Compromise
1.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?
2.In his 1996 article "Culture:
The Missing Concept in Organization Studies," MIT professor
Edgar Schein explores limitations in the scope of communication theory.
He notes that most concepts in early organizational psychology dealt
with properties of the individual and were clearly derivative from psychology
(229). He partially blames the discovery that organizations were mean
to people
(230) for this narrow focus on individuals. Johnson
is perhaps making a similar mistake; better put, designers who read Johnson
and let the Swiss Army Knife syndrome
run amok are definitely making the same mistake in an effort not to be "mean
to people."
3. Usability testing is a good first step toward compromise. As Steve Krug points out,
[t]esting one user is 100 percent better than testing none. Even the worst user will show you something that you can do to improve your site (qtd. in Weinman p.27).But even Johnson denies that he is suggesting
that users are the sole or dominant forces in technology development.He wants to include his users in his negotiated process of technology design, development, and use (32, emphasis Johnson's). His terminology comes into question, though, because he still works from the perspective of a "user," or even "users," but places their contextual environment, their culture, their community, on the fringes of the system. Schein calls this sort of view an oversight when he says
[w]e viewed the organization from the bottom up and took the employee's point of view rather than seeing it as a complex system consisting of many conflicting points of view(p. 231).
4.These points of view call for
Compromise. The most dangerous prospect of a Consensus approach (user-centered-ness
run amok) is its tendency to overwhelm the designer(s). Consensus
is a contingency model, based on "what if this type of user...?" or "Bob
says..., Lois says..., Doris says..., Jeff says...." At some point, it becomes
unfeasible to manage all these points of view, or the site being designed
becomes crufty and unmanageable in its size and complexity, or vulnerable
to unforeseen exploits. In "The
Myth of 800 x 600," James Kalmbach ultimately suggests Compromise in
number nine in his list of techniques for fluid design: techniques [...]
can be combined to arrive at unique solutions for a given situation.
5.Sometimes those techniques need not be particularly democratic or egalitarian. Schein reminds us that short-run productivity was just as high in groups run autocratically as in more democratic groups over the long term for the sake of creativity and productivity (p. 231). 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.
6.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. Sometimes costs decrease based on a need
not to test, and that's what this paper is really about: finding ways to
determine when it's better not to test, or as Michael Day has put it, a
combination of pragmatics and aesthetics
(Humanities).
Lars Pind suggests prioritizing goals:
Focus your energy on the problem that you're most likely to make a contribution towards solving. Stop thinking that you're going to actually solve it, as in "Solved. Done." Stop believing that you can squeeze in an "oh, and by the way, I also solved this really hard engineering problem that IBM and Oracle and Microsoft Research have been banging away at for years." You can't. (Which Problem?)
7.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 p.
42). As Schein says, one of the central conditions of organizational
health [is] the ability to cope and adapt
(p. 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.
double