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2015 | Buch

Human Work Interaction Design. Work Analysis and Interaction Design Methods for Pervasive and Smart Workplaces

4th IFIP 13.6 Working Conference, HWID 2015, London, UK, June 25-26, 2015, Revised Selected Papers

herausgegeben von: José Abdelnour Nocera, Barbara Rita Barricelli, Arminda Lopes, Pedro Campos, Torkil Clemmensen

Verlag: Springer International Publishing

Buchreihe : IFIP Advances in Information and Communication Technology

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Über dieses Buch

This book constitutes the thoroughly refereed post-conference proceedings of the 4th IFIP WG 13.6 Working Conference on Human Work Interaction Design, HWID 2015, held in London, UK, in June 2015. The 15 revised full papers presented were carefully selected for inclusion in this volume. The papers reflect many different areas and address many complex and diverse work domains, focusing on the integration of work analysis and interaction design methods for pervasive and smart workplaces. They are organized in the following sections: methodologies; environment, and specific contexts.

Inhaltsverzeichnis

Frontmatter

Methodologies

Frontmatter
Human Work Interaction Design: An Overview
Abstract
In this paper, we review research in the emerging practice and research field of Human Work Interaction Design (HWID). We present a HWID framework, and a sample of 54 HWID related papers from workshops, conferences and journals from the period 2009–2014. We group the papers into six topical groups, and then attempt to map these groups to the framework to find research gaps for future research. We find that the groups of papers cover all areas of the framework well for a variety of work and leisure domains. The area in strongest need for more research papers is the development of the holistic framework itself. Furthermore, much focus has been on studying design sketching or implemented systems-in-use, while little attention has been paid to mature design (prototypes) or early implementation (content templates). In conclusion, we recommend an update to the framework so that it can be also useful for research in prototyping and early organizational implementation.
Frederica Gonçalves, Pedro Campos, Torkil Clemmensen
Reflections on Design-Based Research
In Online Educational and Competence Development Projects
Abstract
Design-Based Research (DBR) is a relatively new intervention method investigating educational designs applied to real-life settings, and with a dual purpose to develop domain theories and to develop the design, iteratively. This paper is an integrative review, which draws on literature and empirical projects to identify and discuss critical elements in DBR, in particular when doing research in online educational projects, where the learning process expands from a traditional classroom to everyday work and life practices, as in competence development projects. Elements from two older, more mature, intervention approaches Interaction Design and Action Research, is included into the DBR discussion, and possible ways to work with the critical incidents are suggested. The paper argues that there is a risk of avoiding real-life factors by isolating the real-life intervention to the actors and actions in the classroom and thus mirroring some of the draw-backs in laboratory experimental research that DBR wanted to distance itself from. The discussion raises issues as users’ needs, resistance, organizational relations, and alternative design solutions. Also, this type of online and competence development processes needs new empirical methods, and an argument for rigour in the DBR analysis and theory generation phases is presented.
Rikke Ørngreen
Insights from User Experience Research in the Factory: What to Consider in Interaction Design
Abstract
During the past few years we investigated humans’ work in a semiconductor factory, both in relation to digital and non-digital artifacts. With this paper, we provide an overview of aspects that are relevant in production environments. In particular, we present factors accounting for workers’ experience as well as influences on their user experience (UX). Based on a meta-interpretation approach, we analyzed our previous studies on the basis of publications that presented our previous research results. In total, we annotated 21 publications, which reported results from qualitative (e.g., ethnographies, interviews) and quantitative approaches (e.g., questionnaires). Overall, this work contributes to an orientation for designers and researchers regarding the interplay between user, system and context in a factory environment by pointing out relevant aspects of and influences on workers’ experiences.
Daniela Wurhofer, Verena Fuchsberger, Thomas Meneweger, Christiane Moser, Manfred Tscheligi
User-Created Personas – A Micro-cultural Lens into Informal Settlement’s Youth Life
Abstract
Participatory Design (PD) and service design have shown great potential in co-designing feasible solutions with marginalised societies. This study is part of a research project where dwellers in the informal settlement of Havana in Windhoek engage in context analysis for the establishment of a community centre offering technologies and services supporting the unemployed in finding work opportunities, self-employment and training. Participants first walked us through their neighbourhood pinpointing existing challenges they then communicated through persona sketches of local disadvantaged individuals like prostitutes and criminals. Societal issues, collective representations and sociotechnical gaps emerge, and participants reimagine these into work opportunities, enterprising, community cohesion, and overall alleviation and life improvement. The object of research is to align social realities, existing technologies, and design requirements to ensuring suitable usability, financial affordability, fulfilment of User Experience, and the ultimate self-sufficiency of community and overall project. This paper ultimately argues User-Created Persona (UCP) in PD as a fruitful inquisitive proceeding to explore and augment pervasive and smart work possibilities in locales with limited opportunity and resources.
Daniel G. Cabrero, Heike Winschiers-Theophilus, Hedvig Mendonca

Environment

Frontmatter
Pervasive Technologies for Smart Workplaces: A Workplace Efficiency Solution for Office Design and Building Management from an Occupier’s Perspective
Abstract
Corporate Real Estate (CRE) Management and office design are increasingly considered as a strategic resource for developing businesses and competitive advantage. Measuring the added value of CRE, as well as managing smart workplaces are an issue for academics and professionals. We consider that pervasive technologies offer potential for increasing workplace efficiency on a long-term basis. In order to gain insight of workplace and building management in practice from an occupier’s perspective, Colliers International France designed its Paris office as a “living lab”. We implemented a work environment based on desk-sharing and a set of activity-based workspaces. We also deployed Schneider Electric’s WorkPlace Efficiency (WPE) solution aimed at monitoring the occupancy rate of our building as well as at supporting the effective use of shared office resources and employees’ wellbeing. The paper presents our experience of this solution in the context of our Paris office and discusses its potential for building smart and sustainable workplaces.
Maria Ianeva, Stéphanie Faure, Jennifer Theveniot, François Ribeyron, Cormac Crossan, Gilles Cordon, Claude Gartiser
From Bottom-up Insights to Feature Ideas: A Case Study into the Office Environments of Older Knowledge Workers
Abstract
Given recent demographic changes, adapting the office environments of older knowledge workers to their needs has become increasingly important in supporting an extension of working life. In this paper, we present a case study research of older knowledge workers in Romania, with the goal of gaining bottom-up insights that support the ideation, design, and development of features for a smart work environment. Utilizing a multi-method approach, we combine (1) contextual interviews and observations, (2) an analysis of needs and frictions for deriving insights, (3) an ideation workshop for eliciting potential features, (4) an online survey among experts for evaluating the final feature ideas, and (5) early stage prototyping of selected feature ideas. Following this comprehensive yet efficient approach, we were able to gain a rich understanding of the work realities and contexts of older knowledge workers and to transform that understanding into a concrete set of prioritized feature ideas.
Valentin Gattol, Jan Bobeth, Kathrin Röderer, Sebastian Egger, Georg Regal, Ulrich Lehner, Manfred Tscheligi
Characterizing the Context of Use in Mobile Work
Abstract
The context of use has been widely acknowledged as important when designing and evaluating systems for work related activities. This paper describes in case of mobile news making the synthesized findings on the context of use. Findings are categorized to five components and nineteen subcomponents and characterized with examples from our studies. The presented findings validate a previously presented model for context of use in mobile HCI, extend it, and elaborate the definitions for the components. The presented elaborated model can be applied by academics and practitioners in development, research and evaluation activities from identifying requirements to evaluating systems for mobile work. Findings support understanding what circumstances and how they can contribute to user experience and acceptance of designed systems.
Heli Väätäjä
From Transactions to Relationships: Making Sense of User-Centered Perspectives in Large Technology-Intensive Companies
Abstract
In this paper we analyze interviews from four technology-intensive companies, focused on service and service development. All companies have during the last two decades introduced interaction design units, and the corporations were selected due to their interest in also expanding the service share of their business. This service shift has been a top-down initiative. However in only two companies, the initiatives have led to the establishment of enterprise wide service development processes, and in the other two companies, the service development is more ad hoc. It is argued that even if interaction design has close theoretical relation to service design such combination has so far been limited. We discuss the shift from product to service view of the offerings within these companies, and relate this to user-centered perspectives. We argue there is a window of opportunity within technology-intensive and engineering focused industries to include user-centered design when formalizing service development.
Petra Björndal, Elina Eriksson, Henrik Artman

Specific Contexts

Frontmatter
Human Work Interaction Design of the Smart University
Abstract
In this paper we present human work interaction design challenges and opportunities for the vision of the Smart University as a platform that provides foundational context data to deliver the university of the future. While learning analytics have enabled access to digital footprints of student activities and progress in terms of data such as demographics, grades, recruitment and performance, they cannot provide information about activities and interaction in the physical study and work spaces in a university. The smart university proposes a novel platform that will provide context aware information to students through the integration of learning analytics with data sensed using cyber-physical devices in order to provide a holistic view of the environments that universities offer to students. However, designing the interaction of students and staff in the smart university ecology of information and sensing devices requires an understanding of how they work as individuals, as members of teams and communities. Through two use cases we illustrate how insights obtained from social cognitive work analysis can be used for the design guidelines of the different interfaces part of the smart university ecology.
José Abdelnour-Nocera, Samia Oussena, Catherine Burns
Contextual Personas as a Method for Understanding Digital Work Environments
Abstract
The role of IT at the workplace has changed dramatically from being a tool within the work environment to include all aspects of social and private life. New workplaces emerge where IT becomes more and more divergent, embedded and pervasive. These new aspects of IT at work need to be addressed with new or adapted human centred activities. This paper present and discuss a modified version of personas called contextual personas developed to better address the new working life. The contextual personas were developed using contextual inquiry, and focus groups as well as argumentative design. From the process of developing the contextual personas we learned that they are indeed a promising tool to understand the new work situations, and especially the holistic view of IT at work as they bring the whole working-life of the personas into focus. Finally, we discuss in what way the contextual personas could give developers extended understanding of the users’ future office work environment.
Åsa Cajander, Marta Larusdottir, Elina Eriksson, Gerolf Nauwerck
The Work and Workplace Analysis in an Elderly Centre for Agility Improvement
Abstract
The mission of elderly services is to enable elders to live in dignity and to provide necessary support for them; to promote their sense of belonging, sense of security and sense of worthiness. The goals of the Portuguese social security system are to oversee the activities of non-public institutions for social solidarity and to improve the quality of operations and services. Conversely, it demands the alignment of the interaction process’ collection, requirements and information system with those of the social centers for elderly. In this paper, we describe a workplace environment, a social center for elderly, and our strategy was, firstly, to understand the information flow in and out of the institution. We concluded that it needed to redesign and reconfigure his business process components, combining individual tasks and capabilities, in response to the environment (other social solidarity centers and the social security system) in order to improve agility. Secondly, we proposed a prototype interface, as new tool, to serve the communication process among the social centers for elderly and the national social security institution. This attempt may contribute to improve the interaction among the whole partners and to address organizations’ agility and innovation.
Arminda Guerra Lopes
A Multi-Perspective View on Human-Automation Interactions in Aviation
Abstract
Control mechanisms for the evolving potential of autonomous systems are not yet sufficiently established. However, there is a need for control to be allocated throughout organisational and institutional levels of society in order to manage increasing complexities. This study, which applies to the domain of Air Traffic Management (ATM), aims s to gauge stakeholders’ attitudes at an organisational level in order to lay the foundations for an easier identification of the challenges and paths to improvements in this industry. Using Grounded Theory (GT), the study maps and interprets workshop data and questionnaires gathered to elicit professionals’ views on automation in the aviation industry. The themes identified, which resonate with all those reviewed in the literature, will form the basis for the construction of a checklist and survey of automation issues expressed at an organisational level of control.
Monica Samantha Quercioli, Paola Amaldi
Designing a Demonstrator Virtual Learning Environment to Teach the Threshold Concept of Space Syntax: Seeing from the User’s Perspective
Abstract
Space syntax is an important knowledge domain and focus of study for students of Architecture. It centers on the understanding of spaces, tectonics and volumes for the informed design of buildings or outdoor spaces. Space syntax is considered to be a threshold concept in Architecture, in that understanding and interpreting this knowledge domain is something that the learner needs to acquire in order to progress as a professional in this field. The concept of “line of sight” is a specific example of a concept in the space syntax domain. This research investigates a case of systems design of an immersive virtual learning environment to support teaching a concept of space syntax to students of Architecture. Such environments can engage, immerse and guide learners in ways not yet undertaken and may find application in workplace learning. This research explores the systems design requirements through a demonstrator that is tested by a small pilot group. One case scenario to teach the concept of “line of sight” was selected for the target design. Based on the expert feedback we designed a learning module demonstrated at the University College London CAVE-hybrid facility. The demonstrator was trialed in 16 timed trials. Several conclusions for workplace learning on the systems design choices are drawn.
Judith Molka-Danielsen, Mikhail Fominykh, David Swapp, Anthony Steed
Participatory Action Design Research in Archaeological Context
Abstract
This chapter presents an overview of the results of an interdisciplinary collaboration between several domain experts in the frame of archaeological projects. Since 2001, different independent interactive systems have been co-designed, developed, and tested on the field, in the frame of the “Tarquinia Project” carried out since 1982 in the ancient Tarchna, one of the foremost Etruscan cities, by the Università degli Studi di Milano. The adoption of a semiotic approach to a participatory action design research process with the involvement of domain experts led us to a better understanding of the main characteristics but also the challenges of the archaeological practice and helped us to apply technology in a better and efficient way. The currently undergoing work is focused on the co-design of a cloud of services aimed at integrating all the tools into a bigger framework to support the archaeological practice in a more pervasive way.
Barbara Rita Barricelli, Stefano Valtolina, Davide Gadia, Matilde Marzullo, Claudia Piazzi, Andrea Garzulino
Contextual Design of Intelligent Food Carrier in Refrigerator: An Indian Perspective
Abstract
Refrigerators are used to store food items mainly in food carriers such as plastic boxes, trays or bags. This research paper is focused on Contextual Inquiry (CI) of refrigerators and related contextual design of egg tray. To understand user perspectives about refrigerators, food items, food carriers and related problems, a CI is conducted with 19 home users from 12 households. The CI has provided vital insights into several major aspects of refrigerators, their usage and user interaction. For example, the maximum weight of a food item stored in refrigerator is about 2 Kg. The selected food carrier for implementation is an egg tray. Such intelligent tray is a specially designed food carrier using a load cell for sensing a weight of eggs stored on it. Thus, a contextual design of egg tray helps in providing information about number of eggs stored on a egg tray. In future, this research work will be extended to other food carriers and related mobile App.
Pritam Kale, Ganesh Bhutkar, Virendra Pawar, Nikhil Jathar
Backmatter
Metadaten
Titel
Human Work Interaction Design. Work Analysis and Interaction Design Methods for Pervasive and Smart Workplaces
herausgegeben von
José Abdelnour Nocera
Barbara Rita Barricelli
Arminda Lopes
Pedro Campos
Torkil Clemmensen
Copyright-Jahr
2015
Electronic ISBN
978-3-319-27048-7
Print ISBN
978-3-319-27047-0
DOI
https://doi.org/10.1007/978-3-319-27048-7

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