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Interaction Design for Managing Change

Additional Submission
Medical Informatics 481
Nicki Cliffer
Interaction Design for Introducing New
Processes and Procedures
 Premise
 Managing the introduction and implementation of new processes and procedures (e.g.
ITIL Core Processes) in a hospital environment requires managing change throughout the
hospital’s interactive systems
 Goal of approach
 Design interactive system to meet goals of users and stakeholders
 Design features for implementation of the new processes and procedures
 Requirements for each of the ITIL Core Processes (e.g. Incident, Change, and Problem
Management; Configuration and Asset Management; and Disaster Recovery)
 Management of ITIL Core Process area interactions within hospital services
 Stakeholder buy-in
 Training and other resource needs
 Communication considerations

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Interaction Design – Definition
 Interaction design (abbreviated as IxD) defines the structure and
behavior of interactive systems.
 Interaction Designers strive to create meaningful relationships
between people and the products and services that they use, from
computers to mobile devices to appliances and beyond.
 The practice typically centers on "embedding information
technology into the ambient social complexities of the physical
world.”
 Source: Wikipedia
Bridging the Gap to Users
 Issue: How can we address stakeholder needs?
Create effective strategies
Design appropriate workflows
Develop processes and procedures
Provide the most useful resources

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Conventional Interaction Design - Warning
 Conventional design can be idiosyncratic
 Potential hazard of conventional approach aiming to meet goals of diverse
users without a clear focus
 Can fall prey to the ‘availability bias’ (Cooper Journal)
 Something for everyone, but not integrated into a coherent whole

 Solution
 Persona is strategic archetype
 Represents common broadly applicable goals in a concrete HUMAN
construct
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Bridging the Gap to Users
 Stakeholder interactions provide knowledge of end-user and stakeholder needs
and goals
 But knowledge residing in reports can be hard to integrate

???

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Bridging the Gap to Users
 Interaction Design using Personas
 Provides an effective way to meet the goals of many stakeholders without the
need for them to be physically present throughout the entire planning and
execution process.
 Was developed originally developed for designing computer program
interfaces for diverse, complex user populations
 Not a report on the shelf, but based on specific people

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Personas
 Personas - User archetype used to help guide decisions about product features,
navigation, interactions, and even visual design.
 Archetype goals and behavior patterns are based on real-live people.
 Designing for the archetype to satisfy the group of people represented by that
archetype.
 Create personas by interviewing people and synthesizing them from the
ethnographic interviews with real people to learn their culture and their goals,
objectives and pain-points.
 Capture the interviews in 1-2 page descriptions for each persona, and include:
 behavior patterns
 goals
 skills
 attitudes
 environment
 fictional personal details
 Create a set of personas for each product or tool set. Select one of the personas to
be the primary focus for the design.
 “A good persona (or user archetype) is based on research and is specific,
memorable and includes actionable information.” (Source: Cooper Journal)
Making User Knowledge Actionable
… the Complex Accessible through User Personas

Melissa Stark Tom Kelley


IT Technician IT Technician
Entry Level (1st year) Experienced (15 years)
Field Services technician Computer programmer
Desktop support IT security specialist: alarms/alerts
Goals Goals
Learn skills
Career Success
Don’t mess up
Provide for family
Help people Care for sister
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But doesn’t that just shift the complexity?

 Don’t you need hundreds of personas?


 No: STRATEGIC CHOICE of personas
simplifies and focuses considerations
Choose a primary persona
 fulfilling her goals will automatically fulfill goals
of others
If you need more than one primary persona,
you need more than one design

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Interaction Design Approach
 Objective
 Provide concrete strategic target to inform decisions or determinations (as
for quantitative modeling)

 Strategic modeling principle


 Choose a modeled situation to fulfill goals of the range of target situations
 NOT to represent all target situations
 INSTEAD if the modeled situation is satisfied, other target situations
will be satisfied

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Interaction Design Advantages
 Embodies in a useful tool knowledge about users, making it readily
accessible and actionable for design of response systems
 Provides context for concrete thought about actual situations, rather than
(potentially off-target generalities or abstractions
 Focuses collected knowledge of user goals
 Effective and efficient means of representing entire population of
users for design considerations
 Facilitates issue identification and consideration
 Makes mental modeling explicit (what planners/designers do anyway)
 Provides a common framework
 Facilitates communication – provides clear common ground for
discussion and consideration

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Interaction Design Example

Example
 Elements of strategic model for developing ITIL Change Management
policies and fine-tuning of software tool
 Personas of stakeholders (e.g. IT technicians from various service
towers, nursing staff, physicians, executive management)
 Model Change Management software tool – form development and ticket
workflow
 Model scenario
 Change due to priority one problem with a server malfunction
 May require greater specification, by strategic choice (if fulfilled,
other scenarios of interest will be fulfilled)

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Mental Models …in a Common Framework
Conventional Approaches Interaction Design
Plan for ITIL Integration Design for Melissa

Meet Tom’s
goals too

Miscommunication Common framework


Persona Development and Six Sources of Influence
Motivation Ability
 Developing the individual goals  When developing the personas, ask about
their work and life goals. Find out what
for the personas helps to develop facilitates and what impedes those goals.
designs that enable real users  Relate them to the interaction design in
meet their goals. question (e.g. ITIL implementation).
Personal  Doing this right the first time  Look for things that may impede personal
reduces re-work and helps keep ability (e.g. People don’t have a good grasp
of the ITIL core processes and may need
the project on schedule and training)
within budget.
 In a sense, personas are an  When building the persona, ask questions that will
help gain an understanding of the person’s culture,
amalgamation of peers. They are and how that affects their work. (e.g. How do you
handle change management within your
a social unit embodying the organization? Who reviews impending changes?
social motivation. Who approves changes? How are changes tracked?
Social  Identifying the social and cultural
What happens when a change is not successful?
What works well using this method? What needs to
be improved?)
motivators will ensure that they  Include the culture and the motivators of that culture
are taken into account when into the persona’s goals, objectives, pain-points, and
personal life details.
designing the solutions.
 Personas help to understand the structure of the  Interview people from all parts of the
organization and the interactions between different organization and all pertinent stakeholder
elements of an organization. This will influence how
to build the interaction design. groups.
 To be successful, ITIL core processes must be  Discuss how these personas interact with
Structural designed to work together. For example, if a Change
fails, a Problem tiger team may need to be formed to
each other within the organization to
accomplish their work. (e.g. What does Tom
handle the Change back-up plan. Change and need to do before taking a server down, and
Problem Coordinators will need to be pulled into play
in the affected parts of the organization. Personas how does that affect Melissa)
help to identify who is affected and what they need to  Design workflows that take these
do to .
interactions into account.
Interaction Design – Misperception of Personas
 Potential misconception: Design for a persona will result in idiosyncratic
design
 “Oh Brother, Where Art Thou?” (S 2, Ep 15): Homer meets long lost brother
Herb, who heads an automobile company. Believing Homer is the perfect
“everyman,” Herb instructs his designers to make exactly the car that Homer
wants. [From cooper.com]

• Reality: Persona is strategic archetype representing common broadly


applicable goals in a concrete human construct

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Interaction Design Summary

 Disadvantage
 Takes time, effort, and facility with approach

 Advantages
 Effective: time and effort result in effective mechanisms for managing
change such as ITIL Core Process integration
 Other approaches also take time and often result in less efficacious
results
 Scalable: degree of rigor of modeling (and thus, time, effort, and facility)
can fit complexity of situation and time and resources available
 Enables the interaction design developers to gain a deeper understanding of
the six sources of influence (Patterson et al)

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Related Approach - Design Thinking

IDEO
 “Design thinking is an approach that uses the designer’s sensibility
and methods for problem solving to meet people’s needs in a
technologically feasible and commercially viable way. In other words,
design thinking is human-centered innovation.” Tim Brown
 Inspiration, iteration, storytelling

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References
 Wikipedia – Interaction Design Definition. http://en.wikipedia.org/wiki/Interaction_design downloaded
11/20/2010
 McCullough, Malcolm (2004). Digital Ground. MIT Press. ISBN 0-262-13435-7.
 Two leading companies that engage in interaction design (others exist)
 Cooper: http://www.cooper.com/
 Alan Cooper
 User Interface Engineering: http://www.uie.com/
 Jared Spool
 Cooper Journal http://www.cooper.com/journal/personas/
 Alan Cooper
 The Inmates Are Running the Asylum
 About Face: The Essentials of User Interface Design
 Kim Goodwin
 Designing for the Digital Age: How to Create Human-Centered Products and Services. Wiley
Publishing, Inc., 2009.
 Kerry Patterson, Joseph Grenny, David Maxfield, Ron McMillan, Al Switzler
 Influencer – The power to change anything. McGraw-Hill, 2008
 IDEO – Design Consultancy
 www.ideo.com
 The author gratefully acknowledges assistance from Kenneth Cliffer, Ph.D.
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