Abstract
A feature-based approach to designing information systems
software produces results which, although technically correct,
are likely deficient in their ease of use. Designing from
a task-based perspective significantly enhances interface
usability. Our project team made this change in approach
based on a consultation with a specialist in human computer
interaction. We describe the impact of this consultation and
its effect of dramatically simplifying the user interface.
Keywords
Task-based design, human computer interaction, walkthrough,
information system software, user interface
Introduction
As more business processes are being reengineered, the
number of automated procedures and on-line forms is
steadily growing. Many such processes are information-intensive
and require interaction with significant amounts
of data. Developing information systems (IS) for these
business domains presents a broad challenge to the user
interface design team: how to present the requisite abundance
of diverse data elements in a more easily manageable
manner than the original paper/manual process.
Having many graphical user interface (GUI) toolkits, prototyping
aids and application builders to choose from, the software
engineering team can create a minimally functional interface
prototype in a relatively short period of time. In the authors'
IS environment, this is considered an important part of the
specification phase of the system development process. The
resulting prototype often tends to have a feature-based design,
contain most of the user-specified requirements or features, and
conform to general style guidelines of the particular interface
toolkit employed. While it may meet the stated objectives and even
take into account user perspectives, the prototype software may be
critically deficient from a usability perspective if some fundamental
design issues are not considered. We will discuss these issues, and
the impact their consideration had on a particular business process
reengineering project in the IS domain of Human Resources (HR).
THE PROJECT
The software system described in this paper, ESCtool,
allows line managers throughout a large organization to
process an employee status change (ESC) on-line. The ESC
business process affects the employment record for job and
compensation levels, management and departmental organizations,
leaves of absence and work status, and various other elements
regarding the employer-employee relationship. The software also
provides on-line authorization and automatic database update
capabilities, thus streamlining an otherwise time-consuming and
error-prone manual process. The end-user community includes all
managers in all levels of the organization, HR representatives,
Finance representatives, Legal representatives and other special
groups requiring the data such as Payroll, Commissions Accounting
and Benefits Administration. The scope of the project included
streamlining and automating a complex manual process, and making
a very rich dataset (all facets of the employee HR record)
available on-line for use by a diverse user community.
Furthermore, the usage patterns, information requirements and
computer experience of the user community vary widely.
Rapid Prototyping
As a part of the functional specification phase, short
iterative cycles of rapid prototyping and user feedback were
employed to communicate the project vision and better
understand user needs. Feedback was incorporated into the
subsequent prototype version using the application development
tool[1] and redistributed to small user groups. The
latter of these first ESCtool prototypes we refer to as the
"Initial Prototype."
Initial Prototype
The Initial Prototype was an intentional departure from
visual patterns used by the development group in the past,
toward the more stimulating look-and-feel of newer software
packages on the market. Pulldown menus were discarded in favor
of icon buttons. In addition, rather than creating an electronic
version of the paper ESC form, the interface design team sought
to present only those data elements which would pertain to a
user's particular transaction. With this model, a main palette
of labelled icon buttons served as the launch point for opening
subsequent windows, each containing distinct ESC data elements.
After interacting with a series of popup windows to select
an employee and specify various changes, a manager initiating an
ESC would review the summary of intended changes on a separate
window where they would press the submit button. With this
interface model the design team sought HCI consultation.
HCI Consultation
The opportunity to run a complete usability study for the
project presented itself, but was not taken because of the
limited timeframe of the project schedule. Instead, the
Usability Engineer employed an informal Cognitive
Walkthrough[2] with the design team, polling for information
about the tool, user population, and tasks while using the
Initial Prototype for the first time. By leading the team
through this process, the HCI specialist caused the designers
to rethink some of their strategies and consider
alternative approaches.
Challenged by the first session with the Usability Engineer,
the ESCtool design team re-established their design criteria
according to the notes taken from the consultation. The
synthesis of those notes reveal four crucial insights:
- integrate main activities into main window
- make the flow obvious
- group similar activities together
- reuse information so that user enters it only once
The characteristics which stood out the most were the tool's
non-linear flow, and the number of windows. In the sample
worst-case scenario of a promotion/transfer transaction
illustrated in the poster, the manager would need to interact
with the main window six different times, and eleven separate
windows in all!
After carefully considering these issues and creating a completely
new prototype interface, the designers showed their work to the
HCI consultant. While there were a few suggestions for refinement,
the Usability Engineer confirmed the success of the new design
approach and resulting interface.
Resulting Product
Having established the new interface model, the team converted the
prototype to a new GUI toolkit[3], and incorporated many of the
further HCI suggestions and other refinements into the tool. The
result is a product comprised of two basic windows, where all of
the main activities are integrated. Moreover, the flow is a much
more intuitive top-to-bottom linear progression as illustrated in
the poster.
Again considering the same sample promotion/transfer transaction,
the required tasks begin at the top of the left, or main window
and progress downwards, as the user specifies the type of change
and the employee who is being affected (in the Initiate Mode).
After specifying the nature of the change, the user then selects
the Display Form button at the bottom of the main window. This
action generates the Custom Form window, which appears to the
right and contains the various components of the ESC change in a
scrollable panel. After completing the information in a top-down
fashion, the user can press a button to submit the transaction for
approval. The same information is entered as in the Initial
Prototype, but this time on just two windows.
CONCLUSIONS AND LESSONS LEARNED
With the Initial Prototype, the team had achieved its
expressed intentions by directly mapping user requirements
to corresponding interface features. But in the area of
usability, the feature-based design method left the tool far
short of its true potential. Although this is now clear with
the benefit of hindsight, it was not the compelling reason
for seeking HCI consultation at the time. Rather, the team
sought suggestions for refinement, yet support for the basic
model and perhaps an unofficial certification which might
be claimed as an endorsement later.
Fortunately, two dynamics led to the team's new insights
which significantly impacted the project outcome: 1) the
design team was open to constructive criticism, and 2) the
HCI consultation was sufficiently early in the project and
the development organization had not yet invested too
much in construction so that the team could respond to the
Usability Engineer's suggestions. We believe these to be
central to any project considering HCI consultation.
Because of the changed design approach, the team took a
more systematic look at the tasks involved and the number
of windows it required. Since the business domain and
scope of this project required a tremendous amount of
information be presented together, the challenge was non-trivial.
In addition to the four insights gained from the HCI
consultation, we learned four additional lessons from using
the new design approach. We offer these for the reader's
consideration:
- consider HCI consultation early in a project
- be open to change
- set tough containment goals for the number of windows being
used, even if they seem unrealistic
- question the usefulness of every interface component
References
1. DevGUIDE by SunSoft, Inc. was used to create the Initial
Prototype in XView OPEN LOOK.
2. Wharton, Cathleen; Rieman, John; Lewis, Clayton; and
Polson, Peter (1994). The Cognitive Walkthrough Method:
A Practitioner's Guide. In Nielsen, Jakob; and Mack, Robert
L. (Eds.) Usability Inspection Methods. (John Wiley &
Sons, Inc.), pp. 105-140.
3. The XView prototype was converted to Motif for unrelated
reasons. However, Motif allowed us to more easily
create a scrollable panel (a construct discouraged in
XView), thereby fitting all components into a single window.