A Participatory Design Technique High-Level Task Analysis, Critique, and Redesign: The CARD Method
A Participatory Design Technique High-Level Task Analysis, Critique, and Redesign: The CARD Method
A Participatory Design Technique High-Level Task Analysis, Critique, and Redesign: The CARD Method
295
system. The system was command-based and complex, greatly, of course.) The cards helped our realization,because
consisting of a maze of hierarchical screen arrangements. each card’s appearance on the table stimulated at least 15
Users had complained that (a) the sheer number of screens minutes of talk- not just about the screen appearanceof that
they were forcedto navigate through to accomplishtheir tasks particular step in the task, but about whether that step should
was excessive, and (b) the system task flow did not map onto andcouldexist! Gettingthroughthecardstack-showing the
the users’ conceptualization of their tasks. In the previous task flow -took the entire day.
iteration of the interface, task analysis and usability testing This third use of cards is appropriateat this intermediatestage
were conducted by the developers of the system. The users of task analysis - that is, immediately after conventional
had felt that they had clearly communicatedtheir frustrations. communication about business needs and task flow have
However, despite their input, the system had not been sig- reached an apparentasymptote,becauseparticipantshave run
nificantly modified, and their alleged involvement in out of topics they can easily represent and communicate
analysis and testing had been used as a justification for the through wordsalone. Eventuallythisuse of cardsalsoreaches
developers’decisions. asymptote. When this happens, each card simply ceases to
This tense working situation caused us to attempt to analyze excite prolonged discussion, and the laying down of cards
the shortcomingsof the existing system,and to attemptto find fmally begins to speed up -that is, the pacing of the CARD
amoredirect,concrete,effectivemeans for usersto make their sessionbegins to approximatethat of the one-on-onesessions
views clear, and to contribute their expertise to the design. describedabove. When this happens, the appropriatefocusof
CARD BASICS discussion is now the user’s day to day work flow, so all
One-on-One Sessions (Source Code Maintenance managers should be politely shuffled out of the room. The
System) cards are then used in the ways described in the previous
During our initial task analysis sessionson the fmt version of paragraphs.
the source code maintenance system, users had difficulty Materials
communicatingtheir task conceptualization,andattemptedto The physical details of the card artifacts appear to be impor-
describe their task goals in terms of the microscopic compo- tant. In preliminary work on a Metaphors Card Game for
nentsofthecurrentsystem(i.e.,thedatafieldspresentoneach design (Wildman, White, and Muller, 1993), we had at-
screen). Even this proved to be difficult,as users often failed tempted to use card-sizedslips of paper. Our initial version of
to recall the names of specific data fields and could not the game was unsuccessful, in part because people did not
describethem adequately. To help the users focusmore on the treat our cards like cards until we provided the Same informa-
task flow, and to refer to specific data fields which were tion on stiffer cardstock. In another project, we attempted to
difficult to recall, the analyst introducedflash cards of screen teach experienced developers how to design graphical user
images. She reduced each screen image and printed it onto 4 interfaces (Nielsen, Bush, Dayton, Mond, Muller, and Root,
by 6 inch card stock. As the user referred to a specificscreen 1992). While someof our materials had the stiffnessof cards,
or described an activity that took place during a specific they were also enormous: 9 by 12 inches. Participants’
subtask, the analyst would display the card that reflected the difficulty in manipulatingtheseoversizecardsinterferedwith
screen or activity. This process continued throughout the their learning of the graphical concepts.
session, until all cards for all subtasks were displayed so that Combining these lessons, we made the cards in CARD to be
the entire system could be viewed. closer to the size and stiffness of conventionalplaying cards.
Up to this point, the cards had been used as memory aids. We We hoped that this would permit the users to apply their tacit
developed a second process which was quite different from knowledge and attitudes about conventional card games.
the one in which the user was initiallypresentedwith the entire This, in turn, should allow them to focus on the task flows,
view of the system via the card display. In this second case, because they would have to spend less attention and effort
the user expressed her or his ideas €orimproving the system making the artifact do what they wanted. Although we made
directly through the cards. The user was requestedto show - no formal analysis,we observedmany cases of users manipu-
through card-tocard transitions, with commentary - an lating the screen image cards with gestures common to con-
improved task flow. This improved flow was captured on ventional card games.
videotape for analysis,and for combinationwith othersusers’ CONDUCTING A CARD SESSION
proposed task flows. Like PICTIVE sessions, CARD sessions usually work as
Group Sessions informal, semi-structured,small goup brainstorming activi-
GraphicalLayout System ties. Communication is facilitatedand given some structure
A third use of the cards arose when we tried to apply them in through the use of artifacts(e.g., Kensing andMunk-Madsen,
the above two ways for group task analysis sessions on a 1992; Mogensen and Trigg, 1992).
graphical layout system. These sessions were conducted in Our work with CARD is less mature than our work with
the field. We realized that the business needs analysis for the PICTIVE. Therefore, we will not attempt to characterize a
interface was unfinished, and that managers were the major “CARDprocessmodel” in the sameway that we have donefor
experts on the business needs. (The users also contributed
296
297
ee
.... .................
%
t
I believe thatthe analysts understood me.
.................................................................................................................................... ..................... .........
check whether the analysts understood me.
..................................................................................... ....................................................
I understood the current system better as a result of this session. 0
I understood the prcpsed new system better as a result of this session.
on the CARD-generatedhigh-level design and the PICIIVE- CARD is also somewhat similar to the participatory tech-
generated detailed design. In usability testing with these niques used in the Amsterdam Conversation Environment
prototypes, users rated the new design highly. project (Dykstra and Carasik,1991). In this work, Dykstra
Theuse of CARD in the gmphicallayoutsystemwas different, used paper airplanes as simulations of electronic mail mes-
as described ("CARD Basics: Group Sessions"). The par- sages, and varied some of the physical attributesof the paper
ticipants did not achieve a completedesign: rather, the initial airplanes to signifyattributesof the messages(e.g., private vs.
design that the developers had brought to the session was public, etc.). Dykstra appears to have made use of the family
questionedby the users in fundamentalways. All participants resemblanceandfamiliarityof her users'handling of thepaper
agreed that these insightswere important,and that the changes airplane artifacts, similarly to our use of card analogies.
should be made before the design was implemented. They Althoughwe have found CARD to be a successfultechnique,
also agreed that whatever design was created to meet the new it is not without its flaws. First, CARD may easily omit
requirementswould better supportthe users' work objectives, important detailed design issues. This is why we have used
because the designers now better understood the users' real PICTIVE as a microscopic complement to the macroscopic
goals, subgoals, preferences in work flow, and constraints. CARD technique. Other fine-grained design activities (e.g.,
The redesign based on the CARD session is in progress. Halskov Madsen and Aiken, 1992)might also meet the need
CONCLUSION: CRITIQUE AND DEFENSE OF CARD for the more fine-grained analysis and user action.
In someways, CARD is similarto the Scandinavianmock-up A secondproblemmay be more subtle. Protocol 2 showed the
procedures (e.g., Bodker et al., 1987; Ehn and Kyng, 1991). need for the analyst to serve as a kind of process manager,
CARD may provide a more hands-on means for the users to responsible for guiding the session from high-level task flow
make direct changesin the workflow. Whilemock-ups do not to low-leveldesign issue, and back again. This puts too much
appear to have the CARD'S family resemblance to common power in the hands of the analyst, and too little in the hands of
activities(card games), they may provide a more encompass- the user or users. The analyst's conscious or unconscious
ing view and critique of the work environment. personal agenda may interfere with the expression of the
298
users' ideas. We criticized the current state of the art in Kyng, M. (Eds.),Computers and Democracy: A Scandi-
software rapid prototypingon exactly these grounds (Muller, navian Challenge. BrooHield, VT: Gower.
1991b). Unhappily, we have no convincing solution to this Ehn, P., and Kyng, M. (1991). CardboardComputers: Mock-
problem for CARD ing-it-up or Hands on the Future. In J. Greenbaum and M.
A third potential problem is that CARD may sometimes be Kyng (Eds.), Design at Work: Cooperative Design of
biased by the current work flow. That is, the use of existing Computer Systems. Hillsdale NJ: Erlbaum.
screens and existing task flows may inhibit the creation and Ehn, P., and Sjogren, D. (1991). From System Descriptions
design of innovative task flows and work processes. We do to Scriptsfor Action. In J. Greenbaumand'M. Kyng (Eds.),
not have a formal counter-argumentto this criticism. How- Design at Work: Cooperative Design of ComputerSystems.
ever, in our informal experiences in the source code mainte- Hillsdale NJ: Erlbaum.
nance project, we observed that the results of the CARD Greenbaum, J., and Kyng, M. (1991). Design at Work: Co-
sessions were consideredradically different from the existing operative Design of Computer Systems. Hillsdale NJ:
design. In fact, the degree of changethat werecommendedas Erlbaum.
a result of CARD sessions led to controversies with the HalskovMadsen,K.,andA&en,P. (1992). Someexperiences
developers and with the users' management. This suggests with cooperative interactive storyboard prototyping. In
that CARDinfactdoes supportindependentanalysisby users. PDC'92: Proceedings of the Participatory Design Con-
Lastly, we recognize that CARD is not a formal task analytic ference. Cambridge MA: Computer Professionals for
method. It is too pragmatic, and too grounded in the users' Social Responsibility,in press.
daily practice. CARD might be used to provide some of the Kensing, F., and Munk-Madsen, A. (1992). Participatory
s o w e data for a more formal analysis. design: Structurein the toolbox. InPDC'92: Proceedings
ACKNOWLEDGMENTS of the Participatory Design Conference. CambridgeMA:
We thank the following people for advice, criticism, and ComputerProfessionatsfor SocialResponsibility,in press.
encouragement: ElizabethErickson, Cathy House, and Steve Mogensen, P., and Trigg, R.H. (1992). Artifacts as Triggers
Stein. Constructive criticism of thePICTIVE techniquewas for ParticipatoryAnalysis. In PDc'92: Proceedings of the
provided by practitionersJanice Housten, Darren Kall, Ellen Participatory Design Conference. Cambridge MA:
White, and Daniel Wildman, and also by Mike Atwood, ComputerProfessionalsfor SocialResponsibility,in press.
Elizabeth Dykstra Erichon, Jean McKendree, and Thea Muller, MJ. (1991a). No Mechanization without Represen-
Turner. We thank Ellen White and Daniel Wildman for tation: Who Participates in Participatory Design of Large
continuing collaborations on PICTIVE and on games for SoftwareProducts? In CH1'9I ConferenceProceedings.
participatory system design. New Orleans L A ACM, 391.
REFERENCES Muller,MJ. (1991b). PICTLVE-AnExplomtion in Partici-
Bjerknes, G., Ehn, P.,and Kyng,M. (Eds.) (1987). Computers patory Design. In CH1'91 Conference Proceedings. New
and Democracy: A ScandinavianChallenge. Broolrfeld, Orleans LA: ACM, 225-231.
V T Gower. Muller, MJ. (1992). Retrospectiveon a Year of Participatoq
Bodker, S., Ehn, P., Kammersgaard,J., Kyng, M., and Sund- Design using the PICTIVE Technique. In Proceedings of
blad, Y. (1987). A UTOPIAN Experience: On Design of CH1'92. Monterey CA: ACM, 455-462.
Powerful Computer-Based Tools for Skilled Graphic Muller, MJ., and Cebullra, K.D. (1990). Software Profes-
Workers. In G. Bjerknes, P. Ehn, and M. Kyng (Eds.), sionals in the Year u300: Technologies to Support an
Computers and Democracy: A Scandinavian Challenge. Enhanced SocialCommunicationsFabric. In Proceedings
Brookfield, VT: Gower. of the National Communications Forum, 44. Chicago:
Dayton, T. (1991). Cultivated Eclecticism as the Normative Professional Education International, 864-869.
Approach to Design. In J. Karat (Ed),Taking SofnSare Muller, MJ., Kuhn, S., and Meskill, J.A. (1992). PDC'92:
Design Seriously: Practical Techniques for Human- Proceedings of the Participatory Design Conference.
ComputerInteractionDesign. New York: AcademicPress, Cambridge MA: Computer Professionals for Social Re-
21-44. sponsibility.
Dyksm, E.A. (1991). PracticalRequirementsfor Participa- Namioka, A., and Schuler, D. (1990). PDC'90: Conference
tory Design. In CH1'91 Conference Proceedings. New on Participatory Design. Seattle W A Computer Profes-
Orleans LA: ACM, 390-391. sionals for Social Responsibility.
Dykstra,E.A., and Carasik, RP. (1991). Structure and Sup- Namioka, A., and Schuler, D. (1993). Participatory Design:
port in CooperativeEnvironments: The Amsterdam Con- Principles and Practices. HillsdaleNJ: Erlbaum.
versation Environment, International Journal of Man- Wildman,D.M.,White,E.A.,andMuller,MJ.(1993Games ).
Machine Studies 34(3), 419434. and Other Participatory Techniquesfor Group Design of
Ehn, P., and Kyng, M. (1987). The Collective Resource Systems. Tutorial at INTERCHI'93. Amsterdam, April
Approach to SystemsDesign. In Bjerknes, G., Ehn,P., and 1993.
299