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SIGDOC Newsletter
June 2007 :: Volume 8, Number 2


Our members | Looking Ahead | Interesting Items | Features | Job Market

Features

  1. Looking for your input on "What is Design of Communication?" (by Rob Pierce)
  2. What is Design of Communication? and Clay's Suggested Papers (by Clay Spinuzzi)
  3. Twitter, Texting, and Some Thoughts on the Design of Communication (by Clay Spinuzzi)
  4. Note from T.R. Girill
  5. Job roles in the design of communication (by Rob Pierce)
    1. User assistance and information development
    2. Design of communication job skills
    3. Job role descriptions

Looking for your input on "What is Design of Communication?"

By Rob Pierce

In the previous Newsletter feature article, I shared some thoughts about what exactly falls within the bounds of what is termed “Design of Communication.”

I also stated my interest in possibly working toward creating a book on DOC as a certain Dr. Winograd did for DOS (Design of Software). Starting with the articles I’ve written for the SIGDOC newsletters each quarter for the past seven years, I am seeking input from the membership to point me to the best representative papers in our proceedings or in other publications that embody what DOC encompasses.

I received input from some of our members that begins to chart some of the areas not always given prominent attention plus some pointers to papers that cover some of the more foundational areas in the design of communication.

Clay Spinuzzi sent information both on what is DOC with some articles for particular categories plus an example of a new area of communication design and use. I also received a note from T.R. Girill on the need for an information content type for Examples.

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What is Design of Communication?

By Clay Spinuzzi

Last SIGDOC, I was in a panel discussion with three other SIGDOC long-timers when someone in the audience asked: What is the design of communication anyway? After all, the papers in that conference were far-ranging, covering everything from web accessibility to communication theory to geographic information systems. What thread ties all of these together?

The answer is a little complicated.

Until a few years ago, the DOC in SIGDOC stood for documentation: SIGDOC's topic was simply computer documentation. The SIG focused on the sorts of questions asked by those who write and produce computer documentation. To get a sense of what these questions were, just scan the titles from the 1982 SIGDOC conference proceedings: "User manuals: What does the user really need?"; "Documentation production from a formal database"; "Improving documentation."

But as the field of computer documentation matured, it also changed. For one thing, computer documentation began to be written and developed by specialists, and they formulated more specific questions. For another thing, the problem of computer documentation invited a lot of interest from various fields, and we saw an influx of people from different fields applying a wider set of methodologies and frameworks to make sense of computer documentation. In addition, the field began to be supported by academic programs in technical communication -- undergraduate, MA, and eventually PhD programs. Finally, the technologies and genres for delivering documentation changed: the massive sets of ring-bound documents that were popular in 1982 gave way to small manuals included in consumer software, then to online help, then to web-delivered documentation.

These changes meant that the SIG no longer focused strictly on computer documentation -- or that the problems solved by SIGDOC members went far beyond documentation. By 2003, the last year that DOC stood for "documentation," conference papers bore titles such as "Seeing the project: mapping patterns of intra-team communication events"; "Research methods for revealing patterns of mediation"; "Scenario-based and model-driven information development with XML DITA"; and "General hospital: modeling complex problem solving in complex work systems." Such projects certainly touched on computer documentation still, but they were about more. They focused on the technologies that allowed people to communicate that documentation; they examined ways that people used multiple communication sources; they described field studies that included but did not revolve around computer documentation.

Their focus had moved, in short, to the design of communication: how communication patterns and technologies develop and function, and how people intervene in order to improve them. And that is why the following year, 2004, saw DOC turned into an acronym. That acronym stands for a new name that is perhaps a little overbroad, but certainly more accurate than the old name. May it be used for some time to come.

Clay’s Suggested Papers

Some papers that best represent important facets of "DOC," from the most recent SIGDOC (2006), by category:

  • Understanding documentation use: "Why don't people read the manual?"; David G. Novick, Karen Ward; Pages: 11 - 18
  • Designing web standards and transforming web content: "Taming the inaccessible web"; Simon Harper, Sean Bechhofer, Darren Lunn; Pages: 64 - 69
  • Understanding writing and communication activity: "Visualizing writing activity as knowledge work: challenges & opportunities"; William Hart-Davidson, Clay Spinuzzi, Mark Zachry; Pages: 70 - 77
  • Researching communication: "Research ethics and computer science: an unconsummated marriage"; David R. Wright; Pages: 196 - 201
  • Automating documentation and communication: "ICODE: enabling the static checking of programs and their documentation"; S. N. I. Mount, R. M. Newman, R. J. Low; Pages: 121 - 128

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Twitter, Texting, and Some Thoughts on the Design of Communication

By Clay Spinuzzi

Although my favorite conference is SIGDOC (yours too, right?), I do sometimes go to other conferences. Last March, I attended one right here in Austin: South by Southwest Interactive, the technology component of South by Southwest (SXSW). But the most striking part of the conference -- for me and evidently for many others as well -- wasn't a presentation or an exhibit. It was Twitter.

One of the first things I noticed when walking into the lobby was a big screen showing icons floating from left to right, displaying thought bubbles. This display was courtesy of Twitter, a social networking site that consists entirely of redirecting IMs and text messages to group displays. In practice, this means that people would text or IM their thoughts to Twitter during the sessions and those thoughts would show up on the big screen in the hall outside. They would also be broadcast to friends of those people.

Great, but what on earth is it useful for? In a convention context, it could have been useful if I had been trying to coordinate activities with a small cadre of friends. Suppose that my friends and I are attending different sessions. If my session is not good, I text that fact to Twitter. If it's great, I text that instead. The result: we can loosely coordinate swarming without making disruptive voice calls or individually setting up texting lists. (SXSWi is much looser than SIGDOC about changing rooms.)

But there's an analogous but much more direct application. A couple of nights later I was at a vendor party and I started getting Twitter traffic reporting on the various parties. The traffic mostly had to do with (a) which parties were lame and (b) which parties had free drinks. Let's call it a "beer swarm." And this use was even better, since texting is much preferable to voice calls in a loud party context and since these texts are applicable to a far wider range of friends.

You can imagine other uses -- in church, in workshops and seminars, anywhere that you might want to keep a cohort silently coordinated. Since Twitter is more of a communications platform than a service per se, we are beginning to see applications in lifestreaming, auto-event notification, and professional work as well as more mundane uses. I agree with Peter Merholtz that those uses could be radically expanded if Twitter were to include event handling (think conferences) as well as differential permissions.

Keeping all this in mind, here's a quick set of uses for Twitter or similar services. If you're at Twitter, think hard about these; if you're not, think about creating a similar service that meshes SMS, IM, and WWW.

Private (cohort) uses include:

  • Collaborative time logging. See what's going on with others working on the same project. This use could contribute to overall awareness in a more fine-grained way than Basecamp or other collaborative project management systems do.
  • Events management. So you're coordinating a conference and you want to keep apprised of important occurrences while you're in a session? Put your phone on vibrate and enable Twitter.
  • Swarming. The World Trade Organization protests in Seattle were coordinated by cell phone. Similar street-level political action could be coordinated more effectively, and awareness could be more distributed, by something like Twitter.

Public uses include:

  • Workstreaming. Not just for ego, but to communicate work and work habits to potential clients. This use would be important especially for contractors and small businesses.
  • Clubbing, church, or other activities in which it's hard to coordinate due to noise and distance constraints.

When we talk about the design of communication, we need to keep our ears to the ground for services such as this one. Twitter is hardly the only player in this field -- Jaiku, Tumblr, Dodgeball, and other offerings exist -- and services such as these are going to constitute new infrastructures on which we can design and build communication. It'll be interesting to see what people are doing with these a year from now.

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Note from T.R. Girill

By T.R. Girill

I just read with interest about your book plan on "what is design of communication [really]" and your request for relevant past SIGDOC papers (March 2007 SIGDOC Newsletter) that might help clarify this question.

My suggested paper is:

T. R. Girill, "Example Elaboration as a Neglected Instructional Strategy," SIGDOC Conference Proceedings 2001, pp. 39-42.

I think that this sheds some (admittedly offbeat) light on the communication/information design discussion for three reasons:

  • empirical grounding
    The paper notes a long series of clever cognitive-psychology experiments that have gradually revealed how people learn from examples (and hence how to design examples that help people learn).
  • historical depth
    Example design has been a professional issue at least as far back as Fleming and Levi's Instructional Message Design (1978) and it is a recurring theme among instructional designers today (and that is one strand of general info design).
  • cultural breadth
    The paper notes that example elaboration has implications not only for traditional computer documentation but also for areas as diverse as literacy outreach and "constructivist" theory.

Precisely because this topic is often overlooked in "grand" information design discussions I think it deserves more attention from thoughtful practitioners. And I'm pleased to report that while last year (at this time) Google found about 40 references to this paper, it now finds about 80.

In any case, best wishes with your book project.

T. R. Girill

Lawrence Livermore National Laboratory

trg@llnl.gov

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Job roles in the design of communication

By Rob Pierce

The design of communication may be considered from a role-based conceptual model rather than areas of research to study, by looking at the job roles people perform in designing, developing, and delivering communication of technical content. Most of the roles in the design of communication include aspects of:

  • Information design
  • Visual design
  • Information development
  • Information architecture
  • Tooling and building of output (including ID Process and tooling (db storage and content management of assets). Determining and planning the use of metadata (for db storage and retrieval, and for Topic based Help, metadata, and search strategies outputs/deliverables) may also be part of the tooling and build specialists working with the IA.
  • Usability and user experience testing
  • Accessibility conformance (for different disabilities or impairments, with considerations for each platform or user interface)

User assistance and information development

Information Development (ID) includes many disciplines and tools for explaining technical concepts or producing task-oriented instructions. Though technical writing may be the most common job role within ID, it is only one of many facets of ID and DOC. For example, an animation or a picture may be the best way to explain how something works, in which case, the DOC and ID involve no actual technical writing.

Developing Information might be defined to include multiple types of media (text, images, or animation), while technical writing would use only a subset of those tools (though it would be the most commonly used tools within this discipline, since many if not most ID individuals are technical writers today). As the discipline evolves, many believe that the emphasis will shift from technical writing towards content management (particularly as product documentation moves from book metaphor to online information).

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Design of communication job skills

People who design communication possess an array of skills, and use different ones depending on their job role. Some of the basic skills that apply to all roles in the design of communication are the ability to...

  • Perform audience & task analyses
    Analyze existing statistical and empirical data as well as direct customer feedback to determine the skill level, educational background, work habits, recommended skill levels, accessibility needs, etc. of the target audience for the product information. Analyze the needs, work habits, everyday tasks and typical problems of the audience for the product under consideration. Develop a complete set of descriptions for tasks and subtasks, based on this analysis. May operate with a cross-disciplinary team.
  • Maintain product knowledge
    Maintain an understanding of how to use the product being documented. At the higher skill levels, you should be able to teach all aspects of a product to a customer and work with customers to solve critical problems.
  • Develop information
    Apply appropriate technical writing and tools skills as required on particular teams. Analyze user needs, create document designs, draft and write documents and written education material supporting an application or software product. Conform to standards of user interface and presentation.
  • Develop information usability tests
    Plan and prepare scenarios that test information deliverables, such as printed documents, online documents, and Web pages and Web user interfaces (Web UIs). The scenarios should test documentation (individually or collectively) for accuracy, applicability, retrievability, navigation, and accessibility. After testing, analyze test results to establish action plans.

Other skills may be more role-specific.

Project management or team lead skills

  • Plan technical information projects
    Plan technical information projects (individual books, libraries, online help, Web pages or Web UIs) based on an audience analysis and task analysis. Work with appropriate resources to gather customer requirements and interpret specifications for a project. Write an information plan and ensure its execution.
  • Apply project management methodologies
    Apply appropriate project management methodologies to supervising a business undertaking from start to completion, managing assigned resources, meeting objectives, and reducing the risk of failure.
  • Apply team leadership
    Link team vision and goals to the corporate strategy. Lead change and create a sense of urgency to meet challenges and implement strategies. Set direction, establishing goals and maintaining accountability. Act as a leader of change. Translate plans into actions.
  • Develop user requirements
    Collect user requirements from potential end users through customer meetings, customer focus groups, and marketing research.
  • Use information development tools
    Use tools to produce information in required media forms.
  • Perform Competitive Analysis
    Analyze competitive products in regard to usability, navigability, interoperability, Web-presence, content and delivery of product information. Use and test these products to analyze their strengths and weaknesses. Analyze customer satisfaction for these products. Convert competitive analysis information into specific product requirements.

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Graphic design skills

  • Apply visual design principles
    Apply principles of proportion, form, balance, figure-ground, spatial tension, typography, and color theory to user-interface solutions. Evaluate current visual design strategies and develop visual design guidelines and specifications that detail all visual interface components and systems.
  • Apply GUI concepts & principles
    Understand the concepts and principles of a graphical user interface (GUI) and apply them when designing and developing products. Have knowledge of how users interact with product interfaces.
  • Apply knowledge of graphic design
    Demonstrate knowledge in applying graphic design skills. This includes composition and layout, color design, graphics elements, typography, and corporate design standards.
  • Develop video presentations
    Have a knowledge of videotaping techniques, equipment, and production tools. Plan and set up the appropriate equipment for a videotaping session. Plan the delivery method for a video presentation. Write scripts for video projects. Edit raw footage. Add effects to video presentations. Produce final video presentations.
  • Apply branding concepts & methodologies
    Know the concepts and methodologies used to manage a corporate brand and sub-brands and to differentiate and distinguish solutions in a global marketplace.
  • Apply audio to animation, video, or Web projects
    Analyze and choose audio taping equipment and production tools. Plan and set up the appropriate equipment for an audio taping session. Plan the delivery method for audio used in a particular medium. Tape, edit, and produce audio for a presentation.
  • Develop animation presentations
    Knowledge of animation processes, techniques, and tools. Determine the audience and look at their needs and requirements. Determine the benefits to the audience. Starting with a task analysis, plan the "look and feel" for a particular animation, script an animation that meets these requirements, design or select appropriate graphics for the script; and develop and test a finished animation. Focus for this skill may be either on technical information or on graphic design.
  • Design graphical elements for display screens
    Knowledge of graphic design tools and techniques. Produce a graphic element, set of related graphics or icons, or complete deliverable that includes layout for the Web or for an interactive online interface. Select and use appropriate graphic design tools and products. Work with others to produce complex deliverables that include or feature graphic elements.
  • Design tech illustrations for book metaphors
    Knowledge of graphic design tools and techniques. Discuss requirements with technical writers or developers to produce technical illustrations (such as: graphical representation of complex networks, system flow diagrams, wiring diagrams, or complex drawings of machine interiors that illustrate how to replace parts). Select and use appropriate graphic design tools and products. Work with others to produce complex deliverables that include or feature graphic elements.

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Design and usability skills

  • Apply knowledge of human factors to design
    Apply human factors principles and design techniques along with customer requirements to the product frames, covers, and attachment enclosure design.
  • Develop prototype for user evaluation
    Create a low- or high-fidelity prototype of a design for the purpose of gathering user feedback.
  • Perform statistical analysis
    Use statistical methods and strategies to analyze data. Maintain knowledge to choose appropriate statistical methods for a given situation.
  • Apply design principles & guidelines
    Understand design principles and guidelines and apply them when designing and developing products.
  • Use focus groups for HCI user design
    Use focus groups to gather input for human computer interaction (HCI) user design.
  • Apply knowledge of usability & UCD to design
    Apply knowledge of usability best-practices and user-centered design (UCD) methods to designing user interfaces. Design interactions and workflows that effectively enable effective task completion, communicate system functions, prevent user errors, and satisfy user needs. Incorporate the results of UCD requirements gathering methods such as interviews or focus groups, user validation sessions, and usability tests.
  • Apply UCD process
    Understand and apply the UCD process which involves a design team with members from various disciplines who work together to design or validate a total product solution (emphasizing customer involvement).
  • Design user scenarios
    Design scenarios that are typical to what end users will do when using the product. Typical end-user scenarios can be used by development, test, and human factors to design and test the product.
  • Design user tasks & usability requirements
    Understand, customize, and apply UCD techniques to define user segments and understand their tasks, such as field observation, interviewing, customer requirements and task specifications, focus groups, user surveys and questionnaires, and task and user analysis.

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Globalization skills

  • Apply globalization principles
    Understand and apply the standards and guidelines for writing code and testing products that will be sold worldwide. For example, be familiar with Unicode, Globalization imperatives, translation processes, and other requirements.
  • Advise on translation solutions
    Provide advice on translation solutions. Understand translation solutions and recommend actions that may resolve problems or issues. Have direct user experience with translation solutions.
  • Apply knowledge of global NLS requirements
    Understand the National Language Support (NLS) requirements of the different geographies around the world. Support clients, teams and international customers to ensure that they take into consideration the NLS requirements during product selection, solution design, and creation.
  • Apply knowledge of NLS tools and systems
    Understand product requirements for NLS (translation, enablement, and testing).
  • Implement NLS text guidelines
    Implement (NLS) guidelines for text. For example, avoid jargon, provide glossaries, and write clear English text that is easy to translate. Implement accessibility requirements/guidelines for information.

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Job role descriptions

Mapping what DOC encompasses by job role or description certainly requires a complete list of job role descriptions. Such a list is difficult to complete and actual people will usually cover more than just one or two roles. The following list is an attempt at a beginning for a list of roles in the design of communication.

  • User technologist
    Apply a broad understanding of usability, industrial design, and human factors to design, develop, and deliver information and interfaces for software and hardware products.
  • Information Developer
    Complete information development projects, lead teams, and keep information deliverables organized and on schedule. Design and develop elements for user interface (UI), web, multimedia delivery, print, and other linear and non-linear information deliverables.
  • Information Designer
    Design information, based on a task and audience analysis and according to the information plan. Verify the information design through an iterative process that includes input from customers and other disciplines.
  • Visual Designer
    Design appropriate graphical elements for print, web, multimedia, and other delivery.
  • Information Architect
    Define the information architecture that applies to published technical information across all user assistance (from embedded assistance to contextual assistance, information centers, books, and other delivery forms). Gather and respond to requirements, relating to the information architecture, reconcile conflicting requirements, prioritize solutions, and drive solutions to delivery.
  • Usability Architect
    Manage projects and leads teams. Design interfaces, navigation, and retrieval methods for information to enhance ease of use. Work with marketing and product development teams to create specifications based on user scenarios and personas.
  • Industrial Designer
    Use 3D modeling, software engineering, and an understanding of mechanical human interfaces for work with designers, concept artists, mechanical and software engineers, and other stakeholders to provide design solutions.
  • Human Factors Designer
    Provide leadership to inform and influence product design, provide designers and engineers with technical information on human factors engineering integration and assist in driving product design and manufacturing processes. Analyze usability data, creating insights, and drive changes into the design and development process.
  • Information Planner
    Manage projects and lead teams. Keep information deliverables organized and on schedule.
  • Multimedia Developer
    Design and code appropriate elements for user interface (UI), web, and multimedia delivery.
  • Human-Computer Interaction Social Scientist
    Lead and contribute to cognitive, social science, and human-computer interaction research with impact to a company, or a professional community.
  • Globalization specialist
    Advise, design, and develop information deliverables for products or applications so they can be used in a multilingual and multicultural environment.

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