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72 M^IV99/Vol.42.No.

5 COMMUNICATIONS OF
I
A CONTRIBUTION
.r>. TO THE
^DESIGN
PROCESS Achieving essential strengths in design, sound, picture,
user interaction, and system integration.

KLAUS B. ByERENTSEN AND HENNING SLAVENSKY BANG & OLUFSI-N IS

a manufacturer of high-end home electronics, mostly integrated audio and video

systems, TVs, VCRs, radios, and the like. B&O wishes to offer the customer "the

best of two worlds"—the emotional experience and technical capability.

User interaction is one of the core compe- range of operations that are possible and nec-
tencies at B&O. The company's core compe- e.ssary in order to control audio/video (AV)
tencies are design, sound, picture, user products, are very limited in comparison to
interaction, and system integration. These the range of possibilities when using comput-
have been selected for their contribution to ers. However, in reality, most AV systems are
the excellence of user experiences and the controlled by designated computers, though
uniqueness of B&O products, which is how they are usually small and well conceak^d. In
B&O achieves market differentiation. This any case, the looming invasion of cyberspace
means the user interface ot B&O products into the home by the introduction of digital
should attain a high level of excellence, which TVs and radios, electronic program guides
will make the product stand out when com- (EPGs), access to Internet via TV, and inter-
pared to others on the market. active media such as set-top boxes is making
At B&O, we want the interface to be trans- the problem of navigating in virtual environ-
parent to the user, with a playful feeling that ments, known from HCI and related fields,
will make its use enjoyable and inspiring. relevant to the field ot home AV electronics.
Using home electronics—v^atching televi- There are some obvious differences
sion, listening to the radio or CDs—is differ- between home electronics and HCI in the
ent from conventional human-computer workplace. First, consumer electronics are
interaction (HCI) in a workplace setting. intended for leisure activities. Users are thus
Both the scope of possible uses, as well as the typically inherently motivated to use the

COMMUNICATIONS OF THE ACM May 1999/Vol 42. No 5 73


equipment, and their activities are directly related to sions being involved in the development team is to
the gratification of their own personal needs. Sec- ensure that several professional perspectives are
ond, skilled operation of equipment in the work- brought to hear on the design issues in order to achieve
place is presumed to require the acquisition of a synthesis that will benefit the user. The establishment
special knowledge, which is not presumed to be of a development team is a relatively recent occurrence,
attainable by everyone. In contrast, home electronics as part of an effort to increase the impact of the user's
are for nonprofessionals without special training or point of view on interaction quality.
previously acquired knowledge. AV equipment for The user interaction design group is responsible
use in the home should be so easy to operate that all for the specification, development, and verification
users can do so immediately. of the user interface. A few years ago, it was decided
Some developments in home electronics resemble to establish a usability test facility in order to ques-
developments in HCI. One example is the evolution tion and enhance the quality of products' user inter-
of the interface from one (hardware) button one faces. Since the usability test is the responsibility of
function, via command-based software control with the development ream itself, there is no need to
prompts and feedback presented on one-line dis- "transfer" results berween departments, as is typically
plays, to the selection of options on screen menus, done in other companies. This integration of test
and the recent use of simple graphics (for example. and development results in a high degree of synergy.

Some developments in home electronics resemble developments in HCi.

bar graphs showing the levels of brightness, color sat- The team leader has the responsibility of assuring
uration, and contrast). This progression of develop- that the customer will have an excellent experience
ment signals a new era of control by means of fully when operating a B&O product. So it is essential
graphical displays. that the right team members are obtained. The team
Some people would perhaps deny the need for full- leader is enlisted to generate a consensus on the user
screen graphical displays to control such "simple" interaction concept within the widely differentiated
things as TVs and stereo units. It is still the case that user interaction team. The team leader has to ensure
the interfaces of many everyday utilities possess only external consensus with the concept manager, the
rudimentary means of giving feedback on the imme- product manager, the technical product manager
diate effect of operations. This may be adequate, say, and the project leader.
for volume control, but presents a problem in rela- The task of the designer is to create the user inter-
tion to, for instance, tuning a receiver, or timer pro- face so that it contains and expresses the idea and
gramming of a recording on a VCR. Here the idenrity of B&O. The designer must maintain the
achievement of the intended result may not be idea of the interaction concept throughout the
immediately perceivable, so other means of commu- process, and make sure the user interface contributes
nicating the result of the interaction are needed. The to the product as a part of the user experience. The
increasing complexity of products with regard to pro- designer's competence, acquired through years of cre-
gramming possibilities, use of EPGs, browsing the ative translation of senses and feelings to design expe-
Internet, and accessing film and music servers makes riences, is the basis of the user interaction concept.
the need for advanced interface technology obvious.
The coordinator's job is to ensure that the user inter-
action concept is in harmony with the product concept,
A Question of the Right Peopie, the the product identity, and B&O as a brand. The coor-
Right Idea, and the Right Way dinator comes from "Idealand," which is the concept
At B&O, development of user interfaces takes place development group that creates all new product con-
in a team comprised of a team leader, a user interface cepts at B&O, and represents the product concept in
designer, a psychologist, a member from "Idealand," the interaction concept design process.
an ad hoc associated software developer, a narrator, The psychologist ensures the transparency of the
and an integrator. interface (that it lets the user do what is needed to
The motivation for this range of different profes- achieve a particular goal without thinking about the

74 May 1999/Vol 42. No S COMMUNICATIONS OF THE ACM


operations), allowing the conscious focus to remain
on the goal. This is done by applying a general psy- To: Klaus B. Baerentsen and
chological understanding of the user's activity in Henning Slavensky (B&O)
interaction with technology. In key areas, usability
tests must be carried out with real users. Such tests From: Karel Vredenburg
are carried out partly in the usability lab and partly (IBM)
in field studies.
The software developer is an ad hoc associate in Baerentsen and Siavensky present a refreshing
the group. This person comes from the field of tech- approach to usability as practiced at B&O. Several
nology or product area currently being developed; for elements of the approach are similar to those used at
instance AV, multimedia, or telecommunications. As IBM. Most notably, the focus is also on multidiscipli-
such, the software developer has a special knowledge nary design of the user experience with particular
of the product area being worked on, and brings this attention being paid to the affective aspects, not only
knowledge into the concept of user interaction. The the cognitive and behavioral. This perspective is
software developer must continuously assist with the often missing in current practice. The traditional tar-
development of models to probe the interaction con- get of eliminating user problems and Inefficiencies is
cept. It is the software developers responsibility to simply no longer enough. As pointed out by the
ensure that the interaction concept can be imple- authors, products must also be".. .inspiring as weN as
mented, to map out requirements for construction, easy" and "experienced as pleasant." Baerentsen and
and to maintain product requirements. Slavensky also contrast traditional human-computer
interaction with B&O's domain of home electronics.
The task of the narrator is to make sure that the
While the characterization is mostly true today, future
user interaction concept is communicated to the
directions in computer technology suggest that their
user via the user's guide. The narrator works out the
experience in designing home electronics products
key elements of user guidance in cooperation with
may be directly relevant to a much broader range of
the other members of the team. The users guide
computer products as well. For example, they point
must support the users' interaction with the product,
out the challenge of designing constrained interfaces
generating an understanding of the principles of the
for largely unskilled users as contrasted with today's
user interaction concept.
large computer screens and skilled users. However,
The integrator must ensure that the interaction the user interfaces of newer computer appliances,
concept is an integrated and consistent whole across such as hand-held devices have a similar challenge
all tlinctions of the product, and that it is compatible and there is an increasing trend toward designing for
with other B&O products. Consistency means that nonexpert users.
the same principles of operation must characterize the
whole user interface. This consistency has a substan-
tial influence on the transparency of the interface. The
integrator guarantees that the interaction concept is which was then incorporated in the product.
written down as product requirements. During the early 1990s> B&O decided to estab-
Development of the user interaction concept is lish a usability lab as part of the user interaction
initiated when an idea or a problem needs to be design team. The test facility comprises a comfort-
solved in a certain field of technology or product able test room furnished as a living room, and
area. As an example, a software developer from the equipped with four video cameras controlled from
Multimedia department proposed an idea of operat- an adjacent control room, from which the tests can
ing traditional A/V sources from a PC, and demon- be monitored.
strated the technological possibility. The designer Apart from a few field studies, most direct
adopted this idea and created a design model, which involvement of users in the design process has up
was, in fact, the first proposal for a user interaction until now been achieved by standard usability tests,
concept. The model now had a B&O look and feel, employing an experimental "think aloud" method.
but could it be operated? Test results are not communicated in formal reports,
The model was examined by the interaction but are taken directly into the development process
design team, through a number of meetings and by the psychologist and by having designers and
lively discussions. The model was continuously developers observe the test directly.
updated and elaborated into working prototypes and It has, however, proved problematic to handle
later ended up as the fmished concept of user inter- usability issues by testing in the design phase, when
action {specification of the user interaction concept). the designers are trying to create a particular prod-

COMMUNICATIONSOFTHE ACM May 1999/Vol. 42, No. 5 7S


uct. This is because B&O products must have the Something is constructed that seems good, conceiv-
distinctive B&O ideiirity, so "user-driven design" ably better than the previous version, and is then
(see the Buur and Bagger article in this section) is subjected to a test by users whose use activity is
out of the question, if, however, the test is carried monitored, and their problems of operation and ver-
out when the design has been concluded, only bal comments are recorded and analyzed. On the
minor changes are possible. This situation has basis of these results, possible problems are
resulted in a decision to aim at separating usability amended, and a refined product is created.
testing and usability development in a more funda- Using this line of approach, the cognitive mecha-
mental sense. nisms behind the desired quality—ease of opera-
Regarding testing, we aim to establish a permanent tion—remain implicit, and the reason why a
panel of users who are able to test products in a way product is "better" is not necessarily untangled.
comparable to the sound and vision panels that today Alternatively, by taking a theoretical approach, this
evaluate the quality of sound and pictures on B&O may be made explicit and serve as a starting point
products. This may sound controversial, but we for development efforts.
believe its possible to operationalize the evaluation of B&O wishes to get to the core of what we call
ease of interaction in such a way that it becomes anal- "intuitive user interaction" [1]. This calls for inter-
ogous to the assessment of sound and picture quality. faces in which functions are clearly represented and
Usability is a more complex issue as the evaluation interaction is supported by feedback and indications,
is not confined to perception in one sensory modal- organized in accordance with known principles of the
ity, nor to parameters of sensory modalities alone, organization of perceptual and cognitive functions.

It has proved problematic to handle usability issues by


testing in the design phase, when designers are
trying to create a particular product.

but entails numerous motivational and cognitive fac- Users tend to explain the operation of screen-
tors; learning, habit formation, cultural stereotypes, based user interfaces by using terms of handling of
issues of symbolic communication, reasoning, deci- objects and interacting with agents in a virtual space.
sion-making, trouble-shooting, and so forth. From the viewpoint of activity theory and ecological
Because of this, it will be necessary to conduct psychology, this is a reminder that the frindamental
tests with various categories of users in order to cap- principles of human activity, perception, and cogni-
ture specific usability features. In order to overcome tion are rooted in the evolution of the human species
the limitations of the experimental method, other and its cultural historical development [3]. The
research methods will be necessary (field studies, metaphorical descriptions may reflect general and
interviews, and surveys), as well as the collection of fundamental principles of cognition also employed
feedback from the market. In addition to usability in relation to the use of modern technology.
testing, it is also intended to try a "theory-driven" If we present information on the interface as con-
development of usability. crete versions of various user metaphors of scenes,
objects and actors, users can draw upon instinctive
From Trial and Error to Development capacities for direct pick-up of perceptual informa-
Based on Theory rion and intuitive cognitive functions. When the
B&O considers work on usability to be a continu- users engage a function, they are operaring in a
ously developing process. We are constantly experi- functional "space." If movements in this space and
menting, modifying, and developing our repertoire the handling of functional objects are indicated by
of methods according to the need to enhance the transformations in the appearance of the interface,
usability aspects of new products. obeying principles defined in "ecological optics"
The conventional usability test can be character- [2]; then the activity and its results will be directly
ized as a comparative, empirical approach where the perceivable.
construction of improved new designs is done in a Some functions may be so complex or so
trial-and-error mode and the evaluation is post hoc. abstract that they cannot be perceived directly.

76 May I 999/Vol 42 No 5 COHMUNICATIONS OF THE ACM


This necessitates the use of linguistic information
and presupposes some kind of learning. In order to
explain unknown functions, the linguistic informa-
tion must be based on a careful consideration of the
user's prior conceptual understanding of technolog-
ical objects and functions, and the most appropri- Communications
ate way to map new functions to this knowledge.
In order to support the use oi programmed of the ACM
functions and the learning of new functions, the
normal organization of human communicative
processes must also be considered. The limited
possibilities of current technology to access the
context of communication must also be taken into
July 1999
account [4].

WE INTEND TO INVESTIGATE THE MOST BASIC


functions first, and to utilize available technological
means to implement the knowledge we gain in suit-
Special Section:
able interaction principles. In accordance with this
aim, our plan for development of intuitive user
Information Warfare
interaction has been divided into three steps: 1)
Applying the principles of ecological optics to trans-
formations of the visual interface (in order to sup- computer and
port the direct immediate and unprocessed
perception); 2) Exploring the organization of con- information system forensics,
ceptual knowledge of technology in order to present
information in accordance with the users' back- privacy, security,
ground experience in operating technological equip-
ment; and 3) Investigating intelligent forms of
hackers,
communicative interaction (dialogue, search mecha- risk management,
nisms, agents) and possible technologies fot their
implementation in user interfaces. B distributed computing,
network computing,
REFERENCES
!. Birentsen, K.B. Intuitive user interfaces. For mediation of cultural expe-
rience. I'aper presented at ISCRAT 1998 (Aarhus, June 7-11, 1998).
CORBA,
Bang & Olufsen. Mimeo. Struer 1998.
2. Gibson, j , J. The Ecological Approach to Visual Perception. Lawrence Erl- intrusion detection,
baum, Hillsdale, NY, 1986.
3. Leontyev, A.N. Problems of the Development of the Mind. Progress, protection techniques,
Moscow, 1981.
4. Suchman, L.A. Plans and Situated Actions. Cambridge University Press,
Cambridge, Mass., 1987. threats to
critical infrastructure,
K L A U S B . B ^ R E N T S E N (kbb@bang-olufsen.dk) is a technology
specialist. Interaction Technology at Bang & Olufsen in Struer,
Denmark.
survivable systems
H E N N I N G SLAVENSKY (hs!@bang-oiufeen.dk) is Senior Technology
Manager and manager of the user interaction design group at
Bang & Olufsen in Struer, Dennnark.

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COMMUNICATIONS OF THE ACM May I 999/Vo( ^2, No 5 77

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