Control Consensus Compromise: Community-Centered Web Design
Matthew Duncan
Master of Arts in Communication
Media Studies
Department of Communication Northern Illinois University
Committee
Dr. David Gunkel
Dr. Jeff Chown
Dr. Michael Day
Abstract : : Table of Contents : : So What? : : Citations
Compass Rose
Control

1. A major problem with Web interfaces is that many designers believe they know what their users or customers (the second persona, or implied audience) ought to want. Bruce Tognazzini points out that [d]evelopers often fixate on the method of use they personally prefer. [...] Developers tend, by and large, to prefer abstractions. Many Web designers pack in features and options as "value added" content or function. What they fail to recognize or acknowledge is that their users

  • do not realize the features even exist
  • did not ask for these features in the first place
  • do not visit the site for the purpose of performing the tasks that these features "facilitate"
  • may perform these tasks in other applications or interfaces geared specifically for a single purpose or a type of task.
Consensus

2. At least part of what I mean by Control is well-articulated by Robert R. Johnson's system-centered model of technology (25). Johnson even asserts that the system-centered view is so embedded in Western cultural ways of thinking about technology that even the best user-centered design approaches can unwittingly fall victim to the system-centered ideology (29). He goes on to critique Donald Norman's model of user-centeredness. While Norman advocates composition or design that keeps the user in mind and makes things easy, his model still perpetuates design as dissemination, and ultimately as Control--though a kinder, gentler Control. Norman is telling designers (rhetors) to compose with the audience in mind, and make it easy for them to receive information (29-30).

3. With such a cacophony of voices asking for features (or asking for their removal), the designer is left with the difficult task of filtration and implementation. Many designers will simply choose to implement every suggestion. Interoperability between components is a useful thing, but the desire to turn every product into a Swiss Army Knife leads to problems. Though a grossly oversimplified version of Johnson's model, the "Swiss Army Knife syndrome" run amok is what I fear about Consensus. At the very least, Consensus seeks user imput, which Control does not. But Johnson's positioning of community and culture at the outer fringes of the user-centered rhetoric model gives me pause. The website you are reading is a good case study for examining how this model could run amok, and the need for an alternate model, of informed Compromise.

Compromise

4. Eventually, the designer is compelled to seek Compromise. What will the majority of users want? What do users like about the suggested features, especially the ones they did not at first anticipate or understand? How do these desires and needs change over time? Sometimes creativity must be sacrificed for productivity; similarly, sometimes the user as an individual must be abstracted or idealized or even ignored for the sake of the group.

5. Key to compromise is identifying the problems or needs of the group and limiting them according to abilities and resources. In part, this is like selecting a thesis for a paper (something I've struggled with during this whole composition). But it also requires significant cost/benefit analysis. Designers must internalize the iterative nature of Web design, community building, and usability testing. Designers must also recognize the nature of Internet communication forms as a continuum, and that users may or may not move fluidly from their role as audience members to producers of messages (Morris and Ogan 42). As Edgar Schein says, one of the central conditions of organizational health [is] the ability to cope and adapt (235). Designers must be fluid as well, exerting Control at times when productivity is vital, seeking Consensus when time permits and effectiveness requires it, and knowing how to Compromise. Key components of Compromise are community (users, culture, and context), interface, and technologies.

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