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What are Contexts of Use?
One of the key focal points of user-centered design is the context in which the designs will be used. For technology products and services, contexts of use include a potentially broad array of factors—physical and social environments, human abilities and disabilities, cultural issues and similar.
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One of the things that can be quite hard to remember during design is to keep in mind that you're in a bigger context. It's easy to get focused on the device you're designing for or a particular screen. This isn't helped by the tools you use. Typically, when somebody presents a design, what you see nowadays for a digital design,
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whether it's for a phone-based application or web-based application, is a wireframe. And there are so many tools that help you generate these. But of course, what that does is it focuses you on the screen, on the page, not on the wider context in which it's based. So, how can you try and focus on this? There's a lot more things in this context than the screen. There's the things that happened before. So, if you recall the scenario of Betty in the warehouse,
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the consignment arrived late; she'd had a bad night. These all contribute to the context the person's in; so, all the things that have happened in the past. And there's other people around. There's Betty's children, particularly the child who woke in the night. There's Tony, who works in the warehouse as well, who noticed there was a problem. Emma, who's on the night shift, who prepared the crib sheets. So, a lot of other people around
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– some of those are about interactions that are happening at the moment; some of those connected past events. Some of those might influence it. For instance, the boss or the client, perhaps Betty has to engage with other people; if there's a problem with a consignment, perhaps the delivery folks who provided it. So, there's lots and lots of people involved as well. The body – we are physically-embodied people; we're not sort of eyes and fingers to use a computer system; we're a whole person.
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So, again, recall that Betty is supporting this gear thing on a balance between her hip and a slightly weak hand. That does suggest, even without going... you can probably picture this, somehow or other there's a computer screen, but without anywhere to put things out. So, perhaps there are other... understanding a body might suggest ways you redesign the space. But clearly, there's issues about the body of the person involved, which influences things.
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Does somebody have to stretch a long way? That can make you think about things. There's the physical environment as well. So, it was interesting. Betty had to take the gear thing and bring it to the computer. There were distances involved, and a warehouse is a big place. If you're designing an office system, then you might not have to think about great distances. But in a warehouse or an outside task there might be big distances involved. Does somebody have to carry things like the way that Betty did? Would it be better then, once you start thinking about that,
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to have some sort of system where she might have something handheld to take to the part? Not necessarily all of the system, but they might be doing just something enabling them to scan what the part was and then go back and have a look at things, rather than have to carry it over. Is it noisy or quiet? Is it hot or cold? I mean, I'm guessing a warehouse might be on the chilly side, but then there's lots of people and lots of activities, so maybe not. Maybe – thinking of the body, maybe it gets hot. And certainly it could be quite a noisy environment with forklift trucks around.
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So, again, you might think "Oh, we'll have a hands-free system and make it voice-operated." But that's not going to work if there's a forklift truck driving behind the back of you in the middle of trying to do the interaction. So, you have to keep this in mind, the whole context. Otherwise, the system you design that might look great in a wireframe doesn't actually contribute and fit into the bigger picture.
Contexts describe the actual circumstances of use. While not all of the aspects mentioned above apply in each case, it is important to consider what is and isn’t relevant. For example, almost all products and services operate within a legal context that requires them to be operable by people with disabilities. Other legal contexts govern the use of personal data – the GDPR in Europe, for instance—the ages for which certain content may be shown, along with strict laws in some locations around gambling and betting.
Environmental and physical contexts may not be particularly relevant to most websites, but this can change dramatically for systems used outside the typical home or office. Examples include external Automated Teller Machines (“cash machines” or “cash dispensers”), computing systems used in farming—some of which must be steam cleaned—and systems used for stock control in unheated warehouses or, more challenging still, cold stores.
Cash dispensers are a common example of an unusual context of use. They have to cater for a wide range of users—short, tall and in wheelchairs—as well as variations in lighting and weather.
User research and observation is essential to determine context of use. The goal of these processes, which include contextual interviews, user visits, etc., is to answer key questions such as the ones suggested by the leading UX consultancy Experience Dynamics:
Where do your users engage with your product or service? (physically, environmentally, device-specific)
What is happening to the user when they are using it? (social or emotional influences)
What is physically or socially preventing users from completing their tasks? (e.g., another party or person has to act first)
When does usage happen and what triggers it? (timing and coordination)
What expectations do users bring to the task? (mental model)
Why do users want to do this before that? (workflow, motivation, flow)
What makes sense to users and why does that differ from how you think about it? (content, labeling, problem-solving)
Contexts of Use in HCI
In user-centered and user experience design, one of our main concerns is usability. The international standard on the ergonomics of human-system interaction (see Learn More About Contexts of Use) defines usability as
“…the extent to which a system, product or service can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.”
Notice that the very definition of usability depends on the context of use. This isn’t hard to understand outside of software systems. However, contexts are usually overlooked because contexts of use are outside of the normal considerations in most software development methods.
The standard goes on to describe the components:
“The context of use comprises a combination of users, goals, tasks, resources, and the technical, physical and social, cultural and organizational environments in which a system, product or service is used.”
This is a much broader definition of contexts than is used in practice, but it is complete. Less formal definitions tend to group users, goals, tasks and resources separately from the environments as described above. However, the benefit of grouping all of these elements together becomes obvious when considering how the standard describes achieving usability in design and development. The steps are:
1. Understand and specify the context of use.
2. Specify the user requirements, including usability considerations.
3. Produce design solutions making use of the above.
4. Evaluate the design solutions.
When referring to a complete system, the context of use would include all users along with their respective goals, tasks and the required resources as well as the environmental contexts across all of those factors. These include
Technical environment: Equipment and applications, including hardware, furniture; information (data the users have access to) relevant to the tasks; support services, either human- or system-based (such as assistive technology).
Physical environment: Where the system will be used and what the environmental factors would be (consider the warehouse, farm or cold storage examples earlier).
Social, cultural and organizational environment: Other people involved (such as stakeholders) and the relationships between them, the organizational structure, language, legislation, cultural norms and values, work practices, group working and privacy.
Contexts of Use in Mobile
The context of mobile use is very different from that of desktops. It will require a different approach, such as context awareness, mobile-first or task-oriented design. In this video, Frank Spillers, the founder of Experience Dynamics, shares practical tips on how to understand the context of use in mobile User Experience (UX) design.
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So, you might as well go the extra mile and think about the *context of use*. Where's the user using it? What else is going on? What would be helpful to them? You know, and you gain these insights from user observations and research; going to those places and spaces, you know, being in that place – the airport, the hotel, where someone's trying to log in with their phone,
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and going through that experience or having them do it and you observe them; maybe talking to them and seeing what their experiences have been with your domain. If you're designing something for a hospital, go to the hospital, go to the waiting room. If you're designing something for a waiting room experience, I talked to a friend who was designing something for a waiting room experience, and they were trying to gamify so that you know where you are and you're not pushed, so it's almost like a leaderboard – you're next up with the doctor. I was thinking: I was like, in a waiting room; what's in a waiting room?
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Screaming kids, sick kids; you're sick maybe – maybe your arm's broken; sitting in a chair with other people, there's a social pressure in that situation. So, how could you lighten that up? You know – make it a little less tense. How can you make it a little bit more engaging, and therefore make it more pleasurable or more joyful to sort of wait for the doctor and know how long you have to wait? And that thinking is not impossible, but I had to go there in my mind;
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I'll go to where the user is in my mind if I'm brainstorming. But usually I don't do this by brainstorming; I do this by going to places and spaces and observing and bringing that back to my design process, and that is the most important thing.
Researchers Savio and Braiterman introduced the “overlapping spheres of context” to a mobile user’s context that included:
Attention levels (complete or partial, intermittent or continuous).
Tasks (for example, make calls, send a video, or get directions).
Device constraints (including, among other things, software, sensors, battery and network).
Secondary activities (such as walking, eating, etc.).
Environment (sound, light, space, etc.).
Culture (economics, religion, law, etc.).
Mobile users’ context of use is much more complex than that of desktop users. Savio and Braiterman introduced the “overlapping spheres of context” to illustrate this complexity. As a designer, you must consider users’ personal goals, attention levels, tasks, device constraints, secondary activities (such as walking, eating, etc.), environment (sound, light, space, etc.) and culture (economics, religion, law, etc.).
Mobile experiences that factor in the context of use will be more likely to be successful than designs that are made for a generic audience with a one-size-fits-all approach.
Learn More About Contexts of Use
Find here a research study into contexts of use and user experience.
Detailed article on the role of contexts of use in usability (PDF).
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