Getting someone to do things in a particular order (Part 2)

Continued from part 1

Suggested mechanisms

These are the suggested mechanisms applicable to User follows process or path, performing actions in a specified sequence - they fall roughly into three ‘approaches’. In this post, I’m going to examine the System element approach.

System element approach

This approach includes mechanisms relating to the layout and properties of system elements, hence all technical rather than human factors.

Placing, Spacing and Orientation - how system elements are laid out - are some of the most fundamental mechanisms a designer can employ to help a user to follow a process or path in the intended sequence, and can be used both in the ‘real’ world and, as metaphors, in software. Movement or oscillation, as an ‘action’ property of system elements, which may involve changing their placing/spacing/orientation, can also be used to help achieve similar aims.

Placing

Placing may be implemented as simply as arranging interactive elements (functions, buttons, shops, products on shelves - effectively, anything) in sequence so that a user interacts (sees / notices / experiences / uses) them in the ‘right’ order. This might involve actually hiding one element behind another so that the first ‘must’ be dealt with before progressing to the next (or only displaying the second element once the first has been dealt with), but often this is not necessary: users will tend to interact with elements in a predictable sequence, at least where it is clear which direction the sequence is meant to progress (compare reading directions in different alphabets, for example, and the effect this has on the layout of interfaces).

Amazon's order process reveals elements in sequence
Example: The elements of Amazon’s order process, revealed to the user in sequence

Placing can also involve arranging (non-interactive) elements to ‘channel’ users along a path in an intended sequence - walls, fences and guard rails are obvious architectural examples, but there are more subtle ones too, such as the layout of some casinos in which winners are ‘funnelled’ past many lures on their way to a single cashier.

Guard rails to channel pedestrians
Example: Guard rails are placed to channel pedestrians away from crossing at the mouth of a road junction

Spacing

Spacing - deliberate separation of system elements in space - can also be used strategically to cause users to follow a path or sequence of operations or interactions. For example many supermarkets are laid out with common items such as milk and bread at the back of the store, meaning that shoppers pass many other shelves of items (with potential for impulse purchase) on the way to their ‘target’, and on the way back to the checkouts at the front of the store.

Spacing can also be used to cause users to follow procedures requiring a delay between performing operations - the ‘on’ switch for a lathe may be spaced far enough away from the chuck that it is impossible for the operator’s fingers to be in a dangerous position as the device is switched on. Along similar lines, spacing light switches for different parts of a corridor or stairway apart so that they must each be switched on in sequence individually when needed (rather than allowing users to switch them all on at once) may reduce unnecessary electricity use.

Dairy section drives traffic to rear of supermarket
Example: Dairy items are often positioned to drive traffic to the rear of a supermarket. Image from wander.lust

Orientation

Orientation is necessarily related to placing and spacing - the relative angle or attitude of system elements can be used as a mechanism for encouraging or channelling users to follow a path or perform actions in sequence. A trivial example is the use of angled walls to ‘funnel’ pedestrians along a particular path. It can also be used to cause users themselves to change their orientation in response, where this is part of an intended sequence of user behaviour - the staggered pedestrian crossings which make sure users turn to face the direction of oncoming traffic, as mentioned in Part 1, use the changing orientation of the walkway to change users’ orientation.

Pedestrian crossing staggered to cause users to face oncoming traffic
Example: A staggered pedestrian crossing designed so that users face oncoming traffic. Image from the UK Highway Code.

Movement or oscillation

Movement or oscillation may involve changing the placing/spacing/orientation of system elements, and can be applied in a physical or metaphorical sense. A moving indicator which guides the user through a process or sequence, or indeed, brings system elements which require interaction to the user (or routes them past), encourages (or forces) following procedures in the ‘right’ order.

Consider this mechanism as a dynamic implementation of placing/spacing/orientation: it has the potential to control much more fully the order in which users are exposed to objects or functions. The most obvious examples are conveyors on production lines, bringing components or products to stationary workers in the right sequence, but even museum exhibits such as the Crown Jewels may be displayed in a rotating or constantly moving case, which displays them to visitors in a certain order and reduces the possibility of undesired interactions.

Conveyor brings items to user in the right sequence
Example: A conveyor (such as this on a Krispy Kreme doughnut preparation line) brings products or components to workers in the right sequence. Image from Silversprite

In part 3, we’ll look at the Poka-yoke approach to getting someone to do things in a particular order.

Interaction design and behaviour change

Very interesting discussion going on right now on the IxDA forums on designing for behavioural change - specifically with a sustainability emphasis - but unfortunately, Brunel University blocks the site (due to Websense), so I can only read/post via e-mail or at home (requests for unblocking “may take up to a week”).

Getting someone to do things in a particular order (Part 1)

Toggle switches
Photo by trancedmoogle.

Back in January, I introduced the Design with Intent method on the blog. I’ve been developing this since then, and, suitably tested and refined, it should form the first stage of the PhD.

Essentially, the DwI Method is intended to be a structured ’suggestion engine’, where a target behaviour is put in one end, and a range of applicable mechanisms and design techniques, both physical and psychological, come out of the other. The aim is for it to be useful to designers, engineers, architects, policy-makers, and planners of all sorts, who aim to try and shape or change users’ behaviour in some way - and also useful to users in understanding how their behaviour might be manipulated or shaped, for their benefit or someone else’s, by the products, systems and environments around them.

The post in January looked at some of the different design techniques applicable to the target behaviour ‘No access, use or occupation, in a specific manner, by any user’, through the example of anti-homeless benches, and received some really useful feedback from readers (thanks!), as well as forcing me to think more clearly about how the method is structured. Since then the method has evolved considerably, but it’s not yet in the form I want to publish. However, I thought it would be interesting to share an example of applying the method as it currently stands, to a different target behaviour: getting someone to do things in a particular order.

The target behaviour: Introduction

We want to shape the way a user follows a path or process

Here I’ve identified a target über-behaviour - We want to shape the way a user follows a process or path - which is inherent to many design problems. There are then (at present) three target sub-behaviours, each of which is subtly different, with different design techniques applicable. In this series of posts I’m going to elaborate on User follows process or path, performing actions in a specified sequence.

Often we (designers/planners/engineers/architects) want the user to do things in a certain order, or follow a path, and are aiming to use the design of the system to help achieve that. The process or path can involve simple spatial sequencing (e.g. making sure shoppers walk past certain items on their way to the checkout), software metaphors for physical procedures (e.g. disabling the ‘Next’ button on a software wizard until required options have been confirmed), or a combination of software logic with physical space (e.g. making sure the user removes his or her bank card from an ATM before the cash is dispensed).

This target behaviour also applies to many safety measures: staggered pedestrian crossings which make sure users turn to face the direction of oncoming traffic, microwave ovens which will not start until the door is closed, cars which will not start unless the clutch is depressed or seat-belt buckled, cars where the ignition key cannot be removed until the automatic transmission is in ‘Park’ mode, machine tools which will not start until a guard is in place, and so on.

Ecodesign applications

Possible ecodesign applications may follow similar lines to the safety measures - particularly, increasing the likelihood that operations are performed in the ‘most efficient’ sequence. A kettle that requires users to pre-select the amount of water required before boiling it, for example, such as the Product Creation Eco-Kettle, aims to have users consider how much boiling water they actually need at the ‘right’ point in the sequence - before boiling. A car’s air conditioning system could require the windows to be fully closed before operating. A bathroom sink could require the plug to be in place before the tap could be left in a ‘running’ position.

Interfaces which suggest the ‘most efficient’ action to the user, at the right point (e.g. a rev-counter-linked light on a car dashboard indicating that it’s time to change gear, as formerly used on a number of Volvo models), can also help encourage users to follow the intended sequence of actions.

Applicable mechanisms/techniques

The DwI method suggests a variety of design techniques applicable to this target behaviour, which fall roughly into three ‘approaches’:

Suggested mechanisms

I’ll deal with each of these approaches, with examples of the mechanisms/techniques in action, in the next few posts in this series. Part 2 is up now.

Design-Behaviour website launched

Screenshot from design-behaviour.co.uk

Loughborough’s Dr Debra Lilley, who has done extensive research into designing for behavioural change, has just launched an excellent new website, Design-Behaviour, which brings together her research findings and some great examples of behaviour-changing products from different fields to illustrate the approaches identified. The site is:

[A] resource specifically developed to support designers and engineers in exploring how design (in its broadest sense) can influence user behaviour to reduce the social and environmental impacts of products during use… You can use this site to find information about design-led approaches for behavioural change and learn how others have applied these approaches in practice.

Most of the examples on the site relate to design for sustainable behaviour, but there are also some aiming to curb ‘inappropriate’ social behaviour, such as impolite mobile phone use. The next step planned for the site is a discussion of some of the ethical issues surrounding behaviour change and the persuasion-coercion dimension - this is especially important and will be a welcome addition.

Thanks to Debra for letting me know.

Persuasive 2008

Persuasive 2008 header

I’m pleased to say that I’ll be presenting a short paper, Design With Intent: Persuasive Technology in a Wider Context* at Persuasive 2008, the 3rd International Conference on Persuasive Technology, taking place from June 4th-6th in Oulu, Finland.

The paper’s a (very) brief introductory review of some of the different approaches to ‘Design with Intent‘ from various disciplines, many of which have been discussed to some extent on this website, with an attempt to relate them to persuasive technology, the field started by Stanford’s B J Fogg and his team and now rapidly developing worldwide at the intersection of interaction design and behaviour change. (The paper doesn’t get as far as the DwI Method on which I’m currently working and hoping to test in the next few months.)

This is my first stab at a conference paper, and I’m incredibly excited (and lucky) to have had it accepted; there are a lot of very helpful comments and suggested revisions from the reviewers which I will endeavour to incorporate. I’m not sure what the conference organisers’ position is on making the paper available here; certainly authors from previous Persuasive conferences have put papers on their own websites after the conference, so I expect I will do the same. The proceedings will be available as part of Springer’s Lecture Notes in Computer Science series.

Many thanks to everyone who’s helped with my research via this site, suggesting angles to investigate and helping to clarify my thinking in this area, and to my PhD supervisors at Brunel, Professors David Harrison and Neville Stanton, for their help and support.

*Lockton, D., Harrison, D.J., Stanton, N.A. ‘Design With Intent: Persuasive Technology in a Wider Context’.

Abstract: Persuasive technology can be considered part of a wider field of ‘Design with Intent’ (DwI) – design intended to result in certain user behaviour. This paper gives a very brief review of approaches to DwI from different disciplines, and looks at how persuasive technology sits within this space.

UPDATE (21 April): Following the precedent of some other Persuasive authors, I’ve uploaded a preprint version of the paper here: Design With Intent: Persuasive Technology in a Wider Context [PDF, 169kb]. As required to be stated, this is a self-archived preprint version of the paper, to be presented at Persuasive 2008, June 4-6, Oulu, Finland, and published in H. Oinas-Kukkonen et al. (Eds.): PERSUASIVE 2008, LNCS 5033, pp. 274 – 278, 2008.
© Springer-Verlag Berlin Heidelberg 2008