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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Usability: A Core Concept in Socio-Technical Systems Development</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mikko Rajanen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Dorina Rajanen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Interact Research Unit, University of Oulu</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <fpage>9</fpage>
      <lpage>16</lpage>
      <abstract>
        <p>This paper restates the importance of the concept of usability in the socio-technical systems development. Usability covers the breadth and depth of the rich interaction of users and technology in the socio-technical context. By drawing parallels between the Vitruvian design principle of suitability and usefulness, and the paradigms of usability conceptualization, this paper argues that usability can act as speculum mundi, a lens through which the impacts of interaction at all levels of the organization and society can be identified.</p>
      </abstract>
      <kwd-group>
        <kwd>Usability</kwd>
        <kwd>Socio-Technical Systems</kwd>
        <kwd>Conceptualization</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        A socio-technical system approach views an organization and a society as consisting
of the technical system interacting with the social system for a common goal
        <xref ref-type="bibr" rid="ref8">(Bostrom
&amp; Heinen, 1977)</xref>
        . In this conceptualization, the human has an active role in improving
and contributing to his/her environment. Moreover, the design of new technologies
implies a human influence in that the technical requirements are ideally adapted to the
needs and capabilities of the human and social components. The interaction
technologyhuman is mutual, both influence each other. Technology shapes human relations and
societies, and likewise technology is shaped by social, economic, and political forces
alike
        <xref ref-type="bibr" rid="ref28">(Rip &amp; Kemp, 1998)</xref>
        .
      </p>
      <p>
        Though the conceptualization of the socio-technical systems and landscape exists
for a long time
        <xref ref-type="bibr" rid="ref22 ref28 ref8">(see Bostrom &amp; Heinen, 1977; Rip &amp; Kemp, 1998; Mumford, 2000)</xref>
        ,
the research in this field reinvigorated in recent years especially from a conceptual and
theoretical approach perspective
        <xref ref-type="bibr" rid="ref13">(see e.g., Geels &amp; Schot, 2007)</xref>
        . The actual design and
implementation of technology following the assumption of socio-technical systems
approach
        <xref ref-type="bibr" rid="ref8">(Bostrom &amp; Heinen, 1977)</xref>
        are limited because the technology usually lacks
essential features for it to adapt seamlessly to users' needs. Moreover, empirical
research on socio-technical landscape, culture, and future lacks breadth and scope in that
findings provide only "short-distance" insights, and do not focus on broad themes, long
term impacts, or influential constructs. Instead, the socio-technical systems research
rather focuses on narrow problem domains and it concerns mainly the development and
implementation of information technology (IT) systems
        <xref ref-type="bibr" rid="ref12">(see Davis et al., 2014)</xref>
        .
      </p>
      <p>
        With the advancement of artificial intelligence and emerging technologies that are
capable to learn about their environment including the users, there are hopes and
promises that the existing limitations of technology disappear as technology becomes
capable of adapting to users' contexts, needs, and values. However, new challenges appear
for the system designers such as ethical concerns, uncertainties of users' acceptance and
impacts, new needs and requirements for services, products and systems, as well as
challenges to ensure the technology is part of the solution to the global challenges and
not part of the problem
        <xref ref-type="bibr" rid="ref28">(see Rip &amp; Kemp, 1998)</xref>
        . In this context, the usability work is
crucial to ensure that the new services, products, and systems indeed meet the users'
needs and expectations, while the usability construct has the role of an influential
construct throughout the system life-cycle and has an established history.
      </p>
      <p>
        In this position paper, we restate the importance of the usability concept in the
sociotechnical systems (STS) development approach. Usability is or should be a fundamental
concept for professionals designing the systems of the future, for users as active
participants in the co-creation process as well as consumers with needs, expectations, feelings
and cognitive appraisals vis à vis a service, product, or system, and academics as active
or passive observers of the social-technical systems life cycle. All these stakeholders
need a common language and shared understanding to make sense of, contribute to, and
engage in the life-cycle of and discourse about social-technical systems. Figure 1
illustrates the underlying assumption of the role of social-technical systems' usability in
impacting the organization or society at large. Usability concept as speculum mundi or
as an analysis lens can capture impacts at all levels in the organization and society
(group, individual, technical, environmental, and financial).
We believe that usability is a concept that can provide the breadth and depth to cover
essential attributes of social-technical systems in such a way that all stakeholders
involved in a system, service, or product life-cycle can employ. However, we also
embrace the view that usability is like a living entity which adapts to its ecosystem; thus,
the concept evolves in time to capture and hold new attributes and meanings
        <xref ref-type="bibr" rid="ref15 ref26 ref27">(see e.g.,
Hertzum, 2010; Rajanen et al., 2017)</xref>
        . A brief description of the usability construct and
various paradigms of usability research are presented in section 2. In section 3, we
position usability at the core of the STS development, and we employ the usability as lens
to analyse the STS landscape by highlighting the impacts usability generates at all
levels of an organization and society (group, individual, technical, environmental, and
financial). The paper ends with discussion and conclusions.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Usability construct</title>
      <p>
        Usability emerged in 1980s and 1990s as a quality concept in the human-computer
interaction (HCI) community to characterize visual displays and interactive systems from
the perspective of users
        <xref ref-type="bibr" rid="ref4">(Bevan et al., 2015)</xref>
        . The concept was intended to capture the
attributes of interactive software products that would make them usable and that can be
incorporated in design and further evaluated
        <xref ref-type="bibr" rid="ref4">(Bevan et al., 2015)</xref>
        . This user perspective
was incorporated in design standards
        <xref ref-type="bibr" rid="ref17 ref17 ref18 ref18">(i.e., ISO 9241-11; ISO 9241-210)</xref>
        and further in
software quality standards
        <xref ref-type="bibr" rid="ref19">(i.e., ISO 9126)</xref>
        . Usability is currently defined in the ISO
standard of human-centred design as being “the extent to which a product, system, or
service can be used by specified users to achieve specified goals with effectiveness,
efficiency and satisfaction in a specified context of use”
        <xref ref-type="bibr" rid="ref17 ref18">(ISO 9241-210)</xref>
        . The roots of
usability and the recognition of the needs of the users in system design can be traced
back to Vitruvius in 1st century BC, who introduced the principle of utilitas
        <xref ref-type="bibr" rid="ref25">(suitability
and usefulness for the intended user; Pollio, 1960)</xref>
        as one of his three core principles in
architectural design. The other two principles, firmitas and venustas (i.e., durability and
beauty, respectively) are also influential concepts in usability and system design.
      </p>
      <p>
        One of the early paradigms in the usability research conceptualized usability as a
property of the software or system itself, and the research focused on finding and
documenting these usability properties, so that they could be taken into account in the
design of the system
        <xref ref-type="bibr" rid="ref14 ref24">(c.f. Grudin, 1991; Ohnemus, 1996)</xref>
        . Technology-centred usability
guidelines and inspection methods, such as heuristic evaluation and the Fitt’s law,
originate from this view of usability as property or innate feature of the technology. In this
paradigm, bad usability is resulted when the design of the system does not follow the
universal best design practices. As a Vitruvian example, a designer of staircase would
make sure that all the steps are level and have equal dimensions.
      </p>
      <p>
        At the same time, another paradigm conceptualized usability as studying and
documenting the physical and cognitive characteristic of the users and taking them into
account in the design of the system. Cognition-based usability guidelines, such as
design of graphical user interface elements, originated mostly from this ergonomics
paradigm
        <xref ref-type="bibr" rid="ref4">(see Bevan et al., 2015)</xref>
        . Here, the bad usability is caused by not taking into
account the universal characteristics of the users in the design of the system. To
continue the aforementioned example, our staircase designer would make sure that the
staircase and the individual steps do not raise so steeply or shallowly that it would make
climbing the staircase difficult for the user.
      </p>
      <p>
        A third, later paradigm conceptualized usability as characterizing the interaction
between a particular user and a particular system in a particular context of use (i.e., quality
in use). In this paradigm, the usability is incorporated in the rich interaction between
the user and the technology, each interaction being unique in such way that no universal
best design guidelines can be made
        <xref ref-type="bibr" rid="ref29 ref30">(c.f. Rogers et al., 2011; Rosson &amp; Carroll, 2002)</xref>
        .
User-based usability evaluation methods, such as usability testing, originate from this
paradigm. Our staircase designer would make sure that there is enough lighting and that
the material of the stairs is non-slippery if the staircase is located outdoors, and that
there should be a handrail and wheelchair ramp to assist the whole diversity of users.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Usability in the core of STS development</title>
      <p>
        The socio-technical landscape, understood as the interaction between humans and
technology in a broad scale in the organizational and societal levels, represents the
conditions of solving both small local problems on individual and group level, and emerging
global scale problems such as the climate change. Technology should be shaped in such
a way as to provide solutions to existing problems and to enhance the capabilities of
the humans to solve these problems and challenges, taking into account the rich
interaction between humans and technology. The design of STS should take into account all
three paradigms of usability, namely usability as a property of technology, usability as
taking into account the physical and cognitive characteristics of the users, and the rich
interaction between both users and technology. However, the main focus should be on
the human-technology interaction as, at this level, both human (social) and technical
systems meet and work for a common goal. At the same time, humans in organizational
and societal levels should be active participants in designing and developing technology
as a response to their needs and adapting the technology to the human characteristics.
This is an assumption which is in the core of the Scandinavian tradition of developing
IT systems
        <xref ref-type="bibr" rid="ref16 ref7">(Bansler, 1998; Bjerknes &amp; Bratteteig, 1995; Iivari &amp; Lyytinen, 1999)</xref>
        .
      </p>
      <p>In the following, we show how usability can act as a lens of socio-technical systems
landscape (speculum mundi) by highlighting the impacts it generates at different levels
of an organization and society.
3.1</p>
      <sec id="sec-3-1">
        <title>Individual impact</title>
        <p>Usability has an impact at the individual level of STS (i.e., on users) by enabling the
concept of utilitas in that the design is useful and suitable for the intended users.
Furthermore, better usability makes the users more effective, increases the overall
performance of the users, reduces errors, helps to avoid frustration and stress due to poor
working conditions and tools (i.e., effectiveness, efficiency, and satisfaction of the
users). This impact is best understood, encapsulated, and analysed in the interaction
between the individual and the technology, as the properties and features of technology
and the physical and cognitive characteristics of humans in general do not address the
needs and expectations of a particular individual in a particular context.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Group impact</title>
        <p>The use of technology enables groups of users to work towards a common goal through
technical means. Here the usability enables the concept of utilitas by making the
sociotechnical system suitable and useful for groups of people to work together, to
communicate, to share a common goal or to be parts of a larger work process. As at the individual
level, the impact of usability at group level is best understood through user-user and
user-technology interactions.
3.3</p>
      </sec>
      <sec id="sec-3-3">
        <title>Technological impact</title>
        <p>Better usability has an impact at the technology level by reducing the developmental
failures and consequently the need for necessary changes when the technology does not
meet the requirements and characteristics of the users. Therefore, the technology and
socio-technical system need only to be improved, developed, and replaced when the
user, organizational, and societal requirements change. This impact concerns properties
and features of the technology or technical system as a result of the STS design,
therefore the impact of usability at the technological level is ensured and observed as
property of the technology, taking into account the users' characteristics including needs
and requirements, as well as the interaction between users and technology. Designing
with technological impact in mind enables the principles of utilitas and firmitas as the
technology should be both useful and reliable.
3.4</p>
      </sec>
      <sec id="sec-3-4">
        <title>Environmental impact</title>
        <p>Better usability can have environmental impacts through minimizing the amount of
materials required for software or service enabled printing and manufacturing of
products, as well as minimizing the amount of the excess waste, the hazardous waste, and
the energy. This impact concerns not only the technology itself, but the way users,
groups, organizations and society at large use the technology, therefore the
environmental impact of usability is best analyzed both as a property of the technology itself
and as the interaction between the users and the technology. A design and product that
is useful to a user, business or society has a long life-cycle, which has a positive impact
on the environment through minimizing waste, thus the usability principle utilitas is
enabled. Furthermore, the design that is built to last both in design, material, and
constructional sense enables the firmitas principle.
3.5</p>
      </sec>
      <sec id="sec-3-5">
        <title>Financial impact</title>
        <p>
          Usability has been recognized in literature as a crucial factor for the success of
interactive systems and products for both vendor organizations, customer organizations and
individual users in many different contexts of use
          <xref ref-type="bibr" rid="ref21">(Maguire, 2001)</xref>
          . The following are
some of the benefits with financial implications that have been identified for users and
vendors: increased user productivity, reduced user errors, reduced user learning effort,
reduced service and support, increased acceptance, and increased reputation
          <xref ref-type="bibr" rid="ref21 ref26 ref27">(see
Maguire, 2001; and Rajanen &amp; Rajanen, 2017)</xref>
          . These benefits are enabled through the
concept of utilitas that ensures that the user's and organizational goals are fulfilled and
therefore generate economic value. Furthermore, better usability has financial impact
through minimizing the required work, the material resources and the amount of waste.
The financial impact of usability can thus be ensured and observed as property of the
technology, physical and cognitive characteristics of the user, and interaction between
the users and the technology.
4
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Discussion</title>
      <p>
        In this paper, usability was conceptualized through the principles of Vitruvian
architectural design: utilitas, firmitas, and venustas
        <xref ref-type="bibr" rid="ref25">(see Pollio, 1960)</xref>
        . We showed how
usability of the socio-technical systems can impact organizations and society at individual
(user), group, technical, environmental, and financial levels. We argue that usability
can be employed as speculum mundi or mirror of the world; the degree of usability of
the various socio-technical systems that exist in the world reflects the advancement
of technology, socio-technical systems, organizations, society at large, and
environmental responsibility. This proposition is especially relevant in the perspective of
new technological breakthroughs that are looming at the horizon. Artificial intelligence,
internet of things, and new generations of communication technologies represent both
the promise and challenges of designing socio-technical systems in line with their
original philosophy that social and technical systems should optimally adapt to each other
        <xref ref-type="bibr" rid="ref8">(see Bostrom &amp; Heinen, 1977)</xref>
        . Moreover, at the core of the STS philosophy lies the
principle that "design is systemic"
        <xref ref-type="bibr" rid="ref11">(Clegg, 2000, p. 465)</xref>
        , meaning that one component
in the system affects other components or the whole system
        <xref ref-type="bibr" rid="ref12">(Davis et al., 2014)</xref>
        .
      </p>
      <p>
        Many authors have linked the HCI approach to the STS approach from various
perspectives such as ergonomics and human factors
        <xref ref-type="bibr" rid="ref9">(e.g., Carayon, 2006)</xref>
        .
        <xref ref-type="bibr" rid="ref32">Whitworth
(2009)</xref>
        classifies the STS requirements into four categories based on different
components of STS: hardware, software, human-computer interaction, and organization.
Thus, introducing usability thinking into the STS development approach is not new and
it builds upon the user-centred design approach which is a specific system development
approach in HCI
        <xref ref-type="bibr" rid="ref26 ref27">(see e.g., Rajanen &amp; Rajanen, 2017)</xref>
        . The contribution of this paper is
to restate the importance of the concept of usability, and for this we referred to the
classical principles of architectural design as providing an everlasting foundation for
STS design. Especially utilitas and firmitas were found to be relevant, while the impact
of venustas (beauty) remains to be demonstrated empirically
        <xref ref-type="bibr" rid="ref31">(see Tuch et al., 2012)</xref>
        .
      </p>
      <p>
        Present empirical research on STS has often a too narrow and short-distance focus.
        <xref ref-type="bibr" rid="ref12">Davis et al. (2014)</xref>
        proposes that to advance this field, exemplar studies demonstrating
the value of STS are needed. For example,
        <xref ref-type="bibr" rid="ref10">Cassano-Piché et al. (2006)</xref>
        used the risk
management framework for complex socio-technical systems by Rasmussen (1997) in
a long-term multimethod empirical study in order to have a holistic understanding of
how small accidents and mistakes in food production propagated over time into a
nationwide epidemic. Furthermore,
        <xref ref-type="bibr" rid="ref1">AlSabbagh and Kowalski (2012</xref>
        , 2015) utilized in
their work the socio-technical framework on IT security threats by
        <xref ref-type="bibr" rid="ref20">Kowalski (1994)</xref>
        in
their exploratory and design science studies on developing a social security metrics for
modelling the individual security culture and software supply chain security with a
holistic view of a socio-technical system and its interactions.
      </p>
      <p>
        However, to demonstrate the value of STS, usability can act as speculum mundi or
analysis lens that reflects the empirical developments of STS through these classic
principles of utilitas, firmitas, and venustas. If we compare our concept with the other
concepts which have been used to analyse or design STS, we can identify both
commonalities and empirical evidence. For example, the original idea of STS development shares
commonalities with our concept, as the optimization of the social and technical parts
and its impact fit under the individual, group, and technological impacts in our concept.
As a second example, the augmented STS matrix, which was verified, abstracted, and
adapted by
        <xref ref-type="bibr" rid="ref5">Bider (2017)</xref>
        and
        <xref ref-type="bibr" rid="ref6">Bider and Klyukina (2018)</xref>
        , presents four socio-technical
quadrants of people, social structure, tasks, and technology, which also fit under the
individual, group, and technological impacts in our concept. Our concept further
expands these previous concepts by introducing the environmental and financial impacts.
5
      </p>
    </sec>
    <sec id="sec-5">
      <title>Conclusions</title>
      <p>In this position paper, we presented the concept of usability as speculum mundi, mirror
of the world, or the lens through which the rich interaction between socio-technical
systems and the levels of individual user, organizations, and society can be
encapsulated and analysed. We argue that usability as a concept and development method
should be in the core of the STS development to ensure that the systems adapt
seamlessly to the needs of the individual users, groups of users, technological requirements,
environmental concerns, and financial considerations. We hope that this position paper
will further invigorate the discussion and research of the role of usability as the core
concept in STS development.</p>
      <p>Acknowledgements: This research was possible thanks to a postdoctoral research
grant from Jenny and Antti Wihuri Foundation to whom we are grateful.</p>
    </sec>
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