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DL94: Digital Library Design for Usability
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<h1>Digital Library Design for Usability </h1>
<p>
Rob Kling and Margaret Elliott<p>

<i>Department of Information and Computer Science and Center for Research on Information Technology  in
Organizations, University of California, Irvine, CA 92717, <br>
{kling, melliott}@ics.uci.edu </i><p>
</i><p>
<p>
<p>
<p>
<b><p>
Abstract</b><p>
During the last decade, software designers have made progress in developing
usable systems for products such as  word processors.  Less attention has been
given to usability in digital library (DL) design.  In this paper, we discuss
two forms of DL usability - interface and organizational.  While the
Human-Computer-Interaction research community has helped pioneer design
principles to improve interface usability, organizational usability is less
well understood.  "Design for usability" is a new term that refers to the
design of computer systems so that the organizational usability is addressed.
DL developers need to  consider "design for usability" issues during DL system
design.    <p>
Anthropologists have successfully used cultural models to understand the
cultural constructs by which people view the world.  Computer systems
development communities, including the DL design community, usually have some
consensus (cultural models) about the role of usability in their development
process.  We discuss five typical models of computer systems design.  These
models become cultural models when they are taken for granted within a
professional community as <b>THE</b> way to design all systems.  A new model
that incorporates "design for usability" principles into system design is
proposed.  We believe that this model has the strongest chance of producing
usable DL systems.  <p>
<b><p>
Keywords</b>:  Cultural models, usability, usability engineering, user
interface.  <b><p>
<p>
<p>
<p>
1.  Introduction</b><p>
During the last decade, software designers have learned to craft systems  that
are easier for many people to learn and to use so as to improve their
performance at work.  Although some progress has been made in developing usable
systems for such software as spreadsheets and word processors, less progress
has been made in the design of more complex information systems such as a
digital library (DL).  Even talented computer scientists find some DL systems
that they should find useful to be too clumsy to bother with, and so they avoid
using them.  Systems need to be created which are easy to learn and to use in
order to  prevent the insidious problem of "underused" systems.<p>
"Systems usability" refers to how well people can exploit a computer system's
intended  functionality.   Usability can characterize any aspect of the ways
that people interact with a system, even its installation and maintenance.
Usability issues should be considered  during the design of digital library
(DL) services in order to build systems which people with limited technological
skills can readily use.  For the NII to be successful in its attempt to "wire"
the United States to a superhighway (NREN) of information within the near
future, DL developers need to consider how to accommodate users' mix of skills,
work practices, and resources to maximize DL usability.  Otherwise, the
realization of NII  will be hampered by "underused" DL systems. <p>
In this paper, we discuss two key forms of DL usability - interface usability
and organizational usability.  The Human-Computer-Interaction (HCI) research
community has helped pioneer design principles to improve interface usability.
And software product firms frequently advertise their products in terms of more
usable interfaces.  In contrast, organizational usability is less well
understood.  Since it depends upon the "fit" of systems to specific
organizations, it cannot be readily packaged, advertised, and sold.  "Design
for usability" is a new term that refers to the design of computer systems so
that the organizational usability is addressed.   DL developers do not consider
"design for usability" issues during DL system design.  We raise this issue to
stimulate DL designers to think in these terms.  This is pertinent now since DL
design is in the early stages of conception.<p>
The concept of "cultural models of computer systems design" helps us explain
how different system developers interpret the meaning of the usability of their
products.  Anthropologists have been successful in using the concept of
cultural models to understand the cultural constructs by which people view the
world and how they internalize these constructs [3, 14].  For example,
anthropologists have used cultural models to study romance, marriage,
parenthood and success of women and men from different class and ethnic
backgrounds of people [3].  Computer systems development organizations usually
have some consensus (cultural models) about the role of usability issues in
their development process and resulting products.  Similarly, DL development
communities also have a cultural model of the role of usability in their design
process.<p>
In this paper, we discuss five models of computer systems design which are
typically found in the computer industry and research community. These models
become cultural models when they are taken for granted within an organization
or professional community as <b>THE </b>way that all systems should be
designed.  In addition, we propose a new model that incorporates "design for
usability" principles into system design.  Our belief is that this model has
the strongest chance of producing DL systems which many people find to be
routinely usable in their workplaces.  It is our intent to provoke thought and
research on this important topic in DL development.<p>
Section 2 describes the dimensions of usability and how they apply to DLs,
section 3 conveys how the content of DLs affect their usability, and section 4
outlines the "design for usability" principles applied to DLs.  Section 5
describes the use of cultural models as frames of reference for design
approaches, section 6 presents six models of computer systems design, and
section 7 contains the conclusion.<b><p>
<p>
2.  Dimensions of Usability Applied to Digital   Libraries</b><p>
In this section, we outline two key forms of DL usability - interface and
organizational.  The interface dimensions are centered around  an individual's
effective acclimation to a user interface, while the organizational dimensions
are concerned with how computer systems can be effectively integrated into work
practices of specific organizations.  Interface usability can be tested in a
usability laboratory setting using a sampling from a relevant population, but
organizational usability must be measured by its "fit" within specific
organizations.   Examples of these dimensions applied to DLs are given.  We do
not contend that one DL is better than another through these examples, but wish
to show the differing dimensions of usability in DLs.<p>
<b><p>
2.1.  Interface Usability </b><p>
Usability can characterize any aspect of the ways that people interact with a
system, even its installation and maintenance.  Nielsen  [15] discusses five
attributes of a system's interface usability.  He suggests that these
attributes can be evaluated through usability testing relative to certain users
and certain tasks.  Four of these are listed and discussed below as interface
usability dimensions:<p>
<p>
1. <b> Learnability - </b>Ease of learning such that the user can quickly begin
using it.<p>
2.  <b>Efficiency </b>- Ability of user to use the system with high level of
productivity.<p>
3.  <b>Memorability </b>-  Capability of user to easily remember how to use the
system after not using it for some period.<p>
4. <b> Errors</b> - System should have low error rate with few user errors and
easy recovery from them.  Also no catastrophic errors.<p>
<p>
As an illustration of  how theses four attributes of interface usability
contribute to effective usage of DLs, a comparison is made between two DL
services - Gopher and Mosaic.  Gopher  is a DL indexing service which enables
researchers to search for electronic files containing information on a
particular topic over a network of computers - both nationally and
internationally.  Its user interface is menu-driven with deep levels of
submenus.  Mosaic is a networked information discovery, retrieval, and
collaboration tool and World-Wide Web (WWW) browser.  Gopher is also accessible
from Mosaic.  WWW merges information discovery and hypertext techniques for
linkage to text, sound and animation files.<p>
The learnability of Gopher requires technical understanding of the platform's
operating system (Gopher can be used on  many platforms: Unix, Dos, Microsoft
Windows, Macintosh, Next, and VM).  Irrespective of the platform, people must
learn how to navigate Gopher submenus and how to research, retrieve,  and save
information.  Similarly, learning to use Mosaic requires ready knowledge of the
windowing system upon which it resides (Mosaic is available for X-windows,
Windows for DOS, and Macintosh) and familiarity with the hypertext concept.
Mosaic includes online demonstrations and detailed "help" menus, both of which
are helpful to novice users.   While Gopher lacks the online demonstrations, it
does include a shorter version of a "help" system.  Some people might consider
Gopher's interface easier to learn than Mosaic's because Gopher's text-based
menu-driven system may be more familiar to them than Mosaic's graphical
mouse-driven windowing system requiring knowledge of hypertext links.  <p>
Efficiency of use refers to an expert person's steady-state level of
performance when no more learning takes place.  This can be measured by
defining a level of expertise and testing a representative sample of people who
have that expertise by timing some typical tasks.  Gopher's efficiency of use
could be measured by giving experienced people a topic to research, or a
question to answer.  Similarly, Mosaic's WWW efficiency of use could be tested
using the same technique.  In both cases, the longer people use these DL
interfaces,  the more adept they become at seeking information.  Since these
interfaces are amorphous by their definition, efficiency of use over an
extended period of time might vacillate and be difficult to measure.<p>
The memorability of Gopher's interface appears to be higher than Mosaic's.  It
is simpler and one can save bookmarks to a particular search retrieval location
to be used in a future session.  In contrast, Mosaic's interface requires
knowledge of X-windows and the proper usage of a mouse to navigate the windows
- a skill which may need to relearned after a period of abstinence.  Saving
Mosaic's search paths consists of collecting a Uniform Resource Locator (URL),
a label associated with a retrieved location, into a "hotlist".  The items in
the "hotlist" menu - analogous to Gopher's bookmark list - may be selected
again.  However, Gopher's bookmarks, labeled with the same nomenclature of the
original menu selection, are easily identifiable.  In contrast, Mosaic's
"hotlist" items are named with a portion of the URL which may not be unique,
requiring editing of the "hotlist" items to translate them into easily
remembered selections.  <p>
One of the errors which could occur during usage of either system is the
improper use of retrieval keywords.   Searches using Gopher sometimes appear to
invoke directory and file selections which are more pertinent to the search
topic then a WWW search through Mosaic.  For example, we performed an
experiment where we chose to search for a specific topic - computer usage at
the government agency, Center for Exploited and Missing Children.  We searched
with the string "Missing Children" in both systems.  Gopher returned menu items
directly pertaining to missing children.  Whereas, Mosaic's WWW search produced
unrelated items, such as one on the advertisement for flower baskets purchased
over the Internet.  However, Gopher is often unreliable, failing to access
specific directories and getting "stuck" in a loop during searching.  A skilled
and patient user can easily overlook these reliability problems.  But we have
found that some academics find Gopher's behavior so confusing or annoying that
they abandon Gopher as a viable work tool.<p>
<b><p>
2.2.  Organizational Usability</b><p>
Organizational usability refers to the ways that computer systems can be
effectively integrated into work practices of specific organizations.  As we
shall show, the same DL may be much more usable in some organizations than in
others.  In this section, we examine four important characteristics of the fit
between DLs and organizations which make them more or less usable by people in
support of their work.  We illustrate them with the design of Gopher and Mosaic
and also the way that we use these systems at UC Irvine (UCI).<p>
The organizational usability dimensions include:<p>
<b><p>
1. </b> <b>Accessibility </b>- Ease with which people can locate specific
computer systems, gain physical access and electronic access to their
electronic corpuses.  This dimension refers to both physical proximity and
administrative/social restrictions on using specific systems. <b><p>
2. </b> <b>Compatibility </b>- Level of compatibility of file transfers from
system to system.<b><p>
3.  Integrability into work practices</b> - How smoothly the system fits into a
person or group's work practices.<p>
4.  <b>Social-organizational expertise - </b>The extent to which people can
obtain training and consulting to learn to use systems and can find help with
problems in usage.<p>
<p>
The accessibility of Gopher and Mosaic varies with an individual's exposure to
the necessary platforms.  The availability of platforms has a strong influence
on who can use these systems.  At UCI, computer science undergraduates are
permitted access to Gopher (for limited periods of time) but not to WWW,
because Mosaic requires workstations which are only available in the computer
science  graduate student laboratories.  UCI's undergraduate students are also
not permitted to telnet to locations where Gopher or WWW servers exist.
However, in the near future, the UCI library plans to install Mosaic on three
workstations which will be for general use.<p>
The compatibility dimension of DL usability refers to the retrieval of files in
text, graphics, audio, and/or animation format.  Text retrieval in Gopher and
Mosaic for ASCII files is compatible for most computer systems.  However, these
files may be in a particular word processing format which is not easily
convertible to the individual's preferred format.  In the X-Windows version of
Mosaic, hypertext links of sections of a paper are retrievable by selecting a
hyperlink.  If one then chooses to save this selection from a menu, it is saved
in the format and size of the current window.  This format may not be easily
ported to a printer at a future time.  In addition, these hypertext links may
comprise a list of sections of a document.  So instead of retrieving the
document as one file, one may need to retrieve the document in pieces.  In
Gopher, documents are retrieved and saved as one file.  The usage of graphics,
audio, and animation files retrieved from these DL services depends on the
availability of correct translators and platforms on the receiving end.<p>
The integration of Gopher and Mosaic into work practices is a function of the
accessibility and performance of the platforms.  For a professor or student
with time constraints on the need for a body of text, Gopher's long delays
during file retrievals could impede a person's progress.  Mosaic's WWW browsing
may also deter someone from quickly locating a specific piece of information.
However, for people with more time and patience, these DL services would fit
better into work practices.  Also, a style of work which involves exploratory
procedures lends itself well to the use of DL services.  People without a
computer in the office or nearby may not be able to easily integrate DL
research into their work place.  <p>
The availability of the social-organizational expertise concerning Gopher and
Mosaic influences the ready access of these DL services.  For example, UCI's
students and faculty typically can contact local support organizations on
campus when questions arise.  In some cases, training sessions are provided in
these settings.  Conversely, a person using these systems from a home computer
lacks access to experts and may need to rely on local bulletin  boards for
help. <p>
<b><p>
3.  Content of Digital Libraries and Usability</b><p>
A great deal of people's satisfaction is influenced by the size and content of
the corpus of a DL service.  Some people using Gopher may become dissatisfied
and/or confused with the unlimited size and content of the corpus when searches
result in retrievals of directories and files located on databases worldwide.
On the other hand, others may find that this vast wealth of information is
motivating and very satisfying.   Similarly, while some people using WWW may be
unhappy with the "unknown" links reached by selecting hypertext links, others
may find this very appealing.  In both cases, these DL services have unforeseen
boundaries around the data provided.  In contrast, consider a university
computerized library search system such as the University of California's
Melvyl system.  People using this type of system are aware of the location of
the corpus being searched and might be more satisfied with this more direct
search for information in "known" locations. <p>
The incentive for using a DL service is highly dependent on the content of the
corpus, which may be useful to one person and not useful to another.
Usefulness is the capability of the system to be used to achieve a
predetermined goal.  A system's usefulness to an individual is influenced by
the extent to which that person knows that they will find something useful.
Usefulness is different from usability in that it is germane to individual
preferences towards a DL service. For example, a search for information on a
specific topic using Gopher may result in dozens of files which are not useful.
Since there are no strict naming conventions or regulation of content on
Gopher, some  retrieved files may be worthless to a researcher or even empty.
The results of such searches are not useful to the person seeking information.
An advantage of Mosaic is that hypertext links sometimes connect to the Wide
Area Information Server (WIAS), which  performs full-text search for keywords,
returning a list of selections with ranks from 1 to 1000 points depending on
how many search words appeared in the document and how many times.  This may be
useful when weeding out irrelevant material.<p>
<b><p>
4 .  "Design for Usability" in Digital Libraries</b><p>
"Design for usability" is a new term that refers to the design of computer
systems so that they can be effectively integrated into the work practices of
specific organizations.  It goes beyond the focus on user interfaces. "Design
for usability" includes designing the infrastructure of computing resources
that are necessary for supporting and helping people learn to effectively use
systems.  "Design for usability" encourages system designers either to
accommodate to people's mix of skills, work practices, and resources or to try
to systematically alter them.  "Design for usability" can be applied to the
selection and integration of diverse computer systems or to the design of new
systems to improve the likelihood that people will use them. <p>
 DL computer systems should be a prime target for "design for usability".
Their  effective value depends upon their practical usability by people in
organizations and communities.  The emerging DLs have come to  include publicly
available information and private information shared by  collaborators:
reference volumes, books, journals, newspapers, national phone  directories,
sound and voice recordings, images, video clips, scientific data  (raw data
streams), and private information services such as private  newsletters and
stock market reports.  <p>
We know very little about the working conditions and institutional and
organizational practices that make DLs most usable by faculty, academic staff,
students, business associates, and people using home computers.  Developers
take it for granted  that men and women using DLs  are self-serving.  Research
[2] shows that people appear to need help in effectively  using DL services,
but they are being pushed by DL developers to "self-service". Developers of DL
systems need to address complex usability issues  to ensure that many people
gain value from using these services.   In fact, we  argue that individuals
need to learn about the services' contents, learn to  use them, and have access
to complementary computing resources (like disk  space and printers) to
effectively utilize their output. <p>
Figure 1 illustrates the set of players involved in the design and usage of a
DL in a typical university.  It indicates which groups should consider "design
for usability" when making design decisions.  First, the vendor-based design
team (often influenced by researchers), create shrink-wrapped product designs
which are distributed by the content providers to end-users - in this case,
faculty and students.  Both the design team and the content providers need to
address usability issues to provide DL systems which will be effective for
people's varied skills, work practices and resources.  Within the
organizationally-specific box, the structuring group needs to consider the
organizational dimensions of usability including the accessibility and
integrability of DL services into the work place.  The box containing faculty,
students, local consultants and gurus are the people most affected by the
dimensions of usability.  Our model of "design for usability" for DLs,
presented in section 6, is intended for  designers, content providers and
organizationally-specific structuring groups in order to promote usable DL
systems.<p>
<b><p>
5.  Cultural Models as Frames of Reference for Design Approaches </b><p>
Computer systems development communities view usability differently and each
has a cultural model of systems design which motivate them to use one model
versus another.  Further, the DL community acts as a culture and has very
specific models of design to be discussed later.  Anthropologists have been
successful in using  the concept of  cultural models to understand the cultural
constructs by which  people view the world and how they internalize these
constructs [3, 14].  For example, anthropologists have used cultural models to
study romance, marriage, parenthood and success of women and men from different
class and ethnic backgrounds of people [3].   Shared  knowledge, including 
<p>
<img src="figures/kling1.gif"> <p>
<p>
values and assumptions, within a group is part of what  anthropologists call
culture.  Our connection with culture influences how  we make sense of
different situations, and  how we interpret actions as  pertinent to any given
situation [7].  <p>
Cultural models are  "presupposed, taken-for-granted models of the world that
are widely shared  (although not necessarily to the exclusion of other,
alternative models) by  the members of a society and that play an enormous role
in their understanding  of that world and their behavior in it  [14]."
Cultural models can have motivational force   [14] because  these models not
only define the world but also set forth goals (both  conscious and
unconscious) and invoke or include desires [3].  <p>
 <b><p>
6.  Cultural Models of Computer Systems Design</b><p>
Computer systems development industry and research communities usually have
some consensus (cultural models) about the role of  usability issues in their
development process and resulting products. These cultural models of usability
differ in the priority that they place on producing computer systems that are
easy to use relative to other functional requirements. They also include
typical ways for thinking about "who is a user", "how hard should people have
to work to learn a system", "whether to include the user in the design
process", etc.<p>
We present several models of computer systems design.  The traditional
functional life-cycle model, the user interface model, and the usability
engineering model are discussed as models of computer systems design.  The
highly automated model seems to be a cultural model for the DL design world,
and the artificial intelligence (AI) model of medical informatics design
represents the cultural model of AI expert systems design.  The last model  -
the organizationally sensitive "design for usability" model -  represents a new
approach to ways that software developers can design their systems to ensure
usability.  These models become cultural models when they are taken for granted
within an organization or professional community as<b> THE </b>way that all
systems should be designed. <p>
<b><p>
6.1.   Traditional Functional Life-cycle Model of Computer Systems Design</b><p>
The traditional functional life-cycle approach to computer systems design
includes six stages performed sequentially:  <b>Project Definition, Systems
Study, Design, Programming, Installation, and Post-implementation.  </b>Each
stage includes a set of activities which must be completed before advancing to
the next stage.  This is a fairly rigid, simple model of computer usability
devoid of the influences of the surrounding computing infrastructure -- the
physical, technological and social supporting resources.  While usability
issues are addressed, the concerns are often supplanted by cultural influences
of how developers should view the needs and preferences of people who will use
their systems.  <p>
Typically, communication between the developer and end-user is frequent during
the requirements specification period.  But once requirements are set, the
level of communication diminishes and is mostly concerned with budgetary
matters.  For example, the <b>Project Definition</b> step might entail
assessing the end-user profile<b> </b>in preparing a project proposal report.
One possibility is for a designer to involve the end-user which includes
interviewing prospective end-users. In contrast, a different designer  might
decide not to involve the end-user, and choose to determine the profiles of the
people who will use the system by his or her individual assumptions.  The
instigation of one method versus another depends on individual backgrounds and
organizational cultural constructs.  For example, the motivations for choosing
not to involve the end-user might include:<p>
<p>
1.  <b>"Conform to standards"</b> - It may be a standard practice in an
organization to exclude the end-user in requirements planning.  Workers may
want to maintain their position by following orders, or they may just want to
"fit in" with the norm.<p>
2.  <b>"Expectations that end-users will view the system as the developer does"
</b>- Involving the end-user in seeking requirements is not necessary because
assumptions are made that future end-users "think" like the developer.<p>
3.  <b>"Designer is developing a new technique with the attitude that  I'm the
expert in this area and the future end-users might not understand what they
want."</b><p>
4. <b> "Rote application of present or former training" </b>- The developer may
have had training in school or in a current or previous organization, where it
was learned that requirements documents are written without consulting with the
end-user.<p>
<p>
Typically, this model does not involve the end-user in very many steps during
system development.  Consequently, computer systems developed using this model
often have serious drawbacks when implemented and become "underused" systems by
the people for whom the system was designed.<p>
<b><p>
6.2.   User Interface Model of Computer Systems Design</b><p>
The user interface model of computer systems design is proposed by Rettig [16]
for users like himself who have never systematically addressed usability
issues, except to try to make software look like other tools with which users
are familiar.  This model is a typical contemporary Human Factors model. Rettig
bases his model on personal experience with a software development project
which needed a manageable method for users to conceive, view, and manipulate
complex data structures.<p>
The user interface approach to computer design includes more concern for the
potential people who will use the system than the traditional approach.  One
way is through emphasis on ergonomics, the ease with which a person can work in
the physiological surroundings of a computer system's environment.  This is an
improvement over the traditional model but it still has limitations.  One study
[1] on the use of groupware, software which supports collaborative work groups,
showed that even though groupware systems provide a myriad of services -
scheduling, calendering, and electronic mail - most people opted to solely use
the groupware for electronic mail and ignore the other functions. In this case,
the groupware's user interface with its many options did little to encourage
usage in the work environment. <p>
Iterative design and testing is emphasized in this model with the end-user's
involvement permeating every step.  Motivations for including the end-user in
this model might include:<p>
<p>
1.  <b>"Conform to standards"</b> - Organizational policy might dictate
end-user involvement.<p>
2.  <b>"Ensure usability in final product"</b> - Developer might foresee the
need for end-user involvement as a prerequisite for useful systems.<p>
<p>
Efforts to focus on the end-users' needs and involve them in the design process
with user testing early and often are integrated into this model. This model
succeeds in application to shrink-wrapped products such as word processors or
airline reservations systems where the user interface is the primary concern.
For computer systems requiring assimilation into a person's work practice such
as DLs, this model has limitations.  The computing infrastructure including
services for training and support are not considered. <p>
<b><p>
6.3.   Usability Engineering Model of Computer Systems Design</b><p>
The usability engineering model is a leading-edge HCI approach, and extends the
user interface model.   Usability engineering [15], a systematic guide to
ensuring a high degree of usability in the final user interface, is the basis
of this model.  In this model, a heightened awareness of user preferences and
needs -- more so than in the user interface model -- is proposed. The usability
engineering life  cycle model includes these stages proposed as a paradigm for
companies to follow:<p>
<p>
1.  <b>Know the user</b> - Study intended users and use of the product.  At a
minimum, visit customer site to study user's current and desired tasks, and to
understand the evolution of the user and the job.<p>
2.  <b>Competitive analysis</b> - Analyze existing products according to
usability guidelines and perform user tests with products.<p>
3.  <b>Setting usability goals</b> - Establish minimal acceptable level of
usability and estimate the financial impact on cost of users' time.<p>
4.  <b>Parallel design</b> - Use several designers to explore different design
alternatives before deciding on one final design. <p>
5. <b> Participatory design</b> - Include end-users throughout design phase.<p>
6.  <b>Coordinated design of the total interface </b>-  Maintain consistency
across screen layouts, documentation, on-line help systems, and tutorials.<p>
7.  <b>Apply guidelines and heuristic analysis</b> - Select user interface
guideline appropriate for situation.<p>
8.  <b>Prototyping</b> - Build prototype to pretest on end-users.<p>
9.  <b>Empirical testing</b> - Test end-users on specific usability
attributes.<p>
10. <b> Iterative design</b> - Capture design rationale through iterative
testing and design.<p>
11.  <b>Collect feedback from field use </b>- Gather usability work from field
studies for future design.<p>
<p>
As in the user interface model, the motivation to involve the end-user<b>
</b>is used by developers throughout the application of this model.
Consideration of the preferences of  potential end-users is strongly adhered to
in this model through the use of prototyping and iterative usability testing in
which end-users are repeatedly measured on their effective use of revisions of
the system until a satisfactory product emerges. <p>
There are several means of measureing usability.  One is to select a
representative group of users from the potential user population and have them
use the system in a predetermined set of tasks.  Another is to observe real
users in the process of performing the tasks they normally do as part of their
job.  In both cases, the system's usability is measured against certain users
and certain tasks.   Those measurements are part of Step 10, Iterative testing,
in the usability engineering life-cycle. Based on the values of these
measurements during the first testing, the system is revised in hopes of
improving the attribute values closer to the optimum. <p>
Although this model more closely attends to the  needs and preferences of
potential  end-users than the traditional or user interface models, it is still
lacking in its  assessment of the "fit" of these systems into peoples' social
and organizational environment.  Even though systems may be designed with slick
user interfaces, there is no guarantee that user acceptance is automatic as we
shall see in the medical informatics model of artificial intelligence (AI)
design.<p>
<b><p>
6.4.   Medical Informatics Model of AI Design</b><p>
Even more important than having a user interface that is  comfortable is having
a system that saves work and adds expertise which comes from people's work.  In
the expert system domain of medical informatics, AI systems have been developed
for the medical profession but nobody seems to want to use them.  One of the
things that worries researchers and developers is that AI designers of medical
informatics systems continue to design expert systems which people do not use.
<p>
Forsythe [4, 5] has conducted a long-term study of the culture and action in AI
design.  Her research focuses on the relationship among the values and
assumptions that a community of scientists bring to their work, the practices
that comprise this work, and the tools which they construct as a result of this
work.  Her study of the non-acceptance of medical expert systems illustrates
some of the key assumptions that AI developers make about usability  [4].
After an extensive study of computer scientists who develop medical expert
systems, she concluded: "...the problem of user acceptance is to a significant
extent the outcome of values and assumptions that the scientists bring to their
own research and development process.  While I do not suggest that this
connection is conscious or intentional, the nature of this particular tradition
of scientific practice makes it very difficult for its followers to see or
entertain strategies from other traditions that would probably help to solve
their problem [4, p. 100]." <p>
In essence, the AI developers of medical expert systems see the problem of user
acceptance as the medical community's inability to use their expert systems.
They do not seriously question their own abilities to design systems that will
match the work styles of doctors, nurses, or  medical technicians.  She
outlines some dysfunctional beliefs and assumptions of these AI medical
researchers:<p>
<p>
1.  <b>Technical bias</b> - Focus on technical factors of problem assessment,
design and evaluation.  <p>
2. <b> Decontextualized Thinking</b> - Use of simple, quantitative models for
problem-solving and evaluation.  AI researchers believe that they gain design
power by ignoring working conditions.  But this leads them to produce systems
as cultural artifacts that medical doctors typically can not use.  AI
professionals prefer this decontextualized thinking so that they do not involve
physicians in their design.  Consequently,  doctors judge these systems as
irrelevant to their work.<p>
3.  <b>Quantitative, Formal Bias</b> - Use of a formal perspective on
problem-solving based on computer science format training in mathematics,
logic, or a physical science.<p>
<p>
According to Forsythe [4], these beliefs and assumptions of the cultural model
of medical informatics design prevent the AI developers from constructing
expert systems which the medical profession is able to routinely use.<p>
<b><p>
6.5.   Highly Automated Model of DL Design</b><p>
We will briefly discuss a design model which we believe is a cultural model of
DL design in the DL research community. This model includes many of the steps
of the traditional, functional life-cycle and  user interface models.  However,
there is no pointed effort in this design model to study the needs and
preferences of people who will use the system in their workplaces, nor to
investigate what computing-support infrastructure is necessary for training and
continuing DL use.  <p>
For example, Lesk, Fox, and McGill [12] call for a basic science, engineering,
and technology library on-line accessible over the Internet/NREN and for
research to build and exploit it.  The usability issues regarding how these
facilities would fit into work organizations have not been addressed as a
research topic.  Instead,  recommendations were made to incorporate
sophisticated computerized techniques into DLs of the future such as "agent"
programs which do the searching and then return  documents:<p>
<p>
"A traditional library is passive; users come to it and search for what they
want.  In an electronic library it is possible to have pro-active elements,
which send users messages when agents discover items that, based on earlier
commands, it is known the users are looking for.  In the electronic network of
the future, we must compensate for the inability of the users to look around
rooms of physical books.  To facilitate this, we can build either
asynchronously running programs which sit in the background, waiting for new
information to arrive, as in SDI (selective dissemination of information)
programs; or we can provide sophisticated "agent" programs, such as the
"knowbots" described by Vinton Cerf, which are dispatched by users to search
out and return desired documents.  To truly serve a community of users these
must learn about the needs, preferences, and capabilities of those users and
consider that information during both search and presentation phases [12, p.
14]." <p>
<p>
They suggest that the research should focus on the creation of on-line
resources in varied scientific areas, to be used in new and exciting ways.
These researchers are following a form of the method of involving the end-user
by surveying communities of potential end-users for general requirements.
However, they don't identify people's individual work practices, and
institutional and organizational practices as explicit considerations for DL
design refinements.  One of the cognitive beliefs of the AI cultural model,
<b>"Decontextualized Thinking"</b>, is closely related to the preference of DL
designers for SDI programs and "knowbots". The attention to spiffy interface
assistants focuses the DL design on quantitative problem-solving rather than on
organizational issues of the appropriate "fit" of future DL systems into
people's workplaces.<p>
This DL design model shares some key features with the  medical informatics
design model. Forsythe's results suggest that it would be risky for DL
developers to ignore usability issues in designing computer systems.  Otherwise
their systems, like the AI expert systems, may end up "on the shelf" with low
levels of end-user acceptance.<p>
<b><p>
6.6.   Organizationally Sensitive Model of "Design for Usability"</b><p>
The organizationally sensitive model  of "design for usability" is a new model.
It refers to the design of computer systems so that they can be effectively
integrated into the work practices of specific organizations.  It goes beyond
the focus on user interfaces. "Design for usability" includes the
infrastructure of computing resources which are necessary for supporting and
accommodating people as they learn to maintain and use systems.  "Design for
usability" encourages system designers either to accommodate to end-users' mix
of skills, work practices, and resources or to try to alter them.  Some HCI
researchers  recognize the need for further research to "raise the level of
accountability of both management and usability people to meet human and
organizational productivity goals [9]."  This model addresses those issues as
well as allowing for the altering of work practices to support effective  use
of a computer system in an organization.  Further, we argue that this  model is
the most effective way for DL designers to  ensure usability in  DLs.<p>
One means of ensuring usability in computer systems design is to apply a model
of the organizational structure and examine how it  fits with the intended
computer system design.  For example, web models of computing consider the
social and technical infrastructures for supporting effective computer use in
an  organization  [10, 11].  Web models make explicit connections between a
focal technology (such as a digital library),  its immediate users, and a rich
ecology of social relationships  with other social groups and organizations in
which the technology is  developed, adopted and used. Computer systems, in this
conception, are treated as a form of social organization with important
information  processing, social and institutional properties: they are not only
flexible information processing tools.  Their capabilities and "fit" within
organizations  depend upon these social relationships as well as upon their
information  processing characteristics.<p>
The evidence for the value of the organizationally sensitive "design for
usability" model comes from a body of research and our own observations, which
examine bottlenecks and failure points that prevent computer systems from being
used.  Research [11, 13] and observations show that organizations would get
more from their original investment in computer systems design, if they
assessed the social infrastructure for supporting computer use as well as
specific tasks people need to use a particular system.  Likewise, we believe
that DL research and development communities could benefit from this
approach.<p>
In order to enculturate the cultural constructs needed to design computer
systems using the "design for usability" model, changes in behavior patterns
and work practices must take place.  Future research could provide guidelines
to DL development communities for the adoption of the "design for usability"
model of computer systems design.<p>
<b><p>
7.  Conclusion</b><p>
We have introduced the term "organizational usability" to characterize the
effective "fit" between computer systems (and DLs) with the social organization
of computing in specific organizations.  While designers may not know the
specific organizations that will acquire their systems, they may learn key
characteristics of typical organizations in their potential client community.
For example,  someone designing a DL for earth scientists is designing for an
audience whose researchers are likely to have adequate access to needed
platforms and available support staff with expertise.  In contrast, someone
designing DL services for elementary school children has client organizations
where Apple IIs are commonplace, and where computing expertise is thinly
spread.  The same DL architecture which may add a nice database of space
satellite videos to a geophysics lab may be far too costly, inaccessible and
complicated for the grade school.  These aspects of organizational usability go
beyond the interface design.<p>
In this paper, we have examined five  models of computer-system design which
are known in the information systems and computer science research and
professional communities. Each of these models is a <b>cultural model</b>  only
in  the specific organizations or professional communities where it is taken
for granted as <b>THE</b> proper way to design new systems.  Cultural models
are hard to change, because their assumptions seem so natural to  members of
the culture. We have characterized one design model which we believe is the
dominant cultural design model in the DL  research community.  Each of the five
design models has strengths and weaknesses. We proposed a new
organizationally-sensitive model which we believe has  the strongest chance of
producing DL systems which many  people find to be routinely usable in their
workplaces.<p>
This is a  good time for the DL research community to examine its own design
models in light of systematic empirical research about the nature of usable
computer systems and the particular organizational conditions under which
people will often use DLs. It is possible to begin useful field studies which
are based on DLs in use today.  It is also possible to study the use of diverse
DL resources, including OPACs, WWW, and e-journals, by faculty and students in
research universities. We can start developing systematic understanding of the
actual working conditions under which faculty, students, and staff find these
resources most useful. We can also learn about the key bottlenecks that they
face in a way that can help improve DL design methods. Empirical studies like
these can also help systems designers have a better understanding of the social
requirements for DL services and thus, they can better plan and develop
effective systems.  The time is ripe for DL designers to appreciate the
importance of "design for organizational usability" to develop significantly
more effective systems. <b><p>
<p>
<p>
Acknowledgments</b><p>
Thanks to Jonathan Allen and Lisa Covi for their suggestions on the content of
this paper.  We also appreciate the valuable comments from the anonymous
referees.<b><p>
<p>
<p>
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<p>
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