![]() |
|
Nathalie Bonnardel
Centre de Recherche en Psychologie Cognitive
Université de Provence,
13621 Aix en Provence, France
nathb@aixup.univ-aix.fr
Benedikte Harstad Kallak
Computas Expert Systems A.S.
Leif Transtads Plass 6
Postboks 430
1301 Sandvika, Norway
bha@computas.no
However, evaluation of design solutions is difficult for both experienced and inexperienced designers because:
Domain-oriented design environments [5] have been
proposed as computational tools supporting designers to construct
and evaluate design solutions. Critiquing systems embedded in
these environments augment designers' cognitive processes
by analysing design solutions for compliance with criteria and
constraints encoded in the system's knowledge-base. These
systems support design by allowing designers to creatively propose
solutions, while the system actively helps designers to reflect
on and assess various features of these solutions.However, a major challenge is to create
active knowledge-based design support systems that are cognitively
ergonomic; i.e., systems that effectively support designers'
cognitive work without hindering their creative processes.
While numerous research prototypes of critiquing
systems have been built [1, 7, 8] little is known about their
cognitive effects on the activities of professional designers.
To investigate the cognitive ergonomics of such systems, we have
designed, built, and evaluated a domain-oriented design environment
supporting phone-based interface design: the Voice Dialog Design
Environment. Professional designers were observed using this environment
to solve realistic design tasks. Analyses of these design sessions
enabled us to identify reactions common to all designers and reactions
depending on the designers' level of domain experience.
We believe such studies are of interest both from a practical
point of view, by suggesting how to build better design support
systems, and from a theoretical point of view, by contributing
to our understanding of designing cognitive tools.
We begin by briefly reviewing the theories and motivations
underlying critiquing systems. Next, we describe the Voice Dialog
Design Environment and the specific requirements guiding the development
of its critiquing system. We then present the study, including
the experimental situation and the results obtained. We finally
discuss the implication of these results for designing cognitively
ergonomic knowledge-based design support systems.
At a theoretical level, critiquing systems operationalise Schön's action-breakdown-reflection cycle [13]. According to Schön, this cycle underpins the activities of professional designers. In this cycle, designers engage in situated work until their expectations are not met and they experience a breakdown in the current work situation. At that moment, designers stop and reflect on how to overcome the breakdown before proceeding. These breakdowns in situated action present opportunities for learning and for the construction of new knowledge [6]. The results of the breakdown feed back into the next iteration of the design solution. Critiquing systems strive to promote this cycle and help designers to detect and overcome breakdowns by:
The designer's role is to generate and modify
solutions. The system's role is to support the evaluation
process by: (1) pointing out problematic situations that might
remain unnoticed, (2) communicating debatable issues and different
perspectives surrounding a design solution, and (3) helping designers
learn about relevant criteria and issues. Figure 1 illustrates
these different roles in an "idealised" model of
designer-system cooperation [7].
A critiquing system could influence designer behaviour
in both positive and negative ways. A cognitively ergonomic system
should appropriately guide designers' problem-solving without
hindering their creative processes, and thus positively influence
both the design process and the design product.
The idealised model (Figure 1) indicates that positive
influences on designer behaviour could include: modifying design
solutions for the better in response to critics, reflecting on
design issues raised by critics, recording design rationale in
response to issues raised by critics, taking into account criteria
that were previously unknown, and possibly learning the information
presented by the critiquing system.
Conversely, negative influences on designer behaviour could include: modifying design solutions for the worse in response to debatable issues raised by critics, and being annoyed or disrupted by critiquing signals (that may be irrelevant, misunderstood or too frequent). Additionally, the system could have no influence at all if designers ignore its signals.

Figure 1: "Idealised" model of designer-critiquing system cooperation during design.
Clearly, the two system goals of noticing potential
problems and not being disruptive are diametrically opposed. These
competing goals create a very difficult design situation which
has been previously articulated as the challenge to "say
the right thing at the right time" [8].
To meet this design challenge, we propose an iterative
system development cycle where analyses of designers' cognitive
processes both precede and follow system building. An understanding
of the designers' traditional processes (i.e., without
the support system) can be used to guide system design in order
to create a system better adapted to the designers' cognitive
processes. The understanding of the designers' processes can also
then be used to inform system evaluation. This pre- and post-system
approach is useful since the evaluation of complex systems is
confounded by the fact that their use substantially changes the
traditional task. An analysis of the designers' existing activities
can serve as a baseline for assessing how the system has changed
the task and whether the changes are for the better [3]. The following
section illustrates how this approach was followed in the Voice
Dialog Design Environment project.
VDDE (Figure 2) enables designers to construct, simulate, and evaluate their interface designs. VDDE's construction kit allows designers to sketch out the flow of an interface by arranging domain-oriented building blocks such as voice menus, prompts, and touch-tone buttons into a flow chart-style representation. Designers can hear what their interface sounds like by attaching audio recordings to building blocks in the design and simulating their proposed solution. VDDE's critiquing system monitors designers' actions and comments on potentially problematic or contentious aspects of the design.

Figure 2: The Voice Dialog Design Environment. Designers select building blocks from the gallery (top window) and arrange them in a worksheet (left window) to create a graphic representation of the audio interface design. A critiquing component analyses the design for compliance with interface guidelines and product consistency. Possible problems are signalled in the critic message pane (lower window). The designer can select a critic message and elect to see the rationale behind the rule and can also add more arguments into the design rationale knowledge-base (right window). The design shown is an excerpt from a hypothetical voice messaging system.
To investigate these questions, we analysed the designers'
traditional activities at different levels using workplace observations,
interviews, analyses of design representations, and protocol analyses
of design sessions. On the large-scale level, we looked at the
overall design process; i.e., how a design develops over the course
of several months as many stakeholders interact and debate the
features of a particular design. On the small-scale level, we
looked at individual design sessions as expert designers worked
on real designs for one or two hours. Using verbal protocols,
we analysed in detail the evaluation processes during these sessions.
Related to these two broad categories are criteria
concerning completeness. Some completeness criteria are
relative to the design being compared with; i.e., checking that
all the same menus are present. Other completeness criteria are
related to the user interface guidelines; i.e., checking that
the standard mechanisms for cancelling or backing out of operations
are present. Additionally, the relevance of some criteria depends
on the type of application being developed.
The analysis also enabled us to identify that the
designers were using two different types of evaluative procedures:
an analytical procedure for assessing the solution's features
with regard to criteria and constraints, and a comparative
procedure for assessing the solution's features by comparison
with the features of another solution [2]. As a result of these
findings, we embedded in VDDE's critiquing system these two evaluative
procedures and critic rules reflecting the criteria designers
can potentially consider.
The critics in VDDE are structured to reflect these
perspectives. The goal of this structuring is to support designers
in making difficult trade-off decisions between the guidelines
and product consistency. The knowledge-base is partitioned at
the top level into four sets of critic rules that designers can
enable (Figure 3). Three rule sets correspond to the regional,
national, and international phone-based user interface standards.
An analytical evaluation procedure is used to compare design solutions
against these rule sets. A fourth consistency rule set uses a
comparative evaluation procedure to compare two designs for inconsistencies.
Each rule set is further partitioned to reflect generic design
knowledge (relevant to most phone-based interfaces) and specialised
design knowledge (relevant only to certain application types such
as voice mail, call answering, and bulletin board applications).

Figure 3: Designers can control the type of design
knowledge used to evaluate designs and the intervention strategy
used by the critiquing system.
Second, designers can control the intervention
strategy of the critiquing system. VDDE supports three different
intervention strategies: an active, a passive, and a strategy
based on conceptual units. These can be used individually or together
in any combination. In VDDE, intervention strategies tie together
the rate of critic intervention (i.e., how often critic
evaluations are performed) with the scope of different
types of design knowledge (i.e., which parts of the design are
analysed with which evaluative criteria). This aspect of VDDE's
design was motivated by our analysis of individual design sessions
and performance considerations that we felt would adversely impact
the system's cognitive ergonomics.
Specifically, our analysis identified that designers'
scope of evaluation falls into three categories: considering the
function/key mapping of individual touch-tone buttons,
examining the contents of voice menus, and looking back
over the entire design. Different types of design knowledge
are associated with each of these three different scopes of evaluation.
VDDE mimics the observed scoping by selectively using different
critic rules from the enabled rule sets depending upon the intervention
strategy.
If an active intervention strategy is selected, the
system automatically analyses a very localised part of the design
whenever designers place or move touch-tone buttons in the worksheet.
This strategy analyses the function/key mappings of individual
touch-tone buttons and the contents of the voice menu
the affected touch-tone button is in. This localised scope of
evaluation reflects observed practices and is very efficient.
Clearly it could be very disruptive if there were long system
delays if large parts of the design were analysed every each design
move.
If a passive strategy is chosen, the system waits
for the designer to order an evaluation of the design by pressing
the Critique All button. This causes all the design's
features to be checked, not just the ones resulting from the last
action Rules that exhaustively compare the features of two designs
(i.e., most consistency criteria) or analyse the entire design
(i.e., many rules concerning completeness) are only considered
when this strategy is chosen.
The conceptual unit strategy analyses the contents
of voice menus. Whenever the designer moves on to manipulating
the contents of another voice menu, the system analyses the menu
the designer had been previously working on. This strategy enables
the same rules as the active strategy plus additional rules that
check for voice menu completeness.
To construct a design, designers select building
blocks from the gallery and arrange them in the worksheet. As
the designer works, the critiquing system monitors his or her
actions in accordance with the intervention strategy and design
knowledge selected. When the critiquing system detects a possible
violation, a brief message signalling the violation is immediately
presented in a separate critic message window (referred to as
ìfiring"). Instead of providing designers with general
admonitions (e.g.,"There should be no gaps in voice
menus."), the system contextualises the messages to
refer to the design currently being constructed (e.g.,"The
keys in Personal Options Menu should have no gaps.")
To help designers identify the perspective associated with a detected
problem, each message is preceded by the name of the particular
rule set the critic is part of. For the design shown in Figure
2, pressing the Critique All button caused critics from
both the U S WEST and Consistency rules sets to fire.
Designers can request to see further explanations
and design rationale associated with critics by selecting individual
messages and pressing the"Explain Rule" button (see
Figure 1, lower window). Each critic rule is linked to portions
of the user interface guidelines contained in an on-line hypermedia
knowledge-base. The"Explain Rule" feature shows
designers which building blocks in their particular design caused
the critic to fire (the blocks briefly flash) and brings up the
relevant portions of the guidelines in the design rationale window.
The designer can choose to ignore the critic message or modify
the design in response to the critic message. Additionally, the
designer can add new information, such as rationale behind difficult
trade-off decisions made in response to critic messages, to the
hypermedia knowledge-base. Individual rules can be disabled for
the remainder of a design session should the designer decide that
one is incorrect or simply doesn't apply to the current
design.
The previous scenario indicates how we expected VDDE
to be used in a typical design session. But is this really how
these systems get used? Do critiquing systems actually influence
designer behaviours in a positive manner? Furthermore, are there
differing effects depending upon the designer's skill level?
To investigate these questions, four professional designers were
asked to think aloud while using VDDE to perform realistic design
extensions to an existing voice messaging product.
All four had been professionally employed as phone-based
interface designers by the same company. However, their level
of experience in general phone-based interface design and the
design of voice messaging products was quite different. Two designers
were considered highly-experienced, having expertise in both phone-based
interface design and voice messaging products. One had detailed
knowledge of voice messaging (HIGH1); the other had general familiarity
with these products (HIGH2). The medium-experience designer (MED)
had been designing phone-based interfaces for three years but
had no experience with voice messaging products. The low-experienced
designer (LOW) had less than one year's experience in general
phone-based interface design.
The critiquing system was configured as shown in Figure 2 with Consistency, U S WEST guidelines and voice messaging rules enabled. The participants were told that the priority settings (Consistency - 1, US WEST - 2) did not reflect design goals and only determined the ordering of critics in the message pane. Each 90 minute session was videotaped and the designers' verbalisations were transcribed (about 70 pages). When examining the transcripts, we quantitatively and qualitatively analysed the critics considered by the designers, and characterised the critic's consequences on the designers' actions and reasoning. After each session, a 30 minute interview was conducted with each participant to better understand how they perceived the influence and relevance of the critics. In this section, we look at how the critiquing system exerted unexpected, positive, and negative influences on designer behaviour.
Table 1. Number of presented and anticipated critics
according to the designers' domain-skill level.
The HIGH designers appeared to analyse more deeply
the reasons why they were planning to break rules. In a few cases,
this led to modifications of the design requirements (see Table
2 for an example). When HIGH designers decided not to follow a
critic rule, they usually added their rationale for breaking the
rule to the hypermedia knowledge-base once the critic fired (3
additions out of 4 broken rules for HIGH2 and 1 out of 1 for HIGH1).
Thus, there is some indication that the reflections prompted by
these critics primed these designers to record their thinking
when the opportunity presented itself shortly thereafter.
While the lesser-experienced designers reflected
on the critics, they did not appear to analyse deeply the trade-off
decisions involved. They always favoured consistency issues over
user interface guidelines after only a brief consideration of
the critics. Also, these designers did not record their rationale
for breaking critic rules: the LOW designer made no additions
to the hypermedia knowledge-base and the MED designer made only
one addition concerning a rule he believed was incorrect.
These differential effects were echoed in the post-session
interviews. The HIGH designers felt the critics had influenced
their mental processes by getting them to think more deeply about
their design choices. The other designers felt the critics had
little influence on their thinking. Thus, critics do appear
to promote reflection during design, though the quality of reflection,
particularly in the area of considering trade-offs, appears to
be deeper for more experienced designers.
Table 2. Example excerpt from a highly-experienced designer's verbalisation showing anticipation of a critic
| Characterising Designer Activity | Corresponding part of verbalisation |
| Anticipation of a critic | "I'm struggling with a critic I know is going to come up. I've got four options here... and that's the maximum number I should have on the menu. But I also need to give them [the end-users] a way to listen to, so I'll need a key for that... So, I've got five options, and that's violating the design guideline." |
| Analysis of the reasons for breaking the critic rule | "I think the reason I backed myself into this corner is I have picked up on the way our current voice messaging vendor has integrated this [service] into their product [...] I knew I was going to get an error because I was violating design guidelines since I have too many options in the menu ..." |
| Attempt to modify the design...
... which leads to modifying a design requirement | "I don't like the way the menu looks. It's a good guideline. So at this point, [...] I think I would argue for removing the option to print the old documents. [...] I would re negotiate with the market unit about the need to get one of them taken out. And then I'd be able to have everything fit on the menu." |
For anticipated critics, all designers modified solution features.
Interestingly, the only deep design modifications, such as modifying
requirements were made by HIGH designers anticipating critics.
Occasionally, all designers took preventative steps and modified
design products to avoid having critics fire. Thus, critics
do influence designers to modify design products, though often
the influence indirectly arises from critic anticipations.
However, unsurprisingly in retrospect, by basing
our design on the processes of experts, we created a system that
was better suited to expert designers. While the system appeared
to support less-experienced designers to learn new rules, it did
not encourage them to reflect on design trade-offs as we had hoped.
A redesigned system should make more explicit the importance of
this trade-off process. Towards this end, we propose that our
design process be modified: cognitive analyses of designers of
differing skill levels should guide system design. Specifically,
constructive interaction techniques [10] where two designers think
aloud while working together may be useful. Analyses of highly-experienced
designers assisting less-experienced designers could be used to
better understand how designers learn to"think like experts."
In our case, we felt the "critiquing metaphor" significantly contributed to this behaviour. As one highly-experienced designer noted, "inviting criticism is not in line with my personality ... my own style would probably be to try to get it right ... try to anticipate the critique." The metaphor seemed particularly problematic for less-experienced designers. Instead of considering the trade-offs presented by the critics (as we hoped), these designers appeared to adopt strategies to avoid critics they anticipated being in the highest priority rule set (even when it didn't make sense). To create systems that people will listen to and not try to avoid, we may need to consider alternate interface metaphors.
In our studies, all designers associated consistency
criteria with the needs of the marketing group; however, only
the highly-experienced designers associated the interface guidelines
with the needs of the user. A possible redesign is a "design
consultants" metaphor where stakeholder labels are associated
with each critic rule set. A designer could control the rule-base
by activating a 'user consultant' and a 'marketing
consultant' that each argue for these different perspectives.
While this proposal would somewhat anthropomorphise the rule sets,
it may emphasise that designing involves making trade-off decisions
that benefit some stakeholders, often at the expense of others.
A promising approach is to 'push'
this information into the design representation and integrate
critic signals directly into the design solution.
Instead of listing messages linearly in a separate message pane,
the system could signal possible problems by annotating affected
parts of the design solution. Either the designer or the system
could check an annotation to determine which rules had previously
fired and been rejected. Such a visual critiquing approach [14]
would also overcome the scaling limitations of the separate critic
message window and may even give designers more incentive to record
their rationale for breaking certain rules.
In summary, we created and evaluated a knowledge-based
design support system to better understand how these systems influence
designers' activities. Our findings showed that these systems
do influence designers' activities, but sometimes in unexpected
and indirect ways. In addition to these findings, the contribution
of this research is threefold. First, we demonstrated a promising
approach to system development where cognitive analyses of design
activities are used to guide knowledge-base design. Second, our
findings suggests how a theoretical model of design support proposed
in earlier research efforts [8] should be extended. Finally, by
offering reflections on how our design could be improved, we hope
to provide a starting point for the next generation of active,
design support systems.
2. Bonnardel, N.,"Le Role de l'Evaluation dans les Activities de Conception [The Role of Evaluation in Design Activities]," University of Provence, Ph.D. Dissertation, Dept. of Psychology, 1992.
3. Burkhart, B., D. Hemphill and S. Jones,"The Value of a Baseline in Determining Design Success," Human Factors in Computing Systems (CHI '94), Boston, MA (April 24-28), 1994, pp. 386-391.
4. Burton, R. and J. S. Brown,"An Investigation of Computer Coaching for Informal Learning Activites," in Intelligent Tutoring Systems, D. Sleeman and J. S. Brown, Ed., London, Academic Press, 1982, pp. 79-98.
5. Fischer, G.,"Domain-Oriented Design Environments," in Automated Software Engineering, Kluwer Academic Publishers, Boston, MA., 1994, pp. 177-203.
6. Fischer, G.,"Turning Breakdowns into Opportunities for Creativity," Knowledge-Based Systems Journal, Vol. 7, Iss. 4, pp. 221-232, 1994.
7. Fischer, G., A. C. Lemke, T. Mastaglio and A. Morch,"The Role of Critiquing in Cooperative Problem Solving," ACM Transactions on Information Systems, Vol. 9, Iss. 2, pp. 123-151, 1991.
8. Fischer, G., K. Nakakoji, J. Ostwald, G. Stahl and T. Sumner,"Embedding Computer-Based Critics in the Contexts of Design," Human Factors in Computing Systems (Interact '93 and CHI '93), Amsterdam (24-29 April), 1993, pp. 157-164.
9. Harstad, B.,"New Approaches to Critiquing: Pluralistic Critiquing, Consistency Critiquing, and Multiple Intervention Strategies," University of Colorado at Boulder, Masters Dissertation, Dept. of Computer Science, 1993.
10. Miyake, N.,"Constructive Interaction and the Iterative Process of Understanding," Cognitive Science, Vol. 10, Iss. 5, pp. 151-177, 1986.
11. Nakakoji, K., T. Sumner and B. Harstad,"Perspective-Based Critiquing: Helping Designers Cope with Conflicts among Design Intentions," Artificial Intelligence in Design '94, Lausanne, (August), 1994, pp. 449-466.
12. Rittel, H. and M. Webber,"Dilemmas in a General Theory of Planning," Policy Science, Vol. 4, pp. 155-169, 1973.
13. Schoen, D. A., The Reflective Practitioner: How Professionals Think in Action, Basic Books, New York, 1983.
14. Stolze, M.,"Visual critiquing in domain oriented design environments: showing the right thing at the right place," Artificial Intelligence in Design '94, Lausanne, Switzerland (August), 1994, pp. 467-482.
15. Sumner, T.,"Designers and their tools: Computer Support for Domain Construction," University of Colorado at Boulder, Ph.D. Dissertation, Dept. of Computer Science, 1995.
![]() |
|