Hcii 2016
Hcii 2016
Abstract. Since 2007, the Fluid Project has been developing an in-
tegrated set of inclusive design methods and software tools to support
personalization, authoring, and software creation by users within the
context of a participatory, open source community. In this paper, we
position the Fluid Project’s inclusive design practice within the context
of interaction, participatory, and universal design methods. We exam-
ine and contrast these approaches from the perspective of supporting
user creativity throughout the process of designing and using software.
The Fluid Project is an open source community of designers, developers,
testers, users, and other diverse contributors who might not otherwise
fit into the highly technical and exclusive culture of conventional open
source software communities.
1 Design Methods
1.1 Interaction Design
Industry-driven interaction design methods such as those of Cooper [3], Beyer
et. al [1], and IDEO [8] primarily look inward; they are created by professionals
and intended for an audience of like-minded designers and managers. These
methods aim to provide prescriptive, generalized, and reproducible techniques
for managing teams who design commercial software products or offer design
consulting services. The emphasis is on “modelling” users, their goals, and their
work or organizational processes (Beyer et. al [1]).
Despite an increased focus on user-centered design, which often invites users
into the fold of research in a more active way (as with the human-centric design
methods of [8]), such industrial modelling methods maintain the user in a passive
role as “consumer” or “customer”, often advocating for a rigid design focus on
typical or mainstream requirements while explicitly de-prioritizing the “edge
cases” of outlying, marginal needs [?].
While this approach works to simplify product requirements and focus de-
signers on the most popular features, it also risks excluding the crucial features
and customizations that enable people with disabilities to use a software prod-
uct, and which ultimately contribute to greater innovation and to the overall
usability of a system [21].
Moreover, interaction design advocates often argue that their subjects (i.e.
the individuals who use their software on a daily basis) are unable to be artic-
ulate or self-aware about their own technology needs, and that only industry
can provide design innovation, not users themselves [20]. User input gathered
through human-centered design methods provide a means for end-users to in-
spire the creative process of the “real” designers; the result is that there are few
opportunities for individuals to actively contribute to the design process and
work alongside professional designers, except as consumers or research subjects.
Personas and Use Cases provide models of potential stakeholders who may
use a product or service and the scenarios they may encounter when using it.
Although personas represent fictional people, their characteristics, needs,
goals and motivations are rooted in the insights and feedback collected from
various sources including formal or informal interviews/surveys or through famil-
iarity with the needs and interests of self, co-workers, friends or family members.
They begin as early, provisional sketches and often evolve through iterations as
more information is gathered. personas are behavioural models; they do not
represent the full demographics of any given population of complex and unique
people. They enable designers, developers and evaluators across a project to keep
a broad and diverse collection of stakeholders in mind. Considering non-obvious
or untraditional users helps a design team to think broadly and stay open to
unpredicted uses of the systems they are creating.
Use cases describe particular scenarios in which a persona may encounter and
use a product or service, providing more detail about specific tasks and goals
as well as helping to map out the potential steps in a workflow. User personas
and accompanying use cases are not meant to exhaustively describe all potential
stakeholders or situations; rather they help to illustrate key goals and behaviour
patterns related to the design in question.
When paired with the other tools, particularly User States and Contexts and
UX Walkthroughs, personas and Use Cases can help to paint a clearer picture
of a broad and diverse range of user needs and preferences. They must be used
with caution, since by their nature they create a distinction between user and
designer, and they must be tempered with the awareness that no single persona
or group of personas can independently determine the full range of potential
uses of a product or service.
User States and Contexts serve to “de-centre” and “multiply” personas, re-
ducing the risk of stereotyping with personas by emphasizing the dynamic nature
of a user and their needs across different contexts of use. This tool offers a way
to represent and “query” or visualize a diversity of user needs and perspectives
individually or in aggregate.
User states and contexts can be considered a use-modelling tool for evaluating
the ability of a design to be consumed and operated by users in a wide range of
states and contexts. A user states and context map can be used to demonstrate
the range of needs of users that are represented by a particular persona, or that of
a collection of personas. The map can also be used to consider and demonstrate
how a user’s state and context can change in the short term (e.g. on a daily
basis) or the long term (e.g. over a lifetime). By demonstrating the many states
and contexts a user can be in at any given time and in any given situation, it
presents a bigger picture by describing the broad and ever-changing range of
needs of a single user, and by allowing a comparison of the needs of multiple
users, thereby revealing patterns or commonalities — or even outliers and edge
cases that are worthy of elaboration — in needs that might not otherwise be
obvious.
Nothing similar to GitHub’s pull request user interface and workflow exists to
facilitate contributions to open source culture from non-developers. Our design
teams currently exchange designs as binary files (Adobe Illustrator files, Adobe
Photoshop files and PDFs) deposited in Dropbox[6], as attachments to wiki
pages, or sometimes using the non-distributed SVN version management system
(which scales better than git with large binary files). Comments and discussion,
as a result, must be separated from the design artefacts and occur in parallel
channels such as emails, IRC chats and Skype messages. Not all of this discussion
can be easily archived, and even when it is, there is still a tendency for it to
become separated from the design artefacts in question. None of the design
tools most commonly in use have accessibility features to facilitate contributions
from individuals with disabilities, such as the ability to attach descriptive text
narratives to wireframes and mockup images. This huge discrepancy between
the quality of tools provided to different kinds of contributors further erodes the
ideology of a “meritocracy” in open source communities.
We dream that the same community affordances can be extended to all kinds
of contributors. The barriers to this — technical, economic, and social — are,
however, formidable. Providing, for example, an accessible equivalent to Adobe’s
Illustrator or similar visual design tools is a prohibitive task. Even where open
source alternatives to popular commercial visual design tools exist, they are
unlikely to provide useful accessibility and collaborative features that can be
integrated with robust, decentralised version management in a manner suitable
for non-technical users. It is clear that such tools will never be developed unless
there can be a fundamental change to the economics of software development.
Such a collaborative, accessible design tool could never stand alone as a single
product, but could only be viable as the pinnacle to a broad pyramid of inclusive
tools meeting a spectrum of similar needs, and meeting the broader needs of
inclusion and collaboration at each infrastructural level.
4 Building an Inclusive Tool Chain
Forming the basis of such an inclusive tool chain is the core aim of Fluid’s
core framework, Infusion. The needs of inclusion and collaboration both induce
similar kinds of requirements on software and content creation processes.
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