188
Sensemaking in Safety Critical and Complex Situations
Instead, a closer and continuous c ross-disciplinary collaboration is suggested, focusing
on a productive team-driven workflow and interdisciplinary decision-making. Problem
framing and user research are recommended as team efforts. User testing and contextual
( in-situ) design validation are recommended as team activities. A negative consequence
of downplaying UX design is that the team gets a weaker understanding of the problem
to be solved and the real user needs in real-life scenarios – which is especially dangerous
with regard to safety critical systems and complex sensemaking settings.
REFERENCES
Agile Alliance. Agile Essentials: Agile 101. https://www.agilealliance.org/agile101/
Beck, K., Beedle, M., Bennekum, A. V., Cockburn, A., Cunningham, W., Fowler, M., …
Thomas, D. ( 2001). Manifesto for Agile Software Development. http://AgileManifesto.
org (accessed 21.02.2021); https://moodle2019-20.ua.es/moodle/pluginfile.php/2213/
mod_resource/content/2/agile-manifesto.pdf (accessed 21.02.2021).
Begnum, M. E. N., & Thorkildsen, T. ( 2015). Comparing User-Centred Practices in Agile
Versus Non-Agile Development. Paper presented at the Norsk konferanse for organisasjoners bruk av IT ( NOKOBIT), Ålesund, Norway.
Beyer, H. ( 2010). User-Centered Agile Methods. Morgan & Claypool.
Beyer, H., Holtzblatt, H., & Baker, L. (2004). An Agile Customer-Centered Method: Rapid
Contextual Design. In Zannier E. H., Lindstrom L. ( Ed.), Extreme Programming and
Agile Methods - XP/ Agile Universe 2004, LNCS vol. 3134, 50–59. Springer.
Bhrel, M., Meth, H., Maedche, A., & Werder, K. ( 2015). Exploring principles of user-centered
agile software development. Information and Software Technology, 61(C), 163–181.
Constantine, L. L. (2001). Process agility and softw are usability – towards lightweight usage
centred design. Information Age, 8(8), 1–10.
Forlizzi, J., & Battarbee, K. ( 2004, August 1–4, 2004). Understanding Experience in Interactive
Systems. Paper presented at the DIS2004, Cambridge, MA.
Garcia, A., Silva da Silva, T., & Silveira, M. S. ( 2017). Artifacts for Agile User-Centered Design:
A Systematic Mapping. Proceedings of the 50th Hawaii International Conference on
System Sciences ( HICSS).
Gould, J. D., & Lewis, C. ( 1985). Designing for usability: key principles and what designers
think. Communications of the ACM, 28(3), 300–311.
Gray, C. M. ( 2016, May 7–12). It’s more of a Mindset Than a Method: UX Practitioners’
Conception of Design Methods. Proceedings of the 2016 CHI Conference on Human
Factors in Computing Systems, San Jose, CA.
Gray, D., Brown, S., & Macanufo, J. ( 2010). Gamestorming: A Playbook for Innovators,
Rulebreakers, and Changemakers. Sebastopol, CA: O’Reilly.
Hartson, R., & Pyla, P. (2012). The UX Book; Process and Guidelines for Ensuring a Quality
User Experience. Waltham, MA: Elsevier.
Hines, P., Holweg, M., & Rich, N. (2004). Learning to e volve: a review of contemporary
lean thinking. International Journal of Operations & Production Management, 24(10),
994–1011. doi:10.1108/01443570410558049
ISO. ( 2019). ISO 9241-210:2019 Er gonomics of human-system interaction. In Part 210:
Human-centred design for interactive systems. www.iso.org
Kollmann, J., Sharp, H., & Blandford, A. (2009). The Importance of Identity and Vision to
User Experience Designers on Agile Projects. 2009 Agile Conference.
Miller, L. ( 2005). Case Study of Costumer Input for a Successful Product. Paper presented at
the Proceedings of Agile Conference ( AGILE), Denver, CO.
Modern Agile. http://modernagile.org/.
Sensemaking in Safety Critical and Complex Situations
Instead, a closer and continuous c ross-disciplinary collaboration is suggested, focusing
on a productive team-driven workflow and interdisciplinary decision-making. Problem
framing and user research are recommended as team efforts. User testing and contextual
( in-situ) design validation are recommended as team activities. A negative consequence
of downplaying UX design is that the team gets a weaker understanding of the problem
to be solved and the real user needs in real-life scenarios – which is especially dangerous
with regard to safety critical systems and complex sensemaking settings.
REFERENCES
Agile Alliance. Agile Essentials: Agile 101. https://www.agilealliance.org/agile101/
Beck, K., Beedle, M., Bennekum, A. V., Cockburn, A., Cunningham, W., Fowler, M., …
Thomas, D. ( 2001). Manifesto for Agile Software Development. http://AgileManifesto.
org (accessed 21.02.2021); https://moodle2019-20.ua.es/moodle/pluginfile.php/2213/
mod_resource/content/2/agile-manifesto.pdf (accessed 21.02.2021).
Begnum, M. E. N., & Thorkildsen, T. ( 2015). Comparing User-Centred Practices in Agile
Versus Non-Agile Development. Paper presented at the Norsk konferanse for organisasjoners bruk av IT ( NOKOBIT), Ålesund, Norway.
Beyer, H. ( 2010). User-Centered Agile Methods. Morgan & Claypool.
Beyer, H., Holtzblatt, H., & Baker, L. (2004). An Agile Customer-Centered Method: Rapid
Contextual Design. In Zannier E. H., Lindstrom L. ( Ed.), Extreme Programming and
Agile Methods - XP/ Agile Universe 2004, LNCS vol. 3134, 50–59. Springer.
Bhrel, M., Meth, H., Maedche, A., & Werder, K. ( 2015). Exploring principles of user-centered
agile software development. Information and Software Technology, 61(C), 163–181.
Constantine, L. L. (2001). Process agility and softw are usability – towards lightweight usage
centred design. Information Age, 8(8), 1–10.
Forlizzi, J., & Battarbee, K. ( 2004, August 1–4, 2004). Understanding Experience in Interactive
Systems. Paper presented at the DIS2004, Cambridge, MA.
Garcia, A., Silva da Silva, T., & Silveira, M. S. ( 2017). Artifacts for Agile User-Centered Design:
A Systematic Mapping. Proceedings of the 50th Hawaii International Conference on
System Sciences ( HICSS).
Gould, J. D., & Lewis, C. ( 1985). Designing for usability: key principles and what designers
think. Communications of the ACM, 28(3), 300–311.
Gray, C. M. ( 2016, May 7–12). It’s more of a Mindset Than a Method: UX Practitioners’
Conception of Design Methods. Proceedings of the 2016 CHI Conference on Human
Factors in Computing Systems, San Jose, CA.
Gray, D., Brown, S., & Macanufo, J. ( 2010). Gamestorming: A Playbook for Innovators,
Rulebreakers, and Changemakers. Sebastopol, CA: O’Reilly.
Hartson, R., & Pyla, P. (2012). The UX Book; Process and Guidelines for Ensuring a Quality
User Experience. Waltham, MA: Elsevier.
Hines, P., Holweg, M., & Rich, N. (2004). Learning to e volve: a review of contemporary
lean thinking. International Journal of Operations & Production Management, 24(10),
994–1011. doi:10.1108/01443570410558049
ISO. ( 2019). ISO 9241-210:2019 Er gonomics of human-system interaction. In Part 210:
Human-centred design for interactive systems. www.iso.org
Kollmann, J., Sharp, H., & Blandford, A. (2009). The Importance of Identity and Vision to
User Experience Designers on Agile Projects. 2009 Agile Conference.
Miller, L. ( 2005). Case Study of Costumer Input for a Successful Product. Paper presented at
the Proceedings of Agile Conference ( AGILE), Denver, CO.
Modern Agile. http://modernagile.org/.
