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.

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.

Making users more efficient: Design for sustainable behaviour

International Journal of Sustainable Engineering I’m pleased to say that a paper I wrote earlier this year has been accepted by the International Journal of Sustainable Engineering, a new journal based at Loughborough University. The publishers (Taylor & Francis) allow authors to post a preprint* version online, so here it is.

Making the user more efficient: Design for sustainable behaviour [PDF, 160kb] is a brief review of approaches to designing products and systems which could shape or change users’ behaviour in an environmentally friendly way; if you’ve followed this blog, there’s probably little new in it, but it’s (hopefully) a useful summary. (At present that PDF is hosted on this website, but once Brunel allows me access to deposit papers in its institutional repository, BURA, I’ll change the above link. UPDATED: Changed link 2nd May)

Abstract: User behaviour is a significant determinant of a product’s environmental impact; while engineering advances permit increased efficiency of product operation, the user’s decisions and habits ultimately have a major effect on the energy or other resources used by the product. There is thus a need to change users’ behaviour. A range of design techniques developed in diverse contexts suggest opportunities for engineers, designers and other stakeholders working in the field of sustainable innovation to affect users’ behaviour at the point of interaction with the product or system, in effect ‘making the user more efficient’.

Approaches to changing users’ behaviour from a number of fields are reviewed and discussed, including: strategic design of affordances and behaviour-shaping constraints to control or affect energy or other resource-using interactions; the use of different kinds of feedback and persuasive technology techniques to encourage or guide users to reduce their environmental impact; and context-based systems which use feedback to adjust their behaviour to run at optimum efficiency and reduce the opportunity for user-affected inefficiency. Example implementations in the sustainable engineering and ecodesign field are suggested and discussed.

Keywords: ecodesign; sustainability; managing use; managing consumption;
behaviour change; sustainable innovation; persuasive technology

Until it appears in the journal (probably towards the end of 2008) I’m not sure what the guidance is on referencing, but something like Lockton, D., Harrison, D.J., Stanton, N.A. (2008) ‘Making the user more efficient: Design for sustainable behaviour’, To appear in: International Journal of Sustainable Engineering (forthcoming) is probably about right.

*Required disclaimer:

This is a preprint of an article whose final and definitive form will be published in the International Journal of Sustainable Engineering. © 2008 Taylor & Francis; International Journal of Sustainable Engineering is available online at: http://journalsonline.tandf.co.uk/

Do you really need to print that?

Do you really need to print that?
Do you really need to print that?

This is not difficult to do, once you know how. Of course, it’s not terribly useful, since a) most people don’t read the display on a printer unless an error occurs, or b) you’re only likely to see it once you’ve already sent something to print.

Is this kind of very, very weak persuasion - actually worthwhile? From a user’s point of view, it’s less intrusive than, say, a dialogue box that asks “Are you sure you want to print that? Think of the environment” every time you try to print something (which would become deeply irritating for many users), but when applied thoughtfully, as (in a different area of paper consumption) in Pete Kazanjy’s These Come From Trees initiative, or even in various e-mail footers* (below), there may actually be some worthwhile influence on user behaviour. It’s not ‘micropersuasion’ in Steve Rubel’s sense, exactly, but there is some commonality.

Please consider the environment

I’m thinking that addressing the choices users make when they decide to print (or not print) a document or email could be an interesting specific example to investigate as part of my research, once I get to the stage of user trials. How effective are the different strategies in actually reducing paper/energy/toner/fuser/ink consumption and waste generation? Would better use of ‘Printer-friendly’ style sheets for webpages save a lot of unnecessary reprints due to cut-off words and broken layouts? Should, say, two pages per sheet become the default when a dicument goes above a certain number of pages? Should users be warned if widows (not so much orphans) are going to increase the number of sheets needed, or should the leading be automatically adjusted (by default) to prevent this? What happens if we make it easier to avoid printing banner ads and other junk? What happens if we make the paper tray smaller so the user is reminded of just how much paper he/she is getting through? What happens if we include a display showing the cost (financially) of the toner/ink, paper and electricity so far each day, or for each user? What happens if we ration paper for each user and allow him or her to ‘trade’ with other users? What happens if we give users a ‘reward’ for reaching targets of reducing printer usage, month-on-month? And so on. (The HP MOPy Fish - cited in B J Fogg’s Persuasive Technology - is an example of the opposite intention: a system designed to encourage users to print more, by rewarding them.)

Printing is an interesting area, since it allows the possibility of testing out both software and hardware tactics for causing behaviour change, which I’m keen to do.

Some thoughts on classifications

Over the last couple of years, this site has examined, mentioned, discussed or suggested around 250 examples of ‘control’ features or methods designed into products, systems and environments - many of which have come from readers’ suggestions and comments on earlier posts. I’d resisted classifying them too much, since my original attempt wasn’t entirely satisfactory, and it seemed as though it might be better to amass a large quantity of examples and then see what emerged, rather than try to fit every example into a pre-defined framework.

As I start work on the PhD, though, it becomes more important to formalise, to some extent, the characteristics of the different examples, in order to identify trends and common intentions (and solutions) across different fields. My thinking is that while the specific strategy behind each example may be completely disparate, there are, on some levels, commonalities of intention.

Abstracting to the general…

For example, paving an area with pebbles to make it uncomfortable for barefoot protesters to congregate - U Texas, Austin and a system which curtails a targeted individual’s mobility by remotely disabling a public transport pay-card have very different specific strategies, but the overall intention in both cases is to restrict access based on some characteristic of the user, whether it’s bare feet or some data field in an ID system. In one case the intended ’strength’ of the method is fairly weak (it’s more about discouragement); in the other the intended strength is high: this individual’s freedom must be curtailed, and attempted circumvention must be detected.

In the case of the pebbles, we might describe the method as something like “Change of material or surface texture or characteristic”, which would also apply to, for example, rumble strips on a road; the method of disabling the pay-card might be described as “Authentication-based function lockout”, which could also describe, say, a padlock, at least on the level of keyholder authentication rather than actual identity verification. (Note, though, that the rumble strip example doesn’t match the access-restriction intention, instead being about making users aware of their speed. Similar methods can be used to achieve different aims.)

…and back to the specific again

Of course, this process of abstracting from the specific example (with a specific strategy) to a general principle (both intention, and method) can then be reversed, but with a different specific strategy in mind. The actual specific strategy is independent of the general principle. Readers familiar with TRIZ will recognise this approach - from this article on the TRIZ Journal website:

TRIZ research began with the hypothesis that there are universal principles of creativity that are the basis for creative innovations that advance technology. If these principles could be identified and codified, they could be taught to people to make the process of creativity more predictable. The short version of this is:

Somebody someplace has already solved this problem (or one very similar to it.)
Creativity is now finding that solution and adapting it to this particular problem.

Much of the practice of TRIZ consists of learning these repeating patterns of problems-solutions, patterns of technical evolution and methods of using scientific effects, and then applying the general TRIZ patterns to the specific situation that confronts the developer.

So, following on from the above examples, where else is restricting access based on some characteristic of the user ‘useful’ to some agency or other? (Clearly there are many instances where most readers will probably feel that restricting access in this way is very undesirable, and I agree.) But let’s say, from the point of view of encouraging / persuading / guiding / forcing users into more environmentally friendly behaviour (which is the focus of my PhD research), that it would be useful to use some characteristic of a user to restrict or allow access to something which might cause unnecessary environmental impact.

An in-car monitoring system could adjust the sensitivity (or the response curve) of the accelerator pedal so that a habitually heavy-footed driver’s fuel use is reduced, whilst not affecting someone who usually drives economically anyway. (A persuasive, rather than controlling alternative would be a system which monitors driver behaviour over time and gives feedback on how to improve economy, such as the Foot-LITE being developed at Brunel by Dr Mark Young). Or perhaps a householder who throws away a lot of rubbish one week (which is recorded by the bin) is prevented from throwing away as much the next week - each taxpayer is given a certain allocation of rubbish per year, and this is enforced by an extension of the ‘bin-top spy’ already being introduced to prevent the bin being opened once the limit has been reached (OK, cue massive fly-tipping: it’s not a good idea - but you can bet someone, somewhere, has thought of it).

Both of the above ‘control’ examples strike me as technical overkill, unnecessarily intrusive and unnecessarily coercive, but thinking on a simpler level and extending the ‘characteristic of the user’ parameter to include characteristics of an object borne by the user (such as the key mentioned earlier), we might include everything from the circular slots and flaps on bottle banks (which make it more difficult to put other types of rubbish in - restricting access based on a characteristic of what the user’s trying to put in it), to narrower parking spaces or physical width restrictions to prevent (or discourage) wider vehicles (such as 4×4s) from being used in city centres.

At this stage, these thoughts are fairly undeveloped, and I’m sure the methods of classification will evolve and mature, but even writing a post such as this helps to clarify the ideas in my mind. The real test of any system such as this is whether it can be used to suggest or generate worthwhile new ideas, and so far I haven’t reached this level.