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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Cognitive Ergonomic Design as Exploratory Data-enabled Design</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Wittenborg University of Applied Sciences</institution>
          ,
          <addr-line>Apeldoorn</addr-line>
          ,
          <country country="NL">the Netherlands</country>
        </aff>
      </contrib-group>
      <fpage>17</fpage>
      <lpage>25</lpage>
      <abstract>
        <p>In this position paper it will be argued that the changed nature of collecting user experiences and evaluation in cognitive ergonomic design implies that, in addition to existing methodology, cognitive ergonomic design and theory should move focus from evaluating designs afterwards to using on-line usage data collection as a main input to direct and steer the design process. Cognitive ergonomic products and services should be designed and implemented within the context of use, whereby the design process is early and continuously informed and evaluated by collecting user experiences and usage data from actual use of the product or service.</p>
      </abstract>
      <kwd-group>
        <kwd />
        <kwd>Cognitive ergonomics</kwd>
        <kwd>human-computer interaction</kwd>
        <kwd>media design</kwd>
        <kwd>design methods</kwd>
        <kwd>design exploration</kwd>
        <kwd>data-enabled design</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>It is common knowledge that Cognitive Ergonomics design should or rather ought to
be characterized as users-centered, iterative, evidence-based, and addressing the entire
context of use, where user-centered refers to the idea that we should address user
needs and requirements rather the requirements that designers or other stakeholders
might be interested in, where iteration towards a set of design goals is to be
understood as addressing our inability to get things right, where evidence-based refers to
the practice that we have to test instead of judge for ourselves that our design suffice,
and finally, where contextual intends to capture the whole relevant working-context
rather then only the direct human-computer interaction aspects.</p>
      <p>
        Designing in this manner is not a given practice; Steen [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] for instance, has shown
that although many projects are in name using user-centered design, practical
circumstances like time pressure or the need to achieve particular secondary design goals
may actually overtake the very essence of user-centeredness.1
1 Copyright © 2019 for this paper by its authors. Use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0).
      </p>
      <p>
        In this paper I will argue that Cognitive Ergonomics needs to go one step further.
In business management it is common practice to improve the quality of business
processes by checking their effectiveness every once in a while in a systematic and
operational matter (cf. Boddy et al, [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]). Regarding the natural sciences, in 2009, an
expert group argued that we should replace linear research, using individual
experiments to attain knowledge, by one based on collecting observations and
measurements on a large scale in combination with testing theory on reality rather then
experiments (Shapiro et al., [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]).
      </p>
      <p>
        Also in Software Engineering (SE), it is common practice to design complex
software programs in a agile manner with constant verification between business needs
and software functionality (cf. Schwaber and Beedle, [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]). In media design, where
concern is with e.g. interactive websites and smartphone apps, hence a design area
that is not concerned with a wider working environment but focusses on the direct
experience of the user, we reported the use of many lightweight tools in the design
process to decrease the gap between intend and effect (de Haan, [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]). However,
Cognitive Ergonomics still seems to be very much concerned with an evaluation phase or
with collecting experimental evidence, instead of exploring design options until
success is evident.
      </p>
      <p>This paper will first argue that Cognitive Ergonomics (CE) and Human Computer
Interaction (HCI) are rather not very different; hence we may use the terms as
exchangeable. Then we will attempt to discuss the notion of generations in
methodology, just like we can -so to speak- explain the research questions asked in HCI,
afterwards, by pointing at the generation of ICT devices that HCI has had to deal with.
Subsequently, on a personal note, we describe which developments in CE, HCI and
SE inspired me to move from a linear framework towards a more exploratory,
prototypical and circular framework for design. Finally, a few approaches and cases are
described about how to achieve progress in these matters.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Cognitive Ergonomics and Human-Computer Interaction</title>
      <p>In this section, it is argued that we should not distinguish between Human-Computer
Interaction (HCI) and Cognitive Ergonomics (CE). HCI used to be special because of
the difference between physical devices and virtual machine; that is: between how the
machine presented itself to anyone using it, and the way in which the machine
actually worked. In addition, HCI was relatively late to adapt the notion of social practices
of use, probably because of the focus on the initial workstation and personal
computer, aimed at information processing tasks and even without or with rather primitive
networking facilities.</p>
      <p>On the moment, virtually all designs for consumer good, apps, websites or
production systems tend to be complex; in not revealing their internal workings, as well as
social; intended for or using social relationships. Here, social can be taken to means
actually doing things together with other people as in CSCW, or it can be taken as
using other people's insights and experiences as in social media and, or it can be taken
to refer to the necessary communication means as part of a social structure like a
team, an organization or a company as in business support systems.</p>
      <p>We can even see complexity and social aspects in some advanced AI systems that
are based on recognizing successful patterns of conduct among different communities
of practice. Other examples are social collections of knowledge like in Wikipedia,
community-based collections of frequently-asked questions and question-answering
systems.</p>
      <p>In almost all designs in HCI and CE, two aspects are shared. First, there is no
evident 'best' solution in the way how to organize things, and second, designs allow that
actions, tasks and responsibilities can be (re)designed to either devices, people or the
wider organization. As such, by sharing the characteristics of complexity and social
order, only for very specific goals does it make sense to distinguish Cognitive
Ergonomics and Human-Computer Interaction.
2.1</p>
      <sec id="sec-2-1">
        <title>Generations in ICT, HCI and CE</title>
        <p>
          In an earlier paper [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], we distinguished different generations of HCI practices on the
basis of the main questions, the main methods and approaches to investigate the
questions, as well as the main solutions as determined, or at least inspired by different
generations of ICT-devices:
        </p>
        <p>“Each generation of ICT technology may be characterized by the
questions it raised in the field of Human Computer Interaction (HCI):</p>
        <p>— the mainframe technology with its expensive hardware asked for the
selection of specially trained personnel for reliable data processing;</p>
        <p>— the minicomputer era asked for software ergonomics using structured
methods;</p>
        <p>— the personal computer raised the question for usable applications and
usability evaluation;</p>
        <p>— the game computer asked how software could create an emotional
appeal - the fun and immersion of software</p>
        <p>— the smartphone app and the wireless web put the question forward
about the user experience of the using application.</p>
        <p>
          In the current ICT technology generation, traditionally distinct IT functions
such as data collection, processing and data access have converged
communications into small mobile, networked devices which provide functions or
services that are no longer tied to a specific time or (work) place” [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
        <p>Here, we extend the notion a little further and argue that not only methods and
principle solution but also research paradigms or how to investigate design options
may be distinguished between generations. Regardless of claiming that such
generations are 'caused' by the hard- and software used, the state of science or any cultural
aspects in using information systems, it may be useful to distinguish in CE and HCI
between the engineering paradigm, the problem-solving paradigm, the
taskperformance paradigm, the mental-model paradigm, user experience paradigm, and
the engagement and gamification paradigm, each with a fitting design approach and a
main focus of attention:
 engineering paradigm - linear design, operator selection
 task-performance paradigm- guidelines and directives - human factors engineering
 problem solving paradigm - structured design, human factors in software design
 mental model paradigm - iterative design, user centered design
 user experience paradigm - usability engineering and prototyping
 user engagement and gamification paradigm - co-design and co-creation, service
design, habit formation</p>
        <p>In comparison to the hardware-based ICT generation, there is and may not be a
very clear-cut distinction between the generation, also because the paradigms overlap
in time since they are carried by a community and not because there is a best one, like
with models or theories.</p>
        <p>In the engineering paradigm, the core is the machine and both design and the
human operator are fit to the device.</p>
        <p>In task-performance, the human operator is seen as an element the can be made to
perform better or worse, depending on the circumstances; as such, the circumstances
are adapted to improve task performance.</p>
        <p>The problem-solving paradigm is the first to acknowledge that design is complex
and requires problem solving; as such, design is supported by structure and there is
attention for the psychological or task-appropriate aspects of programming languages.</p>
        <p>With the mental-model paradigm using computers is accepted as a principle
cognitive endeavor and in both design and use, the focus is on user needs and
requirements.</p>
        <p>Within the user experience paradigm, the focus leaves the purely rational
taskoriented realms and attention shifts towards directly measuring the usability of alpha
and beta prototypes (even using discounted-discounted usability testing).</p>
        <p>
          Finally, the focus shifts further away from rational task performance with on the
one side: service design aims at engaging users to maximize sales, or so-called
'conversion' and, on the other side: design for habit formation, or getting the user
"hooked" with techniques like gamification, in order to make users come back and
provide useful data, according to Eyal and Hoover [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ].
        </p>
        <p>
          In the user engagement paradigm, co-creation and co-design are used to acquire
proper input from each real-world stakeholder, such as the user as the expert in his or
her own life, as Sanders and Stappers [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] argue.
        </p>
        <p>Co-creation also refers to the design of the internet platform and algorithms that
others, such as users, provide with their data to receive a set of services, as in social
media. Apart from suiting external goals, the engagement paradigm may also be used
to create applications that genuinely fit the users' tasks; as such, it may also be used to
design a humane technology.</p>
      </sec>
      <sec id="sec-2-2">
        <title>Theoretical considerations of CE Exploratory Design</title>
        <p>
          De Haan [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] argued that in new media design that is concerned with smart apps,
websites and interactive web application -but also in the wider context of
HumanComputer Interaction and Cognitive Ergonomics- could and should be characterized
by three notions: first, the far-reaching notion of user-centered design (UCD) with
users as co-designers or co-creators; secondly, the notion that applying increasingly
higher-level programming tools and techniques eventually created design as a
foremost conceptual activity that is largely devoid of any implementation considerations;
and thirdly, the notion of agile design and design exploration, in which design is not
merely incremental and not merely iterative but is essentially an exploration and
learning activity in its own right, guided by user- and usage data.
        </p>
        <p>
          The idea of a conceptual user-centered design as exploration of the design space
comes close to Woods [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] idea that designs (or prototypes) actually function as
testable ideas or hypotheses about how to perform tasks in new or unknown task
circumstances.
        </p>
        <p>
          User-centeredness motivates a movement towards exploratory design, design as a
conceptual activity frees it from implementation issues and makes it possible, and the
agility and design exploration ensure that during design, the focus stays on the user.
According to Steen [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], following a user-centered design approach may not be
sufficient to achieve a user centered process or design result; it is also necessary to design
communication facilities such that a community of practice evolves, instead of merely
employing users to collect requirements and do the user evaluation. to using. In our
view, this requires co-creation design approaches in which user-representatives from
the community act as expert-members from the community, like Sanders and Stappers
[
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] propose.
2.3
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Sources of Inspiration for CE Exploratory Design</title>
        <p>
          Apart from these more theoretically-driven motivations, also other sources of
inspiration turned out to be relevant. First, in usability evaluations, it is a common insight
that users are only able to reliably and validly judge the usability of designs when
they have been provided with the opportunity to actually use the design in practical
circumstances. Regarding design evaluation, Phil Turner [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] claimed that much HCI
research is not based on actual interaction with the design at stake, but rather based on
imagination or make-belief about how things would work when a design was actual.
        </p>
        <p>
          In this context, the standard experimental and the questionnaire are rather
expensive but poor methods for collecting design ideas and experiences, compared to the
whole range of more-lightweight tools that are common in media design, such as
paper- and clickable prototypes, role-playing games, storyboards, etc. [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ].
        </p>
        <p>Secondly, there is the insight gathered from teaching design in a media design
environment where a design virtually never concerns a final or finished product but is
often an intermediate result of on an ongoing design- or design-improvement process.
A website, an internet shop or a phone app are always subjected to a process of
continuous quality improvement, in which, for example, sales figures for different
versions of a online shop or usage data from alternative design variations of a phone apps
are used to select the even marginally better design option.</p>
        <p>
          As such, similar to the notion that design is for 90% concerned with redesign and
maintenance, design is a process moving from idea to prototype to improved
prototype, etc. This observation begs the question why HCI projects are so often aiming at
finished design products instead of -like in agile design- working prototypes (cf.
Schwaber and Beedle [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]).
        </p>
        <p>
          In the third place is the insight that more and less intelligent networks enable for
easy, effortless and almost limitless collection of data and measurement. As such,
automatic and online data collecting is expected to actually replace a considerable
amount of experimental testing and verification in the natural sciences, according to
Shapiro et al. [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. Likewise, according to Harper et al. [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] collecting online data in
HCI is predicted to replace many experimental comparison and validation studies in
HCI design.
        </p>
        <p>Regarding online interactive products, like websites, this strategy has been readily
implemented (as AB testing) where the results of using different versions or
prototypes are experimentally compared in the real-world context of use, generally even
without the users being aware that they are participating in an comparison study.</p>
        <p>
          The fourth source of inspiration follows from the last observation: regarding online
products and prototypes, it is relatively easy to imagine to collect usage data because
the products themselves are accessed and used over the internet. Holström-Olsson and
colleagues [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] describe how this notion can be extended to the design and
improvement of non-software non-internet products. One of the examples they provide is that
data about the behavior and use of heavy trucks can be collected while the trucks are
used on the road to transport goods, in order to speed-up the research and
development process, for instance, to investigate new design requirements and needs, like the
need for a special purpose versions of a truck, to investigate usability aspects or to
predict and fine-tune maintenance activities. Apart from trucks in this study,
elsewhere, jet engines, agricultural tractors and luxury passenger cars are mentioned as
products that may be configured, adjusted or tracked online.
2.4
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>An example</title>
        <p>
          All the aforementioned theoretical reasons and practical inspirations have been
implemented in a number of areas, particularly in the advanced tech arena, like
interactive websites, smart-apps, the redesign of real-world products into online products,
and in Ubiquitous Computing and Internet of Things applications (cf. de Haan [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ][
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]).
        </p>
        <p>
          As an illustrative example, in their conjoint PhD thesis, van Kollenburg and Bogers
[
          <xref ref-type="bibr" rid="ref8">8</xref>
          ], describe, among others, the development of a connected baby-bottle application,
as an example of an intelligent eco-system. The development of the connected baby
bottle, as a commercial product, exemplifies a situated design exploration project
which combines both behavioral data about how the baby bottle is used from an
experimental prototype centric perspective as well as experience data from parents from
a user-experience oriented perspective.
        </p>
        <p>
          Within the design exploration approach, the parents and children are not merely used
to determine requirements and to evaluate the design but are continuously and
actively interacting and participating with the design team via meetings, an online app, and
behavioral data. After analyzing the project with respect to both the user-experience
and the prototype-centric perspective, they conclude that data-enabled design of
intelligent eco-systems should involve both behavioral data as well as experience data, and
that the design cycle is best portrayed as a combination of a real-life loop, in which
the prototype is used and data is collected and a design research loop in which
reflection and creative design take place in an 8-shaped form [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. See Figure 1.
        </p>
        <p>Regardless of the direct conclusion that the PhD candidates draw about their own
research and development projects, their study excellently illustrates how a
userscentered, conceptual and design-exploratory approach may proceed in a socially
structured complex environment. In addition, both the development project as well as
the research investigation so-to-speak prove the pudding for Cognitive Ergonomic
Exploratory Design - certainly better then an average student IoT application would
ever do.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Conclusion</title>
      <p>This position paper argued for the further development and application of Exploratory
Design in Cognitive Ergonomics. It was argued that, in the present circumstances we
may equate Cognitive Ergonomics and Human-Computer Interaction since both deal
with complex and socially-structured task environments.</p>
      <p>Furthermore, the argument for Exploratory Design, as a User-Centered Design
approach that focusses on design concepts and using an agile exploration of the
designspace during the actual process of design derives from an extrapolation of paradigms
for research in CE and HCI, as well as several mostly theoretical considerations
regarding elements of Exploratory Design, and on a more personal level, a number of
inspirations regarding the possibility and need for such a design approach.</p>
      <p>
        Finally, the research and development project by van Kollenburg and Bogers [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]
was described as the proof of the pudding for Data-enabled Cognitive Ergonomic
Design Exploration.
4
      </p>
    </sec>
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