A Concern for Users
Austin Henderson and Jed Harris have noted that
many computer systems are constrained by a
mechanistic worldview [ 6]. They cite automation
projects avoiding errors by drastically reducing
options available to users (narrowing language or
variety), but in the process crippling communication and organizational flexibility. Henderson
and Harris contrasted coherent systems to
responsive systems. Coherent systems require
consistency and predictability; responsive systems support messiness and improvisation. “In a
given system, as responsiveness increases, coherence tends to decrease and vice versa—a classic
trade-off. Scaling makes this trade-off sharper.
As systems get larger, they have to work harder
to maintain their coherence, and this increasingly makes them unresponsive. Conversely, large
systems that allow great local responsiveness
(such as the World Wide Web) have difficulty
maintaining coherence [ 6].”
Henderson pointed out that consistency is
an ideology, that other choices are possible:
“the core ideology of computer system design
is totally permeated with the assumption that
computers are rule-following machines, and
more generally, that all human activities can and
should be described in terms of a consistent set
of rules [ 7].”
He argued that “feedback loops…actually make
organizations work, and the constant negotiation
that these loops entail…computing systems tend
to break those loops…so people have to bear the
brunt of patching them up, and usually have to
fight the computer system to do it.” Henderson
and Harris proposed a new approach, which they
described as “pliant computing.”
computing” is a deep concern for people who
use computers. Henderson sees the relationship
between designer and audience changing. As
Rheinfrank pointed out, the designer is moving
from detached expert to collaborator. And the
relationship between designer and constituent is
moving from expert-patient to what Horst Rittel
called “a symmetry of ignorance (or expertise)
[ 8]” in which the views of all constituents are
equally valid in defining project goals.
[ 6] Henderson, Austin,
and Jed Harris. “A
Better Mythology for
Computing,” Presentation
at CHI 99, Pittsburgh, Pa.,
May 1999.
Follow
Design FOR users
Provide input
Participate
Design WITH users
Combine expertise
Lead
Design BY users
Build on:
Scripting
Languages
Open Systems
Construction sets
Provide feedback
Combine values
Adapted from Austin Henderson [ 7]
[ 7] Henderson, Austin.
“Design for Evolution.”
Presentation at HITS
Conference, II T/ID
Chicago, October 2003.
Liz Sanders presented a similar argument with
slightly different eras, explicitly introducing the
idea of moving beyond human-centered or user-centered design [ 9].
Past
Design Expert
Paradigm driven
Audience Customer User
Role
Activity
Current
Human centered
Emerging
Facilitated
Participant
[ 8] Rittel, Horst. “On the
Planning Crisis: Systems
Analysis of ‘First and
Second Generations.’”
Bedrifts Økonomen 8
(1972): 390–396.
Consume
Shop
Experience
Use
Buy
Own
Interact
Communicate
Co-create
Adapt/modify/
extend
Design
Make
Adapted from Liz Sanders
Coherent
Rigid
Fragile
Regular
Thin descriptions
Designed by designers
in advance of use by users
enforcing a single view
Responsive
Pliant
Robust
Particular
Thick scenes
Created by participants
during use enabling
multipile views
Adapted from Austin Henderson
Codevelopment is also a fundamental tenet
of open-source software. Eric Raymond wrote,
“Treating your users as co-developers is your
least-hassle route to rapid code improvement
and debugging.” He added, “Even at a higher level
of design, it can be very valuable to have lots of
codevelopers random walking through the design
space near your product.” Raymond famously
contrasted “cathedrals carefully crafted by individual wizards or small bands of mages working in splendid isolation” to “a great babbling
[ 9] Sanders, Liz.
“Generative Design
Thinking.” Presentation,
San Francisco, June
2007.
September + October 2008
At the heart of Henderson’s call for “pliant