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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Are software companies aware of UX?</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>C. Ardito</string-name>
          <email>carmelo.ardito@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>P. Buono</string-name>
          <email>paolo.buono@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>M. F. Costabile</string-name>
          <email>maria.costabile@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>R. Lanzilotti</string-name>
          <email>rosa.lanzilotti@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>General Terms Design</institution>
          ,
          <addr-line>Human Factors</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>IVU Lab, Dipartimento di Informatica, Università di Bari Aldo Moro</institution>
          ,
          <addr-line>Via Orabona 4, 70125 Bari</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The efforts of addressing user experience (UX) in product development keeps growing, as demonstrated by the proliferation of workshops and conferences bringing together academics and practitioners, who aim at creating interactive software able to satisfy their users. Unfortunately, human-centred design and methods addressing usability and UX are always mentioned in research papers but yet very seldom applied in the current practice of software development in industry. In this paper, some findings of studies we have recently performed with software companies are reported. They show that either companies still neglect usability and UX, or they do not properly address them. Thus, in this workshop that seems to consider UX evaluation as a usual practice and aims to optimize the impact of UX evaluation feedback on software development, our provocative statement is: Are software companies (at least) aware of UX? The studies summarized in this paper show that, in many cases, the answer is NO. We are working to overcome the current situation and the paper concludes by providing some suggestions to fill the gap between research and practice of UX.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Software life cycle</kwd>
        <kwd>human-centered design</kwd>
        <kwd>ethnographic studies</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Categories and Subject Descriptors
H5.m. [Information interfaces and presentation (e.g.,
HCI)]: Miscellaneous; D2.10 [Software]: Methodology.</p>
      <p>
        INTRODUCTION
Designing for UX requires understanding user
requirements from both a pragmatic (system functionalities
and interaction) and a hedonic point view [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. It is
necessary to iteratively design and evaluate prototypes,
according to the human-centered design (HCD) process
[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Unfortunately, HCD and methods addressing usability
and UX are always mentioned in research papers but yet
very seldom applied in the current practice of software
development. Our position is that, in order to successfully
address interplay between UX evaluation and system
development in current work practices, we still have to do a
lot in order to make software companies aware of the
importance of UX.
      </p>
      <p>
        In this paper, we briefly report some findings of recent
studies involving software companies. On the basis of such
studies, we provide some indications for making UX an
explicit goal of software developers, as well as suggestions
on how to fill the gap between what Human-Computer
Interaction (HCI) researchers propose about design and
evaluation of UX and the activities performed by software
engineers in their daily practices of software development.
ABOUT USABILITY ENGINEERING IN SOFTWARE
COMPANIES
Our research group has been working for defining HCD
techniques and methodologies that could be pragmatically
integrated in the work activities of software developers. For
example, in [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] it was proposed how to augment the
standard waterfall life cycle to explicitly address usability
issues; the Pattern-Based (PB) inspection reported in [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]
has been defined in order to provide a cost-effective
method that could satisfy the companies’ need of effective
and easy to use evaluation methods.
      </p>
      <p>
        Despite the efforts of HCI researchers, HCD approaches
are applied only to a limited extent by practitioners, as
shown in [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Such
studies indicate that the main reasons why companies are
reluctant to adopt HCD practices include: 1) time and costs
of the HCD methods; 2) cultural prejudices; 3) lack of
frameworks guiding the software development team in
applying HCD methods. Some studies actually involved
designers with a strong HCI background, and even HCD
practitioners (e.g. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]). Thus, the situation is even
worst when software engineers are addressed.
      </p>
      <p>
        The above results have been confirmed in our recent survey
reported in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Specifically, we collaborated with
colleagues of the Aalborg University to investigate the
practical impact of usability engineering in software
development organizations in two different geographical
areas in Europe, namely Northern Denmark and Southern
Italy. The survey was conducted in order to identify
possible obstacles that prevent organizations to take into
account usability issues. It showed that the number of
organizations conducting some form of usability activities
is rather low. Even if software developers are becoming
more aware of what usability is and of its importance in
order to improve their products, one of the main problems
still remains what we call “Developer mindset”, i.e. many
developers have their minds set more on programming
aspects, technical challenges and functionality of the
product than its usability. Still too many of them do not
know well what usability is. Another main obstacle they
report is the lack of suitable methods that could be
integrated in their work practices without demanding a lot
of resources. Software development companies do not
consider involving final users during the requirement
analysis and the evaluations activities. This pushes
usability researchers and practitioners to deeply consider
devoting more attention on how to transfer academic work
into practical value for industry. As we said in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], we
believe “it is responsibility of academics to translate
scientific articles, which formally describe evaluation
methods, into something that makes sense for companies
and it is ready to be applied”.
      </p>
      <p>
        HOW ETHNOGRAPHIC STUDIES MIGHT HELP?
As follow-up of the study in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], we wanted to know more
about the advantages and problems of usability engineering
as perceived by individual organizations. We focused on
companies whose software developers appeared to be
motivated to improve the usability of the products they
develop. The key question to be addressed is why such
developers do not push for the adoption of usability
engineering methods in their development processes. We
also decided to consider ethnographically based research in
order to get an in-depth understanding of the
sociotechnological realities surrounding everyday software
development practice [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] this should provide other
indications on how to overcome obstacles to a wider
account for usability engineering.
      </p>
      <p>In this paper, we briefly report on a study we have
performed in order to know more about the software
development life cycle of a company of medium-high size.
The study had two main objectives: 1) to view, capture and
understand the work practice by employing observational
methods and in-situ interviews; 2) to integrate HCD
activities in key points of the software development life
cycle, such as interviews and usage scenarios during the
requirement analysis, as well as prototyping and evaluation
during system design.</p>
      <p>The study was conducted at a medium software company
located in Southern Italy, which develops products in
different domains, primarily public administration and
bank. The company accounts three different Business Units
(BUs): Public Administration, Finance, and Research. The
latter is mainly involved in research projects. Each BU
could be considered as a separate small company, with its
own personnel for carrying out all the activities in the
software life cycle: project leaders, analysts, designers,
developers, BU managers, etc. All BUs adopt a traditional
waterfall life-cycle model for several reasons, primarily
management background and project constraints, which
completely neglect usability and UX issues. The study has
been carried out in the Public Administration and Research
BUs. Two master students participated in the study, each
one involved in the activities of a BU. Their work was part
of their master thesis in HCI. They were in the company for
a total of 120 working days. Specifically, Rossana, the
student in the Public Administration BU, was assigned to a
project for creating an application for tourists visiting a
certain town, running on a mobile device; it was committed
by the town municipality. Diego, the student in the
Research BU, was assigned to a research project on
“Technologies for Situational Sea Awereness”, whose aim
is to develop hardware and software to provide services to
various people, from oceanography researchers to skippers,
and others.</p>
      <p>The details of the study and the analysis of the collected
data will be described in another paper we are currently
writing, and can be discussed at the workshop. We
summarize here some findings, which were confirmed by
the interviews to the BU managers, performed about a
month after the end of Rossana’s and Diego’s work. As
most important effect, they were surprised to see how
effective and efficient the HCD methods that Rossana and
Diego used were. Thanks to this experience, they finally
understood that the minimal resources spent in the iterative
prototyping were widely fulfilled by the obtained benefits.
The Research BU manager appreciated a lot the fact that
Diego, in the requirement analysis, insisted a lot for
including a detailed specification of user requirements. He
did it and also performed semi-structured interviews to
validate such requirements with other stakeholders. The
manager actually understood how fruitful these activities
were and how meeting other stakeholders helped resolving
several concerns. Diego insisted for involving more real
users, pointing out that how different final users are from
other stakeholders in terms of needs and expectations, but
this was not possible.</p>
      <p>Both Rossana and Diego used paper prototypes a lot,
discussing them in participatory meetings with other
stakeholders, i.e. the other project partners in the case of
Diego research project, while Rossana organized short
meetings with all designers. Because she was involved in
the design of an application devoted to people visiting a
certain town, she was able to involve a few other persons in
the company (secretaries and staff members), who acted
like tourists interacting with the prototypes. Even if the
approach might appear a bit naïf, HCI researchers know
how useful these “quick and dirty” methods might be. To
test a running prototype with real users, Diego contacted
two friend of him, who are professional skippers, and
performed a thinking aloud test. They pointed out a feature
that was not as useful as designers considered, and
indicated some other problems.</p>
      <p>After an analysis of various tools for rapid prototyping,
Diego selected Justinmind Prototyper
(http://www.justinmind.com/) and used it for creating
several successive prototypes. The BU managers are now
enthusiastic of this tool and are getting it to use in the early
design phase. Rossana and Diego also performed several
heuristic evaluations of the prototypes. Thus, they used
methods that are very cost effective in order to demonstrate
that methods that require limited resources and little
training of company employees, who could perform them,
actually exist.</p>
      <p>
        What performed in the above study is in line with other
works. For example, Jim Hudson states that a variety of
methods have to be used at all phases of the product life
cycle [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. For example, in order to understand customer
needs, the design team can choose from casual
conversations to more formal focus groups. He also found
very important discussing with small groups of customers
on the paper prototypes once or twice each week. During
these meetings, customers have to be observed during the
interaction with a product prototype.
      </p>
      <p>
        SUGGESTIONS
The ethnographic study confirmed how it is important to
develop paper prototypes and to discuss them with other
stakeholders, including end users. This is a first important
suggestion for companies. It might appear that it is not a
novel finding, but it is worth emphasizing that it is obvious
within the research community, whereas the actual problem
is to transfer the use of iterative prototyping in the practice
of companies. With our ethnographic study, we provided
evidence for the company of the advantages of informal
meetings in which several stakeholders, including end
users, analyse prototypes, starting from those on papers.
This study and other previous experiences of ours on HCD
in practice (e.g., see [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]), as well as other relevant work in
literature [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], provide another important suggestion:
running prototypes have to be evaluated with samples of
their end users in a real context of use, since “end users can
raise significant issues about system usability only when
they get down to using the system, or even a running
prototype, in their real activity settings”. Only then, they
are able to provide the right indications about what is
working well and what is not. If this is true for usability, it
is further true for UX, both because usability is part of UX
and because the subjective aspects that UX impacts can be
really assessed only by end users in real contexts of use.
In several interviews conducted with company managers as
follow up of the study in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], it emerged that another reason
why companies neglect usability and UX is that such
requirements are not considered in public tenders. In most
of their work, company develop software systems
committed by public organizations, which specify the
system requirements in Call for Tenders. It is evident that
the companies’ interest is to satisfy all and only the
requirements specified in the Call. Thus, another
suggestion for changing the current situation is to convince
such public organisations of the need of explicitly
mentioning UX requirements in their Calls for Tenders.
According to this, we are already in touch with people
working at the office of the Apulia region (the region
where our University is located), which is publishing in the
last years several Call for Tenders about ICT systems, and
we are discussing such issues. In trying to convince them to
address UX, we are actually facing the lack of usability and
UX requirements that are objectively verifiable;
consequently, it is not easy to specify them in the Calls.
HCI researchers are urged to find proper solutions to this
problem.
      </p>
      <p>
        Our last suggestion is that, once we succeed in getting
companies aware of usability and UX, we try to satisfy
their request of suitable methods requiring limited
resources and help integrating them in their work practices.
Current situation shows that this is still very challenging.
Only a few scattered experiences of designing and
evaluating UX in practice are reported in literature. For
example, at Nokia, which has a long history in designing
for experience, the product development process includes
continuous evaluation of usability and UX in different
phases of the life cycle. After the release on the market of
the product, feedback is gathered from the field through
controlled and uncontrolled studies in order to collect
information for improving successive products [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
Despite the effort spent by Nokia and some other
companies in designing for and evaluating UX, there is yet
no consensus on approaches and methods to be widely
adopted in order to develop software systems able to
provide users with pleasurable and satisfying experiences
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. We look forward to the discussions at the
workshop, hoping that they might provide more insights.
ACKNOWLEDGMENTS
The research reported in this paper has been partially
supported by: 1) EU COST Action IC 0904 TWINTIDE
(Towards the Integration of Transectorial IT Design and
Evaluation); 2) DIPIS (DIstributed Production as
Innovative System) Project, sponsored by Apulia Region.
We are particular grateful to the companies which were
involved in our studies, and to Rossana Pennetta and Diego
Paladini who participated in the ethnographic study.
      </p>
    </sec>
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