Relying on Failures in
Design Research
Nicolas Nova
Lift Lab | nicolas@liftlab.com
[ 1] Latour, B. Aramis, or
the Love of Technology.
Cambridge: Harvard
University Press, 1996.
[ 2] Gaver, W., Bowers,
J., Kerridge, T.,
Boucher, A. and Jarvis,
N. “Anatomy of a
Failure: How We Knew
When our Design Went
Wrong, and What We
Learned From It.” In:
Proceedings of ACM
CHI 2009 Conference
on Human Factors in
Computing Systems.
2213–2222.
case of an automatic door opening, these observations show
that previous encounters with
non-automatic doors shape our
expectations of what a door is
and how it should work. Noticing
these problems can also lead to
understanding how the sensor
calibration should be tuned or
that the presence of the sensors
should be made apparent in a
more visible way.
[ 3] Simon, H. A. The
Sciences of the Artificial.
Cambridge: MI T Press,
1969.
September + October 2010
[ 4] Norman, D. and
Draper, S. eds.
User Centered
System Design: New
Perspectives on Human-
computer Interaction.
Hillsdale, New Jersey:
Lawrence Erlbaum
Associates, 1986.
[ 5] Gaver, B., Dunne, T.
and Pacenti, E. “Cultural
Probes.” interactions 6,
1 (1999): 21–29.
interactions
Sitting next to the automatic
door between train coaches in
Switzerland provides a fantastic
opportunity to observe the range
of behaviors when people interact with a very basic instance
of ubiquitous computing.
Interestingly, most Swiss trains
have sensors located in the upper
part of the doorway. Experienced
travelers know they have to wait
for their presence to be detected,
while nervous commuters wave
their hand at the sensor to open
the door. However, a longer
period of observation reveals
plenty of less-than-fluid usage:
Elderly travelers try to find an
(absent) handle; some people in a
rush bang their head against the
door because the sensor did not
have time to detect them; angry
knowledge workers (who know
how the sensor works) wave their
arm, but the door fails to open
because of some momentary
flaw with the sensor. Meanwhile,
kids, luggage, or even the combination of both lead to even more
complex situations.
Observing frustration with the
automatic door is an example
of how the investigation of accidents within a larger process
can be inspiring from a design
viewpoint. Surfacing people’s
problematic reactions when
confronted with invisible pieces
of technologies highlights their
mental model and eventually has
implications for design. In the
From Observing Failures to
Provoking them
I am interested in how users
appropriate technology, especially product failures and
prototype flops. As a user experience researcher, failures of
all sorts intrigue me. User mistakes, errors, and accidents (as
in the example above) are pertinent because of their design
implications.
Curiously, as pointed out by
various authors [ 1, 2], there
is little field research about
design flops and failures. This
is surprising, given that design
has a long-time interest in
avoiding or fixing failures, as
in Herbert Simon’s famous
quote: “Everyone designs who
devises courses of action aimed
at changing existing situations
into preferred ones” [ 3]. To some
extent, we can consider that
preferring one solution over
another is a matter of preventing accidents and mistakes.
Furthermore, the idea that
design can be inspired and
fueled by people’s practices is
now more common with the
establishment of approaches
such as user-centered design. We
observe users and investigate
their needs and interests or we
try to understand consumers’
motivations to do something and
then turn them into insights and
design concepts. But as we saw
in the automatic-door example,
failures and mistakes are important too because they are implicit signs of a need or problem that
requires a solution. The examination of failures reveals what is
commonly referred to in HCI as
the “gulf of execution,” i.e., the
difference between the user’s
expected actions to achieve a
goal and the actual required
actions [ 4].
However, my quirky mind-set
left me wondering about the role
of failure in design research:
If problems and mistakes are
so interesting and insightful, why not be a bit more bold
and enlist them as a design
tactic? I am suggesting the
conscious design of “
questionable” prototypes to investigate
user experience. Drawing on
the “probe” metaphor [ 5], the
approach here is to use “
anti-probes”—a failed embodiment
of technology that can be shown
to people in order to engage
them in open-ended ways.