to have a critical mass of information available in order to be beneficial for the users The possibility to upload files to the system is important, not just providing linking paths to the shared files. The statistics of the usage of the prototype showed that 11 persons from the pilot organization had used the system during the initial piloting. The use of the system had been most intensive at the beginning. During the one-month pilot period, the pilot group had submitted 14 documents that had been indexed with the Knowledge Storage. The documents were from three different development projects and covered various development issues like minutes of a meeting, product descriptions and test results. We received only a few feedback messages during the beginning period of the pilot case. One of the feedback messages after testing of about three weeks revealed that the system was not fulfilling the expectations that the researchers and developers had thought about. The participating developers felt that they did not have so many documents that they would have needed such indexing and search capabilities within the pilot project. A final interview was conducted in a teleconference with two representatives of the pilot participants. In addition to the results from the usability test, following issues emerged:

The predefined knowledge categories were not considered suitable despite the fact that they were gathered from the organization s quality system and quality documentation. It was suggested that all stakeholders would have the possibility to add new knowledge categories into the system. In order to get realistic results, already a prototype system should deliver key features appropriately In the current form, the Knowledge Storage shows all new entries to all persons who log into the system (these are seen in the Current page). However, people would like to see only those entries that have been targeted to them. This way they would see only those entries that seem to be of relevance to them at the time. This would decrease the information overflow and ease the focusing to essential issues. The Knowledge Storage requires that the users of the system create all indexing information by themselves. The pilot users would have liked the support of an automated indexing system instead of just relying on the human created indexes. 6. CONCLUSIONS The answers in formal feedback messages as well as issues presented in the teleconference made it rather clear that the Knowledge Storage in its current form does not fulfill all the expectations and requirements that were set at the beginning of the development project. Despite this fact, the pilot case participants did not feel that the approach has come to a dead end: there are possibilities that Knowledge Storage could support development work in different settings. The initial problems to which Knowledge Storage should provide answers are still there (see table 1). Main problems in the application relate to reasonable amount of data and documents to be managed by the group and the geographical division of development work. 7. DISCUSSION AND FUTURE WORK Is Knowledge Storage a feasible solution for managing development time information? Can it after all be used to share user related information? Possible causes for the rejection in the pilot case are: The group chosen for piloting used only a few documents in their work and they did not see any benefit in using the system for managing these few documents. Similarly, the pilot group was also a small one working in the same office. They did not see any benefit for sharing their knowledge using the new system compared to their current practices. The prototype system did not finally include the (project external) human-centered artifacts as it was designed The prototype implementation was presented to the pilot group as an index to different documents. The possibility of using of the system as a discussion platform or a knowledge gathering tool was not presented to the group well enough. Therefore, this usage did not emerge during the piloting. The piloting took place in a single-project environment without the need for support for multiple projects. The prototype and the evaluation provided good insights about possible problems and pitfalls for the upcoming work that aims at the creation of a collaborative virtual desktop for product developers use. REFERENCES Beyer, H. & Holtzblatt, K. Contextual Design: Defining Customer-Centered Systems. Morgan Kaufmann Publishers. San Francisco. 1998. Earthy, J. Usability Maturity Model: Processes TRUMP version. Version 2.2. Downloadable from http://www.lboro.ac.uk/research/husat/eusc/guides/tr_ump_c.doc Moran, T.P. & Carroll, J.M. Overview of Design Rationale In: Moran, T.P. & Carroll, J.M. (eds.). Design Rationale. Concepts, Techniques, and Use. Lawrence Erlbaum Associates, Publishers. Mahwah, New Jersey. 1996. Pp.1-20. Muller, M.J., Halswanter, J.H. & Dayton, T., Participatory Practices in the Software Lifecycle, In Helander, M., Landauer, T.K. & Prabhu, P. (eds.) Handbook of Human-Computer Interaction. Second, completely revised edition. Elsevier science, B.V. Pp. 255-298. Amsterdam, 1997. Nieminen, M., Parkkinen J. Usability activities in product development In: Vink, P., Koningsveld A.P.E., Dhondt, S. (ed.). Human Factors in Organizational Design and Management - VI. Proceedings of the sixth international symposium on human factors in organizational design and management. The Hague, The Netherlands, August 19-22,1998. Pp.433-438. Elsevier / North-Holland 1998. Nonaka, I. & Takeuchi, H. The Knowledge-creating Company: How Japanese Companies Create the Dynamics of Innovation. Oxford University Press. New York 1995. p. 284.