So, I've spent much of the last month thinking about what Activity- Centered Design (or ACD) might be and where it fits into other design approaches. This long-winded email is an attempt to get these thoughts out.

Before I start, the last time we went around on this, there was a sentiment of "Who cares what we call it? My clients/co-workers don't care what it is, as long as I produce great designs. Let's just agree that what we do is a good thing, whether we label it ACD or UCD or whatever."

While I agree that the outside world (that being the people who are not UX professionals) don't necessarily need to know whether something is called ACD or UCD, I think it's important that we're clear on what each approach is and how it differs.

When most of go to a doctor with a serious ailment (say something nasty like pancreatic cancer), we just want to know that the surgical option our doctor chooses will work. We don't care whether it's a Total Pancreatectomy, a Distal Pancreatectomy, or a Whipple Procedure. If it makes the cancer go away and returns us to normal health, we're happy with whatever it was.

However, I think we'd really want the surgical team to know which one it was. The preparation, tools, anesthesia requirements, pre-op prep, and post-op care all depend on the nature of the procedure. If the entire team of doctors, technicians, and nurses are not on board with exactly what procedure is happening, someone will do the wrong thing and a life can be put in at risk. (Not 'a life'. Our life!)

While our work may not be as life and death as a surgical procedure, I think we still want to know what we're doing. We need to have a language that adequately describes our tools, techniques, and processes. That's why I think defining these things are important.

This is why I dislike the current term-of-art User-Centered Design (or UCD). I'm betting that if you ask 10 UX professionals to define UCD in depth (going beyond "designing with users in mind"), you'll get 15 different definitions. (This is something I've put on UIE's research agenda to actually do, but we haven't gotten there yet. I'd really like to see what happens.) There is no clear field-wide understanding of what UCD is, which makes it very hard for us to compare notes and discuss possible alternatives, like ACD.

In the previous discussion of ACD versus UCD on this list, the focus has been defined simply: Someone practicing ACD focuses on the activities of the design, where someone practicing UCD focuses on the users. Some have said that ACD minimizes the need of doing personas (a 'user-centered' activity) and just looks at the underlying activities that are obvious to the design result. For example, if designing a photo sharing site, one doesn't need to talk about whether the user is college age or prefers taking pictures of flowers, as someone might be inclined to fill out in the persona description. Instead, the activities are uploading pictures, sharing pictures, downloading various sizes, putting together a collection, etc. Look no further than the activities and you'll have a full list of items to put on your design plate.

At least, that's my understanding of ACD. I'm sure someone will point out that I've gotten it all wrong, but that's where I'm starting from here. (I look forward to the correction.)

So, given all this, here's where I think this ACD thing fits in:

If one asserts that UCD is a collection of activities that go beyond ACD, looking at the goals, needs, and context of the user, beyond just that of the underlying activities, then I would say that ACD is...

... just a lazy man's UCD.

Now, I'm hoping that all the ACD advocates out there won't take this the wrong way. Being lazy is pretty important. All the really good innovations in our lives have come from a dedication to laziness. I consider laziness, along with impatience and stubbornness, to be critical traits of an innovation leader. So, I applaud anyone who is creatively lazy, looking for ways reduce effort while producing more.

To this end, you can put UCD and ACD in a scale of design approaches, which starts with:

0) Unintended Design: The design that results from teams that don't pay any attention to design. This is the true rubber-band-and-spit approach to creating things. Everything ends up with a design, but not every design is intentional. Some very lucky teams end up with successful unintended design, but the odds are against this.

1) Self Design: The design that results from teams that design purely for themselves. (This happens more with single-person teams than multiple-person teams.) This design approach has better odds of success than Unintended Design, but not by much (unless the designer is the only user, such as when a bachelor arranges the contents in their kitchen cabinets). This design approach is only informed by the team members own use of the design.

2) Genius Design: The design that results from teams that use their experience at creating designs for others, without doing research. This starts with Self Design, but extends to role playing and consideration of users who are not quite like themselves. This design approach is informed by previous experience the design team has with similar work. (For example, a team that creates shopping cart systems for many clients can reduce their research efforts with each subsequent implementation, assuming the systems are pretty much the same each time. Eventually, they could create very successful without further research, since they'd basically "seen it all".)

3) Activity-Centered Design (ACD): The design that results from teams that only research the activities. Because research is part of the design process, it extends beyond Genius Design (which solely is based on the team's experience). This is necessary when the activities are new or foreign to the team. (For example, a team developing an application for consolidating personal finances when they've never thought about personal finances in any of their previous projects.) Activity-based research techniques, such as workflow diagrams and task- based usability tests would come in very handy to help inform the teams using this approach.

4) User-Centered Design (UCD): The design that results from teams that look beyond just the activities, to the goals, needs, and contexts of the users. Because usage is all about activity, this approach needs to have the activity at its core. (Early UCD definitions always included an essential "task analysis" phase -- something that's disappeared from the lexicon, but is still essential to this design. Task analysis is, as far as I can tell, research about activities, and thus the core research component of ACD.) This design approach is informed by techniques such as field research (ethnographic techniques) and persona creation, which help the team to see contextual items and goals.

All of these approaches are viable approaches and there are documented successes for each (think 37Signals for Self Design and Apple for Genius Design). However, since bad design is only retrospective (nobody who produced a bad design thought they were doing so at the time -- they only discovered it after the fact), the approaches are really about increasing the probabilities of a successful design. In each case, we're really talking about the how the experience of the design team plays against the information needed for a successful design. Teams that walk around with most of the information already can get away with less new research.

This discussion started because people reacted to my "It's time we consider retiring UCD" comment in my IA Summit Keynote [1]. There I was referring to the dogmatic approach that too many UX professionals take when they claim that if you actively practice Self Design or Genius Design without research user needs, you're not doing UCD. (They are right, but they make it sound like a bad thing.) My argument was that UCD isn't the goal for teams -- instead, having a rich toolbox filled with techniques and tricks (that the team knows when and how to use) should be the goal.

In my mind, the advocates of ACD are really reacting to a poorly executed dogmatic approach to UCD. When they say, "we don't need personas because who cares if our user is a high school student considering an ivy league school", they are really reacting to poorly constructed personas. [2] In a well-constructed persona description, the team can tie every sentence to the design decisions behind it. If they have a sentence about the student's college choices, there had better be a design decision behind it.

(Recently, I had a client show me their persona descriptions that talked about the car the family had and the family dog. My first inclination was to suggest they take this information out. However, their project was a home-improvement information site and providing filters for pet-friendly improvement projects and easy-to-bring-home materials was an obvious no-brainer out of this simple info.)

So, when I say the ACD advocates are being lazy, what I mean is they are looking to avoid many of the dogmatic approaches that UCD advocates push in their agendas. And that I'm totally in agreement.

However, it's important we don't throw the baby out with the bath water. Research that tells us about the user's goals, their needs, and their context, beyond those embodied completely in the base activity can be important for many designs. Two people may use the same functions, but from completely different contexts and for completely different goals. The inputs, flows, and outputs might need to vary dramatically or the design may need to be expanded to help both users, even though the base activity is identical.

(My canonical example for this is the workstation used by a Pediatric ICU nurse. While the base activity, say ordering a CBC lab, is uniform, the goals -- the criticality of the infant's condition -- and the context -- whether the nurse is long-time experienced in the ICU or doing a short rotation -- can influence the design results dramatically. In this instance, ACD will likely produce an inferior design to UCD, as I've defined them above.)

So, that's where I'm at with regard to ACD. It's a modern-day approach to task analysis and design. It has its place, but isn't the only solution. It can produce success when the design team only needs to consider the underlying activities.

Unfortunately, I think they only way to guarantee success is to do UCD- class activities to determine that goals, needs, and context aren't going to change the design outcome. That makes it risky.

Hope this helps,

Jared

[1]  IA Summit 2008 Keynote: Journey to the Center of Design
 http://tinyurl.com/5kasbm
 (Listen to the audio or the slides won't make sense.)

[2] Crappy vs. Robust Personas:  http://tinyurl.com/2hpxzr

Jared M. Spool
User Interface Engineering
510 Turnpike St., Suite 102, North Andover, MA 01845
e: [EMAIL PROTECTED] p: +1 978 327 5561
http://uie.com  Blog: http://uie.com/brainsparks  Twitter: jmspool

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