Abstract
All design tools are uneven: they
make some designs harder to produce than others. They bias designers
towards producing designs that the tool makes easy. This paper
gives an informal definition of unevenness, and argues
that it is a cognitive dimension of design tools. Unevenness
is an emergent property of other cognitive dimensions, primarily
closeness of mapping and viscosity. Important sources
of unevenness are: imposed structure (forcing the user to fit
the system's restrictions); distortion (changing the design to
fit the system's restrictions); default rigidity (the difficulty
of changing parameters); accessibility (the difficulty of finding
out how to use the system); prepared paths (having designs and
templates provided); and tediousness.
Keywords:
HCI, design, CAD, cognitive dimensions.
Published in G. Allen, J. Wilkinson and
P. Wright (Editors)
Adjunct Proceedings of HCI'95: People
and Computers.
The 10th Annual Conference of the British
HCI Group.
University of Huddersfield, Huddersfield,
UK, 29 August - 1 September 1995.
Every design tool makes doing some things
easy and other things difficult, whether the tool is a CAD system,
text formatter, drawing package or pencil. Very often creating
one result is easy (like drawing a line 2 points thick using MacDraw),
when an equally simple and obvious result is impossible (like
drawing a line 3 points thick). A design tool is uneven
when it makes achieving one result harder than another, when both
are equally simple and obvious. Designers can only produce designs
that their tools make possible, and they are channelled into producing
designs that their tools make easy, so the unevenness of design
tools has a powerful effect on the results of the design process.
2 What is Unevenness ?
The Unevenness of a system is the
extent to which it makes some designs easier to produce than others.
As the difficulty of producing a design depends on the intrinsic
size and complexity of the design, unevenness can only be defined
in terms of the relative difficulty of producing designs that
are equally simple and obvious. Simplicity and obviousness are
subjective: they depend on different designers' conceptions of
the domain - the complexity of forms, and how designs are make
up of elements and relationships between them. So unevenness is
the result of the mismatch between the simplicity and obviousness
of designs (in terms of users' mental combinations of conceptual
elements) and the simplicity and obviousness of the combinations
of operations needed to produce them.
The operations and design representations
provided by a design tool determine how easy it is to reach different
parts of the space of imaginable designs. Unevenness produces
slopes in the space of possible designs, when producing some designs
is harder than producing others that are intrinsically equally
simple; or cliffs, when producing some imaginable designs is made
completely impossible by the tool.
All design tools are uneven. Designers'
conceptions of elementary units and relations, and operations
for changing and combining them, include more levels of abstraction
and more subtle relationships than the objects and operations
provided by any feasible tool. Moreover, the costs of using the
primitive operations provided by a tool to produce design elements
may not be closely related to the conceptual simplicity of these
design elements. For example, a pencil makes drawing freehand
lines very easy, straight lines harder, and doing duplicate-region
or mirror-image-region operations extremely costly.
Simple tools are very uneven: they provide only one or a few primitive operations, that allow the user to do a few things very simply, and other things with great effort or not at all. This either restricts the users' choice of conceptual operations and objects, and so limits the range of designs possible (for example, a simple text formatter), or it requires the use of large numbers and complex combinations of primitive operations to create conceptually simple forms (for example, a pencil). So there is a trade-off between simplicity and restrictiveness (producing cliffs in the design space) and a trade-off between simplicity and effort (producing slopes in the design space). Adding features and parameters to a tool has two kinds of costs: complex tools are harder to learn, and each action is harder or slower to make because it has to be selected from a wider range of possible alternatives. Compare a pencil with a three dimensional surface modelling package.
3 Unevenness as a Cognitive Dimension
of Design Tools
Thomas Green (1989, 1991) has argued that
computer systems and similar artefacts differ along a number of
cognitive dimensions, which influence how their users think
about the systems and about their tasks, and so influence their
usability. This paper extends Green's cognitive dimensions framework
by introducing the cognitive dimension of unevenness. Unevenness
is an emergent property of other cognitive dimensions, primarily
the closeness of mapping between the structures and operations
provided by the tool and the concepts and actions of the domain.
The unevenness of a system is also influenced by its viscosity
- the effort involved in making changes to a design. Other cognitive
dimensions have more subtle effects on design. Imposed guess
ahead - the consequence of forcing the user to do things in
a particular order - makes producing designs that fit the system's
structure easier than producing designs that don't. Systems that
create designs with hidden dependencies bias designers
towards retaining unintended effects, and away from using structures
and operations known to cause problems.
4 Sources of Unevenness
A number of aspects of the design tool and
its accompanying documentation contribute to the nature and degree
of its unevenness.
Imposed Structure.
Many target domain parameters or desired effects are variable
to a fine degree of resolution, but design systems only provide
a few discrete variants to choose from. For example, most drawing
packages only provide a few possible thicknesses of line, and
others are impossible or extremely difficult to obtain; the packages
don't provide a way to get the variation inherent in the domain.
The second form of imposed structure effect is produced when the
target domain has an inherent structure which doesn't match the
structure imposed by the system. For example, some CAD systems
for pattern making in garment design provide curve drawing procedures
that use natural splines; these restrict the user to a limited
range of curves, which provide an unsatisfactory match to the
limited range of curves the designers really want.
Distortion. The user's design is distorted if the system modifies it to fit its own internal constraints. Distortion can come from a conflict between the granularity of the domain and the that of the system, for example when a smooth line is digitised to a set of point coordinates or pixels that are not smooth when looked at closely. Similarly distortion can come from the system forcing the user into using one of a small number of possibilities when the target domain is more varied, for example when a hand-drawn line is turned into a set of points joined by straight lines or splines.
Figure: Distortion effects produced by design
tools
Distortion is closely related to imposed
structure but not the same thing: altering your choice rather
than telling you what to choose. This distinction is about whether
the system constrains the users' actions, or the meanings those
actions can have. In addition, manufacturing processes and the
properties of materials produce deviations between the CAD system's
representation of a design and the actual physical object. The
location of these different closeness of mapping effects
in the design process is illustrated by the figure.
Simulation.
Simulation in this sense is the use of multiple actions or design
elements to get something that is a primitive action or element
in another representation. Unevenness results from simulation
if the user of a design tool needs to use more complex groups
of primitive design elements or operations to do or create something
that is a simple entity in the target domain, and the tool provides
easier ways to do or create other things that are comparably obvious
or complex. This is a closeness of mapping effect. The
more complex operations have more chance of error, are harder
to remember and are less individually discriminable (Reason, 1990).
Default Rigidity.
This is the amount of effort involved in changing the system's
default behaviour, either globally for an entire job or locally
for one operation. Many defaults cannot be altered at all. When
changing the default behaviour of the system is hard work and
might produce unexpected side effects, the user is strongly discouraged
from trying it. This is a viscosity effect. A steep slope
becomes a cliff for inexpert users.
Accessibility.
You need to know how to do things. Unevenness is imposed
by differences in the users' knowledge of the available operations,
independently of how hard they are intrinsically. This is influenced
by the users' training and the adequacy of the manuals or help
facilities. Unevenness resulting from accessibility problems is
a feature of complex programming languages like C++.
Prepared Paths.
It is easier to produce designs for which part of the work has
already been done. Unevenness results from the availability of
templates or examples for creating designs that are difficult
or time-consuming to produce, especially using tools that make
juxtaposing available parts of designs easier than modifying them.
Tediousness.
Primitive operations that are easier than others will be preferred
when the latter are not required, and designers are deterred from
making difficult changes. Examples of tediousness factors are
the amount of typing, the numbers of parameters a command requires,
and the size of a screen button needed to select it. This is an
element of the viscosity of the system.
5 Distorting Design: The Influence
of Unevenness
The unevenness of design tools has a powerful
influence on the designs they are used to produce. Clearly, designers
are unable to create designs that are impossible to generate with
the tools they are using, even if they can imagine them perfectly
well. Slopes in the design space have a more subtle effect: designers
tend to choose to do what is easy to do with the system they are
using, rather than push the system's capacities. This has been
observed by Devane (1992) in textile design, and by us in knitwear
design (Eckert & Stacey, 1994; Eckert, in preparation). Thus
the system pushes the users towards producing standard designs,
that only vary across a small part of the space of possible designs.
The influence of unevenness depends on the
demands of the task and on the personality of the user. When designers
have a choice in how much of the system's functionality they use,
unevenness of difficulty has a much greater limiting effect. This
effect depends on the users' personalities and their perceptions
of unevenness: how willing they are to try to find out how to
get difficult-to-achieve effects out of a design tool. System
developers and working designers often have very different views
of what is difficult to do. Many of the latter do not enjoy playing
with systems, and only try to find out what the system can do
when they have an urgent reason for achieving a result. Some users
are actively afraid of exploring systems and making mistakes.
In consequence non-standard actions incur learning costs and are
much harder for users than system developers may expect, so unevenness
effects are magnified, especially those due to accessibility.
Some CAD/CAM systems provide powerful methods
for producing a limited range of designs, plus the ability to
do lower-level editing or programming to achieve different or
more complex effects. The consequence of this, as we have observed
in the case of knitting machine programming (Eckert & Stacey,
1994; Eckert, in preparation), is that the system's users are
deskilled: they never learn to use the lower level programming
facilities for the easy cases, so they lose the ability to create
the more unusual or complex designs that the CAD systems permit
in principle. A very steep slope becomes a cliff. This amplifies
prepared paths effects: Eckert (in preparation) observes that
the example programs provided by the knitting machine manufacturers
have a significant influence on knitwear design, where some very
fancy features can now be manufactured but the only examples actually
produced are copied from the machine manufacturers' examples.
The pressure of uneven systems towards producing
standard designs can accelerate designer burnout: In some important
design activities, for example in the clothing industry, novel
and unusual designs are needed, but producing them gets harder
and harder as designers become expert, that is, they develop effective
standard procedures, and stop needing to explore and make mistakes
on the way to generating solutions to their problems. Making the
non-standard moves required to produce innovative designs becomes
harder as the obvious moves become more obvious. In the knitwear
industry designers expect to get stale after a couple of years
designing for the same market, and to change jobs to get a different
set of requirements (Eckert & Stacey, 1994).
Acknowledgements
This paper owes much to discussions with
Thomas Green and Claudia Eckert. They and Helen Sharp made valuable
comments on earlier drafts. The work has been supported by EPSRC
grant GR/J48689 to George Rzevski, Helen Sharp and Marian Petre
at the Open University, for the FACADE Project.
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Address
Martin Stacey is now at
Department of Computer and Information Science
De Montfort University
Milton Keynes MK7 6HP
United Kingdom
mstacey@dmu.ac.uk