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Realising Grounded Design in practice: reflections on using Design Case Studies for practice-centred computing

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Veröffentlicht/Copyright: 10. April 2026
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Aus der Zeitschrift i-com Band 25 Heft 1

Abstract

It is well-known that moving from the rich kind of qualitative data generated in in-depth qualitative studies predicated on ethnographic approaches to actual design, a core aspect of Grounded Design (GD), is challenging. Although there have been a number of efforts to develop ways of making it easier, Design Case Study (DCS) being one of those, the descriptions of these approaches tend to either only focus on certain parts of the process or to remain too high level to provide clear practical guidance to those who are looking to undertake such work. In this article, we carefully analyse the two initial phases of a specific DCS that led to the successful design of a cyber-physical production system to look in detail at how a combination of different user-centred methods have facilitated the realisation of a GD project. We take care, in particular, to explicate the whole study-to-design pipeline, so that others who are interested in learning how to carry out such projects can see how the different parts of the process are interconnected and can be performed. We specifically contribute a set of sensitising questions to help researchers and practitioners with its realisation.

1 Introduction

The history of human-computer interaction (HCI) and computer-supported cooperative work (CSCW) is a history of competing epistemologies and, related to this, diverse methodologies. Since the establishment of practice-centred computing as a research programme, 1 a new praxeological design research paradigm has emerged which latterly became known as Grounded Design (GD). 2 GD has been proposed as a worldview for practice-centred computing, outlining a series of ontological and epistemological foundations for the design and quality assessment of computing technologies informed by the understanding of the practices associated to the user context before and after the introduction of such technologies. 2 , 3 Practice-centred computing goes beyond traditional user-centred design (UCD), in that it does not concentrate mainly on the ‘interaction’ with computer technologies, but rather on the way in which such technologies facilitate and mediate human practices. 1 , 4

Although there are competing views of how ‘practice’ is constituted and how best to study it, traditional methodological approaches are typically associated with qualitative enquiry and, more specifically, the ‘ethnographic’ stance, which traditionally entails engaging in fieldwork. These enquiries have concerned themselves with how and why technology is used in differing contexts, in a way to ground design on what people do and assess the quality of the designed artefacts on the basis of the emerging changes in practice resulting from their appropriation. The results of such investigations are used as input for the design and development of new and innovative digital solutions, which make sense to the users and can easily integrated to their contexts and existing practices.

Design Case Study (DCS) often serve as a framework – i.e., a structured and theory-informed process – to orient and document the actual research and design carried out under the lens of GD. 1 , 2 This framework is organised in three interdependent phases – pre-study, design, and appropriation. Together, they provide a useful infrastructure and source of guidance for successful GD initiatives.

Despite the increasing number of research studies predicated on DCS and texts describing the framework, it is still difficult to find in the literature an in-depth analysis of what it takes to properly engage with it, specially in regard to translating the rich qualitative data arising from engaging with it into design implications and system requirements that can be understood and worked with by all of the actors engaged. Our specific interest here is to address this gap by exploring GD and DCS as valuable instruments to support researchers and practitioners interested in engaging in practice-centred computing to go about transitioning from in-depth qualitative studies to the concrete design and deployment of computing systems.

Since our goals here are to demonstrate how we successfully move from rich qualitative data from user studies to implications for design and system requirements that can (1) result in systems which can be appropriated by users, and (2) help designers and developers in the process of collaboratively putting together useful and usable systems, this contribution concentrates on the first and second phases of the DCS framework, namely, pre-study and design. We work in detail through the end-to-end process of these two phases, taking an example of a particularly successful GD initiative undertaken in the context of cyber-physical production systems (CPPS). The example is used to explicate matters such as: how in-depth qualitative data can be put into formats that can be understood by all individuals involved in the associated research, design and development activities – including, but not limited to, users, designers and developers; the ways in which this contributes towards the implementation of a functional system; the ways in which techniques such as scenarios and storyboarding can support transition; the relevance or otherwise of using some sort of modelling; and so on.

We offer this thick description and in-depth analysis of this particular case, together with the set of sensitising questions to help with the realisation of GD projects, as an important contribution to the human-centred computing community, especially for those interested in learning and engaging in the design of interactive systems predicated on practice-centred approaches.

2 Practice-centred computing, Design Case Studies, and Grounded Design

The interest of HCI and related fields in human practices is not new. Overall, there is a common understanding that the world we inhabit is in a state of constant becoming and that human actions are central to how changes in our environment are brought about. These actions are often mediated by artefacts and are guided by purpose and knowledge. 2 Often, these mediated actions take on a routinised form and this can be seen to frame how contingent activities are understood and pursued. This is what defines practices within GD and, more generally, within much of HCI and CSCW research. 2 , 8 , 9

Practice-centred computing pays particular attention to the dialogue between knowledge, artefacts, and actions, which is ongoing as practices unfold. Within this programme, design is conceived to be (the results of) a creative activity, in which knowledge, artefacts and actions come together to produce something new. 10 Design emerges from a multi-layered intervention into practices, which results in useful and usable tools for achieving particular goals or accomplishing particular tasks. 2

Studying interventions into practices to inform design has proven to be especially valuable when searching for solutions to ‘wicked problems’ – i.e., the sort of unique problems that cannot be easily resolved by scientific approaches and whose solutions may vary according to the context. 11 GD offers an ontological, epistemological and methodological perspective for the study of such interventions, while DCSs offer a vessel to support it. 2 , 12

The DCS framework is built upon three well-defined phases, which can coexist at certain points in the design process. It allows researchers and practitioners to reconstruct practices observed in the field. This can be relevant to the design of new and innovative tools or to understanding the appropriation of such tools. 6 , 7 , 13 By using the DCS framework, situated findings can be documented in such a way that a comparative knowledge base can be constructed to support transferability to new design contexts. 2 , 10 , 14 Ogonowski et al., 15 for instance, have used the notion of PraxLabs as an infrastructure for this kind of comparison and transfer.

The first phase of the framework, namely, the pre-study, involves a contextual study to understand a particular group of users, their concerns, and where their practices might be supported by new technological artefacts. In general, the pre-study aims to define the design space in which all actors involved in the design process – users, designers, developers, and other stakeholders – can play a role. This phase draws upon well-established qualitative or mixed research methods, including ethnography 16 , 17 and action research approaches like living labs, 18 etc. In-depth interviews, 19 in situ observations (which can involve either the shadowing of individuals 20 or be more static and bound to specific places 21 ), and cultural probes 22 are the most common data collection methods used for this phase. The collected data is then analysed using techniques like thematic analysis 23 , 24 and qualitative content analysis, 25 or through approaches that are characteristic of specific traditions of enquiry, such as grounded theory. 26

Although the pre-study is mainly contextual – and thus primarily qualitative in character – nothing impedes the use of quantitative methods as part of a mixed methods approach, especially when generalisation is required, as is often the case. 2 The outcome of a pre-study is usually a list of functional and non-functional requirements, which can then be further explored in the second, design phase of the framework.

The design phase is predicated upon several design methods and methodologies geared towards the development of a functional prototype that can be rolled out to natural settings. Here personas, 27 scenarios, 28 low-fidelity prototypes (e.g., sketches and storyboards) and medium fidelity prototypes (e.g., wireframes) can be produced and tested in different iterations, until a stable version of a functional prototype is achieved. The elaboration and refinement of the designed artefacts usually follow a participatory design (PD) approach, involving representative users throughout the process. These parties have the opportunity to actively contribute to shaping the designed solutions in an inclusive and democratic way. 1 , 29 , 30 Formative usability assessment and evaluation methods, such as Heuristic Evaluation 31 or Cooperative Evaluation, 32 are typically used to guarantee that any major usability problems are eliminated before the tool is given to users for integration into their everyday lives. The outcome of this phase is usually a fully functional prototype, which can be rolled out to user contexts and more or less immediately used.

The third and last phase of the framework focuses on the appropriation of the designed technology. This mostly involves investigating how the designed tool performs in the hands of users in naturalistic settings. The phase starts with deployment of the technology to user contexts. The use of the technology is then closely observed, as are any changes that arise in existing practices or new practices that are facilitated or triggered. Once again, interviews, observations and cultural probes can be used to collect the relevant data and analysis proceeds much as before, though with greater emphasis upon the delivery of broader insights. It is not uncommon for problems that were not identified earlier on to emerge during this phase. Where this happens, the problems are fed back into further design activities, leading to a new improved version of the prototype. Put differently, formative evaluation is still possible in this phase, providing the necessary resources are available. Further contextual studies can also be required and pursued. There is a sense, then, in which the pre-study perspective can continue to be required through to the very end of a project.

3 Efforts to bridge the gap between ethnographic insight and design

Although GD is not prescriptive in regard to the methods and methodologies to be used to understand people’s practices, the use of in-depth qualitative approaches is considered central to it. 12 In particular, the use of ethnographic approaches has been recurrent in GD initiatives. 2 , 10 , 14 It is, therefore, of highest important to understand how rich qualitative (ethnographic) data can be translated in insights for the design of new and innovative technology to support people in what they do.

A number of discussions of potential ways to move from ethnography to design have appeared over the years and some have served as an inspiration for our own work. 17 , 33 , 34 , 35 , 36 , 37 First of all, and fundamental to the approach, is the use of ethnography to develop thick descriptions of user settings and to acquire insights into the reasoning of those who inhabit those settings. Most approaches start from this position, but they promote different relationships between ethnographers and their materials and ethnographers and the design process. For instance, in the case of Salvador and Mateas’ 37 notion of design ethnography, designers temporarily adopt an ethnographic role to arrive at insights that can then be used to inform design through models and abstractions. Early on, when the possible relationship between ethnography and design was still being worked out, ethnographers were often separate to designers, with their specific job being to figure out what was necessary to a particular body of work. 36 , 38

A considerable number of parties have devoted significant effort to unpacking what the job of ethnography for design should look like. Many of these look at how ethnographers should proceed to render their findings tractable for design, without being stipulative about the exact procedure, 17 though some provide fairly detailed suggestions. 35 A great many studies have been framed around the notion of uncovering requirements for design. 33 , 39 , 40 As will become clear, our own approach can be seen to share this concern. However, it should be noted that the conceptualisation of ethnography as being about uncovering requirements is not without its critics. Dourish, 41 for instance, sees this as being inimical to what ethnography fundamentally is and advocates seeing ethnography as being more about inspiring ways of thinking about social settings and their organisation. In fact, even early on, ethnographic work in CSCW was focused upon a wider palette of interests than just requirements generation. A number of studies, for instance, were more focused upon identifying the foundational ways in which work is organised and the potential impact of design interventions. 42 There are others who have advocated a more critical role for ethnography. Barab et al., 43 for example, have suggested that designers should undertake Participatory Action Research-based ethnographic engagement with users to acquire insight into the issues they confront. This, they argue, can then underpin design as a vehicle for bringing about positive change.

Wrapped within all of this is a question of how the actual relationship between ethnographers and designers should be constituted. For some approaches, designers and ethnographers are one and the same. 37 , 43 In others, ethnography and design are different jobs undertaken by different people. 36 , 38 , 39 , 41 However, a number of approaches take a richer view. Crabtree and Rodden, 34 for instance, suggest that ethnographers and designers should be actively learning from one another and engaged in a continual dialogue. This can also be seen to underpin many pattern-based approaches. 33 Some have also argued for structural arrangements that can ensure a dialogue between ethnographers and designers is maintained. 44 In this regard, Blomberg and Karasti 45 have sought to formulate the relevance of ethnography for PD and its capacity to engage people from “different knowledge traditions and socio-economic circumstances”. Several researchers have even advocated having ethnographers as permanent members of design teams. 46 These considerations reflect a position where ethnographers are themselves seen to constitute a resource that can provide the sense underlying relatively abstract formulations and/or to explicate the organisational features of a setting indexed by individual vignettes.

Numerous parties have explored the question of how to develop abstractions to help with communicating ethnographic insights to designers and developers. In the case of contextual inquiry/design, 47 the idea is to provide a set of tools and techniques to uncover key features of social settings that can then be used to construct models for design. Jones 42 promotes the use of ethnography to inform the development of experience models that can facilitate transition from ethnographic insight to design. Basically, this amounts to the extrapolation of recurrent patterns. Arriving at models of the design setting is fundamental to Salvador and Mateas’ design ethnography. 37 We also noted earlier that Dourish recognises the need for abstractions as something akin to boundary objects. 48 Even in the early work in CSCW, one encounters things like Hughes et al.’s presentation framework for design, 38 which is not exactly about abstraction but rather a way of packaging up insights from the field to align better with design interests.

While these various approaches can be seen to resonate somehow with GD, they tend to be free-standing, rather than envisaged as component features in the ongoing accomplishment of GD. In this contribution, we suggest that GD can offer a full pipeline for the ethnography to design process and a sustainable approach to the realisation of innovation.

4 Case study: realising a Grounded Design project

The case study we will be using here to illustrate how we can go from in-depth qualitative data to the design of interactive systems concerns the design of a CPPS. The GD initiative we undertook was part of a 3-year research and development project involving cooperation between design researchers, developers, and manufacturing companies interested in the possibilities offered by new technology for production. The university partners were responsible for the research, design and evaluation activities associated with developing a prospective system. The developers were responsible for implementing the design ideas elaborated by the university team and putting together a functional system that could be rolled out to the companies after the project had finished. The participating companies were responsible for giving access to their workplaces and for helping the researchers to recruit individual participants for the research and design activities. This configuration forced us to think about effective ways of communicating and cooperating with our partners.

Drawing on the DCS framework, 1 we went on to investigate how CPPS can support industrial workers with industrial machine set-up. Industrial machine set-up corresponds to a series of preparatory actions on a machine or a tool prior to the start of production, typically occurring in serial production between the end of the production of one particular article and the start of the production of a different one. 49 In order to manufacture different product variants, industrial machines must be customised with different tools. Industrial machine set-up starts by operators selecting the tools to be assembled in the machine and the tools to support them with this task. Once the machine is idle, they go on to remove the custom parts from the previous production series and assemble the new ones. After the assemblage of the new parts, the machine must be programmed. This is made through a computer numeric control (CNC) code. Once the program is set, operators produce a test sample and control its quality. If there are imperfections, they must check whether all parts are correctly fixed in the machine and adjusts the parameters of the CNC code. This repeats until the test sample reaches acceptable quality, when the production series is released.

In manufacture, machine set-up is a key process which must be accomplished in due time, as in many cases without set-up there is no production. Optimising set-up is key, then, to maximising efficient production, especially where the challenges are intensified by a trend towards decreasing order/delivery sizes accompanied by an increasing range of products and product variants. 49 , 50

Figure 1 provides an overview of the research and design methods used in the two initial phases of the referred DCS, which are the focus of this contribution. A series of appropriation studies have been carried out in different companies after the design of the high-fidelity demonstrator, but they fall outside of the scope of this contribution. In what follows, we provide details of the methods and techniques we have used in each of the referred phases.

Figure 1: 
Research design overview.
Figure 1:

Research design overview.

4.1 Pre-study

We started our investigation with an ethnographic study carried out over a period of 10 months. Our main goal was to obtain a deep understanding of the needs of machine operators regarding industrial set-up, so as to identify opportunities for the design of a CPPS that would effectively support them with their work tasks. To that end, we employed several different data collection methods. We started by carrying out a series of observations of various machine operators setting up different machines for the production of assorted products. In addition to fieldnotes, we also recorded these set-up sessions by means of an eye-tracking technology (the Tobii Pro Glasses 2 eye tracker). This gave us an additional, fine-grained resource for exploring the tasks and operations involved in the process. We also used a Thinking Aloud approach, 51 where the participants described the actions they were undertaking and their rationales, so as to obtain further insight into what the participants were doing.

Following our observations, we interviewed a number of workers who: (a) performed machine set-up as part of their work routine – i.e., machine operators; (b) considered machine set-up as part of their responsibility – e.g., the foreman who supervised the production activities, including set-up; or (c) had tasks relating to it – e.g., construction engineers involved in the production of parts used for set-up. The interviews lasted from 45 to 120 min and were transcribed using the intelligent verbatim method, where everything is transcribed word per word, except for mumbling expressions (e.g., ‘ums’ and ‘ers’), filler phrases (e.g., ‘you know) and stumbles. 52

Apart from the above, we also carried out some shadowing sessions 20 to collect situated data on the work processes impacting upon the process we were interested in. These lasted from 3 to 4 h and were always associated with the observation of at least one machine set-up session. In these sessions, the researchers followed the participants wherever they went, observing their interaction with other colleagues in informal and/or formal meetings – e.g., shop floor meetings – and during other work processes that would have an impact upon any up-and-coming set-up sessions.

Last but not least, we also collected documents concerning the process – e.g., production plans, process descriptions, machine manuals, etc. We found it relevant to collect and analyse these documents because we were told that they constituted an existing attempt to document expert knowledge and make it available to other workers. Inspection of these gave us some insight into the companies’ overt understanding of what it took to undertake machine set-up and the associated processes.

In summary, the pre-study featured 25 participants from 5 SMEs located in two different European countries. All the companies were manufacturing firms working on the production of metal parts, either for the automotive or home appliances industries. We sought to recruit participants with assorted roles, a distinct educational background, and different levels of experience, so to have as holistic a picture of the process as possible. We also felt that this diversity would better represent the different stakeholders with an interest in the system we were hoping to design. Table 1 provides an overview of the participants and the activities they participated in.

Table 1:

Fieldwork participants.

# I E S D T Role C E (u/s) Exp.
P1 x x Foreman A Graduate (u) >10 years
P2 x Designer A Master school (s) >10 years
P3 x x Foreman A Master school (s) >10 years
P4 x x Production engineer A Graduate (u) >10 years
P5 x x Machine operator A Master school (s) <10 years
P6 x x x Machine operator A Master school (s) <10 years
P7 x x x x x Machine operator A Apprenticeship (s) >10 years
P8 x x x x Machine operator B Apprenticeship (s) <10 years
P9 x x x Machine operator B Apprenticeship (s) <10 years
P10 x x x Machine operator B Apprenticeship (u) <10 years
P11 x x x x Foreman B Apprenticeship (u) <10 years
P12 x x Process Owner B Apprenticeship (s) <10 years
P13 x x Foreman B Master school (s) >10 years
P14 x Technical salesperson B Graduate (s) >10 years
P15 x Technical salesperson B Master school (s) >10 years
P16 x Construction engineer B Graduate (s) >10 years
P17 x Technical salesperson B Graduate (s) >10 years
P18 x Production engineer B Graduate (s) >10 years
P19 x Quality engineer B Graduate (s) <10 years
P20 x x x x x Foreman C Apprenticeship (s) >10 years
P21 x x Machine operator C Apprenticeship (s) <10 years
P22 x x Machine operator D Apprenticeship (s) <10 years
P23 x x Foreman D Master school (s) >10 years
P24 x x Machine operator E Apprenticeship (s) <10 years
P25 x Production engineer E Graduate (s) >10 years
  1. I, interviews; E, eye-tracking; S, shadowing; D, design workshops; T, preliminary usability tests; C, company; E (u/s), education (unspecialized/specialized); Exp., experience.

All the material collected during this phase was analysed using Thematic Analysis. 23 Thus, interviews transcripts, fieldnotes and collected documents were read and re-read and coded using a mix of bottom-up and top-down coding. By the end of the coding phase, the code schema featured more than 70 codes – e.g., ‘sequential execution of steps’, ‘expertise-based solutions’, ‘strategies to find answers to set-up problems’, etc. These codes were further developed into themes through careful analysis and characterisation of their relationships – e.g., ‘the workflow characteristics of industrial set-up’, ‘the knowledge-intensive character of the process’, and the ‘environmental constraints upon interaction with certain types of technology’. These themes led to the design implications that were pursued in the design phase.

The eye-tracking videos were also subjected to Thematic Analysis. Here, the videos were watched several times and relevant video excerpts were coded using the same strategy described above. Findings from the analysis were triangulated to enhance their trustworthiness and authenticity, two key quality criteria for qualitative research. 53 The results of this phase were translated into user requirements to inform the next phase in the DCS framework.

4.2 Technology design

Once the pre-study activities had concluded, we entered the Design phase of the DCS framework. In DCS, the activities associated with the Design phase must be informed by the results of the pre-study. However, many members of our consortium were not familiar with ethnographic methods, making it difficult to just simply describe the pre-study findings to our stakeholders. We therefore had to look for other ways to communicate them. We ultimately decided to use task models and a scenario-based design approach 28 because these offered presentational languages that the stakeholders would find more accessible. 29 Previous interactions with members of the consortium made it clear that task models were also well-understood by both members of the development teams and partners from the companies. All the task models and scenarios were empirically grounded in our data analysis.

Overall, five design workshops (DWs) were performed during this phase: one involving just researchers and designers from the project; one in company A; two in company B; and a last one in company C. The first workshop was deliberately planned to take place without the users. Its goal was to discuss which technological solutions could be suggested to the users based on the findings from the pre-study. We knew from prior experience that it is important to already have some ideas to suggest to non-expert participants because they are often not comfortable with trying to think of solutions from scratch. In this case, it was even more important to have an initial suggestion because we were dealing with innovative technologies, such as the Microsoft HoloLens, and state of the art sensors, which are not yet widely available to the general public. We were also keen to get feedback on potential design ideas because it can be challenging to get participants from the manufacturing industry to engage in this kind of exercise. By way of example, we had to negotiate at length with managers to have access to their employees for workshop activities and sometimes had to wait months for an appointment, only to be confronted with last minute cancelations because of the contingencies of production.

In the first workshop, the scenarios and task models put together after the pre-study to support the Design phase were presented to the other members of the consortium. A brainstorming session was carried out and a series of design possibilities were identified. By the end of this workshop, we had selected a range of technological artefacts that could be suitable for a CPPS that would respond to the identified requirements.

The remaining DWs were conducted using the following protocol: we started by explaining the goals of the workshops and their dynamics; a 5 min presentation was then given about how we had processed the pre-study data; after this, we presented the scenarios based on the results of our analysis of the pre-study data; a half-hour discussion was then facilitated, with the participants being able to identify flaws in our scenarios and suggest adjustments; we then presented the potential solutions we thought met the pre-study requirements and invited the participants to think of any pros and cons they could see relating to them; the participants noted down their ideas on Post-its were then affixed to a whiteboard; after this, an affinity diagram was drawn, based on five themes previously identified during analysis of the pre-study data (hardware; content; usability and user experience; potential difficulties with the system; integration with the current work infrastructure).

Following the DWs we used rapid prototyping techniques to elaborate mock-ups for a few potential CPPS interfaces. These underwent heuristic evaluation 31 with five usability experts. The interfaces were then refined and sent to production. As soon we had the first functional prototype of the CPPS interface, we presented it to our users and undertook a first round of formative usability tests, predicated on the idea of cooperative evaluation. 32 These final steps are not discussed in detail here as they are beyond the qualitative insight to design pipeline that we are interested in but should be borne in mind as a necessary corollary of having arrived at a concrete design. The last phase of the DCS framework is also predicated upon these latter steps.

5 From rich in-depth qualitative data to design implications

This section gives details on how we moved from the results of the contextual study that we carried out at the beginning of the project, to the implications for design for our tool and how we communicated that to the different project actors, namely users (primary, secondary and tertiary) and developers.

5.1 A task model for industrial machine set-up

As already noted, model-based approaches to developing interactive systems for different use contexts are widely accepted within human-centred computing and, as soon as we started working with our development partners, it became clear that they were already familiar with task models. We therefore decided to represent our participants’ practices during industrial machine set-up by means of a task model, to make it easier for them to support us during the development of the CPPS. In so doing, we were trying to elaborate a conceptual model of the system. 54

For the purposes of the modelling itself, we used ConcurTaskTrees (CTT) 55 to elaborate a practice-based model of industrial machine set-up. CTT is a established approach for task modelling, which relies on the use of a standard notation to describe the temporal relationship between tasks or applications. Table 2 summarises the components of this standard notation.

Table 2:

CTT notation. 55

# Background
User task
Abstract task
Application task
Interaction task
>> Enabling relationship
[ ] >> Enabling with information exchange
[ ] Either/or relationship
| | Concurrent performance
| [ ] | Concurrent performance with information exchange
T1* Iteration
[T1*] Option
Order independency
[ > Disabling relationship
| > Suspend/resume relationship
| | | Independent concurrency

Figure 2 introduces a task model showing the positioning of machine set-up within the core process steps involved in realising a production series. This is composed of four tasks: the release of a work order; the machine set-up; the production of the series; and its final verification.

Figure 2: 
Positioning machine set-up in the production series.
Figure 2:

Positioning machine set-up in the production series.

Our findings show that the informational basis of the whole set-up is the article-specific work order, which can be presented in both digital and paper form. As this is issued by a computer system, it is represented in our model as a system task. This task enables the next one, i.e., the actual machine set-up, by passing on the relevant information for it to be realised – represented through the relationship [ ] >>. In summary, this consists of the article number, the work plan, the parts list, and the geometric data, as well as the final quantity of the component to be produced. When the specific article to be produced is changed, the information specifies which elements are to be set up on the basis of the previous article (disassembly article) and subsequent article (assembly article). As soon as this information is available to the machine operator, the set-up process can begin.

A “+” sign at the right-hand side of a task indicates that the task in question is composed of subtasks. Figure 3 introduces a further level of detail to the machine set-up task model. During the pre-study, we learned that industrial machine set-up consists of two modules: static and dynamic set-up. 13 The former consists of operations covered by standard procedures and steps that can be easily reproduced. The latter corresponds to highly variable work procedures. The quotes below illustrate the empirical findings that led to this:

The set-up of the tools always follows more or less the same procedure […]. In principle, the contents of the tool’s assembly and disassembly are the same. (Foreman, Company A, Interview).

After the set-up, it’s the first part produced those counts. When I see it, I know whether I have to make further adjustments or whether I can release the series. […] Either it fits the first time, or you have to correct it several times. (Machine operator, Company E, Interview).

Figure 3: 
Positioning machine set-up in the production series.
Figure 3:

Positioning machine set-up in the production series.

5.2 Scenarios and personas as discussion artefacts

While the task models that we generated were very useful for communicating with members of the development team, they were less useful for communicating the findings to the fieldwork participants or for grounding discussion in the general DWs. We found that fieldwork participants tended to find them overly abstract or to be missing the information they needed to properly understand them. We therefore decided to use a scenario-based approach for our PD activities with them. This is already widely considered to be an effective way of: reducing the lag between scientific knowledge and the design activities; providing opportunities to reflect upon design decisions; and working around bottlenecks that can impact upon the flow of a design. 28 So, based on the identified requirements, we created two scenarios, which were illustrated by means of storyboards. Figure 4 shows an excerpt from one of the scenarios and Figure 5 presents part of the associated storyboard. These artefacts were used to foster the discussions in the DWs and as a resource to arrive together with the participants at how best to proceed with the design and development of a suitable system.

Figure 4: 
Scenario excerpt.
Figure 4:

Scenario excerpt.

Figure 5: 
Storyboard.
Figure 5:

Storyboard.

As noted, the scenarios were very effective at firing up discussion during the DW sessions and with helping us to assess the extent to which the fieldwork participants felt that requirements we had identified would correspond to their needs and expectations. Potential technologies that could be used to address those requirements were also discussed in the DWs. This proved very useful and helped us to refine the requirements and elaborate the relevant implications for design. To begin with, the discussion in the DWs reinforced one particular finding from the ethnographic study, namely that operators were particularly interested in learning from each other and identifying the best approach for particular set-up situations:

Everybody has his own methods. So, he has chosen one method that works fast. […] This means using as few steps as possible. But we must discuss it, to derive the golden mean. […] That is something we have to do together. (Foreman, Company C, DW3).

The above quote suggests that workers would appreciate a way of exchanging experiences with other colleagues and working collaboratively to optimise the set-up procedures. In terms of design, this means that the system must allow workers to record and edit information about the steps of particular set-up configurations. This also suggest that the system could potentially implement changes in work practice and encourage a degree of standardisation of set-up processes. This would respond to demands from methods like Lean Management, which focus on the optimisation of industrial process and the reduction of waste. 56 This is only an example of the requirements collected during the DWs. They were added to the requirements from the pre-study and further helped to orient our choice of technology and the system design, as will be discussed in the outcomes in Section 6. Table 3 summarises our empirical findings regarding the elements that a CPPS should have to support machine operators in their everyday work.

Table 3:

From empirical findings to DI.

DI no. Empirical findings Proposed design implications
(DI1) Industrial machine set-up has different steps and happens in two stages. The first stage entails static operations whilst the second one encompasses dynamic operations. Static operations involve different components, whilst dynamic operations entail a diversity of parameters to configure the operation of the machine. A set-up assistant must address each set-up stage separately. Instructions on how to carry out each step must be present in a modular way one after another to reduce complexity. Set-up components should be assigned to different set-up categories (tooling, set-up operations, etc.). Parameters in turn must be clearly associated with set-up scenarios and their outcomes. For this purpose, a history of the set-up parameters must be created.
(DI2) Industrial machine set-up is a knowledge intensive process. This requires a profound understanding of the process, which develops over time with experience. There are great differences in the existing knowledge of operators. A set-up assistant must provide ways to gather knowledge and expertise from experienced workers and allow novice and less experienced workers to have access to such knowledge and expertise. Based on past experiences, people must be able to carry out the set-up successfully and efficiently.
(DI3) Industrial machine set-up step consists of an assembly or disassembly site and assembly or disassembly interactions among tool components. The completeness of all set-up information is an essential criterion for the successful execution of the process. The visualisation of the set-up instructions must contain the basic set-up information consisting of the visualisation of the assembly and disassembly site and the visualisation of the assembly and disassembly interaction. In addition, all the resources required for the execution must be clearly assigned to the set-up step.
(DI4) A lack of feedback regarding the static set-up causes uncertainty among the operators. User-centred feedback based on AR technology for situational support of the operator during static set-up.
(DI5) Before and during the static set-up, logistic operations play a time-consuming role. Logistical operations in the course of static set-up must be recorded, analysed, and optimised in combination with assembly and dismantling activities.
(DI6) Operators are concerned about incorrect static set-up settings which could damage the tools or the machine. Plausibility check of the set-up settings using external sensors to avoid collisions and provide direct feedback to the operator should integrate a set-up assistant.
(DI7) The number of adjustment possibilities complicates the correct configuration of the machine during the dynamic set-up. The essential parameter settings must be determined by means of a virtual production simulation and integrated into the knowledge base of the dynamic set-up.
(DI8) Industrial machine set-up requires enhanced mobility – especially during static operations – and constant use of the hands. Provide a mobile system for visualisation of relevant information in the different places that it is necessary and is provided with interaction mechanisms that do not require the use of hands.
(DI9) There is great variability in static set-up process operations, associated with personal preferences and experience. A set-up should support exchange among operators and provide ways for existing instructions to be edited, so that the set-up process is collaboratively optimised.
(DI10) Set-up documentations are time-consuming to create and always have gaps after process changes. A fast and interactive creation/change of the set-up instruction must be possible.
(DI11) Work environment is extremely noisy, and workers are constantly dealing with parts covered in oil. Interaction mechanisms based on voice command and physical manipulation are most of the times not feasible.

6 From design implications to an interactive system

In this section, we present the design that was developed as a result of the above process, which took the form of an AR-based industrial machine set-up editor and look at how the various elements were arrived at. In particular, we describe the CPPS elements we chose for our concept and how the rationales for them were grounded in the design implications (DIs) presented in Table 3. Figure 6 provides an overview of these elements. After clarifying the rationales for selecting them, we give details of the associated user interfaces.

Figure 6: 
Architecture of the set-up editor.
Figure 6:

Architecture of the set-up editor.

Here is how we arrived at the elements of the referred CPPS: An inherent subdivision of industrial machine set-up into static and dynamic operations (DI1) inevitably has an impact on the basic architecture of any CPPS solution designed to support it, and the colour-shading in Figure 6 reflects this distinction. The technical dimension of the CPPS we designed is composed of six elements: a set-up editor; a visualisation tool; sensors; a bending machine; a virtual production system; and a case-based reasoning (CBR) 39 module. The first three elements are framed around support of static set-up operations, the last two relate to dynamic operations, while the bending machine with its the set-up components acts as a bridge between these two types of operations.

For DI2, we designed a system that would allow workers to both create set-up instructions and to visualise them. The set-up editor is composed of two modes: Writing; and Reading. The former allows workers to not only create new instructions, but to edit existing ones too (DI10). The latter allows workers to visualise them. These modes can be thought of, respectively, as serving the needs of experienced and novice or less experienced workers. Both modes enable knowledge and expertise sharing (DI2).

We selected the Microsoft HoloLens for visualisations during static operations and a standard screen, connected to a personal computer, for the support of the dynamic operations. The main reason for this is that the HoloLens can respond effectively to a series of design implications relating to static operations:

  1. It allows for AR-visualisations (DI4)

  2. It is mobile and can accompany workers wherever they go (DI8)

  3. It allows workers to capture pictures and videos and verbally annotate them (DI2)

  4. It has integrated sensors, which we wanted to explore for the logistics of the industrial machine set-up (DI5)

  5. It can be controlled by air taps, which is key for workers who need to have their hands free when working on set-up operations or who might otherwise need to interact with the system with dirty hands (D11).

In terms of sensors, the internal sensors of the HoloLens can record paths and assign them to individual set-up steps by sensing its spatial orientation. This function is used for initial logistic processes (DI5). We also found it relevant to integrate a 3D camera to inspect the positioning of the components to be mounted in the machine and inform the worker of any potential problem (DI6). The 3D camera can monitor the whole installation space, including the tools. For the Virtual Production system, we used Pam-Stamp. This system supports simulation of the outcomes of a bending process, given a set of worker-defined parameters. This is of particular relevance when workers want to check the outcomes of a specific combination of parameters, but where no set-up history has yet been established (DI1). Given the parameters, the system can inform workers of the potential outcomes of the bending process and allow them to adjust the parameters if necessary. This prevents any damage to the tools or machine, or waste of material (DI6). The CBR module creates a history of individual set-up cases, which is made up of real and virtual data (DI1). The cases summarise and define article-specific data, including geometric data, material data, machine data and quality data. If production requirements and the associated data change, a new case is created. This results in a knowledgebase that grows over time, with concrete setting instructions for the dynamic aspects of the set-up process (DI2, DI7). Figure 7 illustrates one of the system interfaces, the set-up overview (Figure 7 [a, b]), which is the central interface when in Writing mode. The interface enables editing of any set-up steps that have already been created. With the help of the tab selection (see Figure 7 [a]), the operator can navigate to the required set-up step. The overview lists all the set-up steps relating to the tool components that need to be mounted. Each set-up step can be associated with three pieces of information.

Figure 7: 
Setup overview for recording the set-up process with selection of the set-up category [a] and a checklist [b] for checking the completeness of the set-up instructions, which consist of: [c] determination of the set-up item; and [d] determination of the set-up interaction.
Figure 7:

Setup overview for recording the set-up process with selection of the set-up category [a] and a checklist [b] for checking the completeness of the set-up instructions, which consist of: [c] determination of the set-up item; and [d] determination of the set-up interaction.

The checklist with the green checkmarks indicates the information that has already been saved (see Figure 7 [b]). The first checkbox refers to a holographic representation of both the set-up position and the set-up interaction. With the help of this representation, the second and third implications in Table 3 are dealt with by determining the exact assembly position of the tool on the machine (DI3, DI4). The operator selects the component to be mounted from the holographic representation of the tool using an air tap (see Figure 7 [c]). Once the position has been determined, the operator must define the assembly interaction. A coordinate system appears, and, along the axes of the system, the operator can tap and hold the direction from which the component has to be mounted (see Figure 7 [d]). Subsequently, an animation is automatically created which holographically moves the components to be mounted to their mounted position. However, as animations are not always sufficiently accurate, the operator can also save an assembly video. The camera of the HoloLens captures the assembly process from an ego perspective and assigns this video to the set-up step. These strategies to record embodied action are essential for knowledge and expertise sharing, as previously noted in the literature.

7 Discussion

In this paper, we demonstrate how scenario-based design and modelling can be used to translate rich findings from ethnographic studies into a set of resources that can underpin cooperative work between fieldworkers, designers, developers, and prospective users, as they work together towards arriving at an effective design outcome. In this section, we want to look a little more closely at the types of resources that were developed and the concepts that drove their development and to reflect on just how these can be seen to both facilitate and enrich existing descriptions of GD. We then draw out the principal messages from this to give a set of sensitizing questions that other researchers can use to frame their own efforts to bridge the gap between in-depth qualitative research and effective real-world design of interactive systems.

7.1 Enriching Grounded Design for the design of complex systems

In its original conception, GD 2 stood as a strong corrective to more typical design-centred perspectives that could be found at the time. These tended to disregard the reflexive aspects of design interventions and the ways in which “appropriating an IT artefact for use changes the very social practices for which the artefact had originally been designed” (op. cit.). Although it doesn’t eschew design’s need for “artificial, formal schemes or materialised functions”, GD adopts a holistic view upon IT systems, recognising their sociotechnical character and the need to understand their meaningfulness in use. GD originally built upon Multi-grounded Design 57 and Soft Design Science Methodology, 58 but overtly sought to uncover the uniquely local character of the contingencies that shape the design and appropriation process. Understanding these contingencies demands the capture of copious amounts of qualitative data and, for these purposes, GD expressly promotes the use of DCSs. 2 What is perhaps missing from this process description is a recognition that accomplishing these principles itself involves a series of interactions with different parties, whose interests and preferences dictate that the resources made available to them have certain distinctive characteristics that will facilitate the doing of their work. This is further accentuated in the case of studies such as the one reported here, where establishing what an appropriate design should look like is seen to be a participatory process that should involve users in its articulation. Indeed, the adoption of some kind of PD perspective is now commonplace in DCSs.

We saw above that abstract representations of work and its associated tasks do not necessarily support all parties equally in these kinds of discussions. In the case study, we turned to scenarios, storyboards, and personas to underpin our engagement with a wider cohort of stakeholders. It is worth teasing out what these kinds of resources offer in this situation. Although they do not necessarily state it overtly, the kinds of scenarios being used here are squarely based upon the findings of the ethnographic pre-study and the requirements that were identified. As such, then, they are a vehicle for communicating the findings and requirements. They make manifest an understanding of the world that was observed and the dominant issues within that world that have to somehow be overcome. Thus, they implicitly invite verification of that understanding because the participants have to find that world recognisable and the identified problems have to be seen as valid problems.

On the other hand, scenarios are highly selective in what they represent: they do not seek to convey the totality of what was observed. Thus, they are indexical of the larger body of work undertaken and have a reflexive relationship with that body of work that sits as a currently unexplicated resource, but that can be drawn upon and explicated by the ethnographers should the need arise. In other words, if the ethnographers need to underpin the scenario with other examples of things seen, they can do so. As such, the ethnographers themselves are also a resource that can be turned to, if necessary. Of course, the scenarios are not just stories of what was seen. Their whole purpose is to envision how a possible technological solution could support the identified practices. So, then, scenarios provide recognisable narratives of encounters with proposed technological solutions. 28 Just as they do not seek to convey the totality of the findings, they do not seek to be comprehensive in the solutions they propose. In other words, in this context, they are designed to seed the dialogue and open up a conversation, not to dictate what that dialogue should look like. The personas used within the scenarios provide the participants with recognisable actors who share at least some of their attributes, thereby enabling more ready identification.

All of these features together enable the participants to see the proposed solutions within the work as an unfolding course of action, facilitating reflection upon how the work goes, the implications of the proposed solution for the accomplishment of that work and where it might break down as a consequence, constituting what Blumer once termed prompts to a ‘sluggish imagination’. 59 In the case study presented here this was further facilitated by the use of storyboards. The comic-book type format of a storyboard adds various additional affordances, by giving primacy to the visual characteristics which, in turn, bring to the fore specific features of the scene and push others to the background, further facilitating identification, and, by using a frame-by-frame presentation, encouraging active engagement by requiring viewers to ‘fill in the gaps’ and complete the represented narrative. 13 Together, the combined use of scenarios, personas and storyboards constitutes a physical presentation, open to in situ deictic reference and annotation that promotes discussion and interrogation of the solutions being proposed.

The discussion of the possible solutions already in-hand is then generative in its own right of the proposition of alternative solutions that can themselves then be assessed, documented (e.g., by means of post-it notes), ordered and prioritised (for instance by their relative position on some vertical surface) and annotated, leading to a richer set of possibilities. With these materials now available, further mutually visible ordering strategies can be adopted, for instance by using resources such as affinity diagrams. These can be used to structure the materials gathered so far, e.g., by applying some kind of thematic organisation, sorting and categorising, indications of possible relationships, further re-ordering, revision, and review.

Nonetheless, we can see from the points already made above that storyboards in design workshops can operate, within the microcosm of a workshop, in a very similar way. They can do this by: providing co-present participants with a publicly accessible representation of a stipulated work protocol; enabling definition and specification of the protocol by the participants themselves by drawing upon ‘the ordinary skills of their professions’; giving the participants ‘control’ over the ‘interpretation and execution of the protocol’, with them being able to accountably ‘modify or deviate from the protocol’ by proposing alternative understandings, requirements and possibilities; enabling the dynamic representation of ‘state changes’ through in situ processes of annotation and, when the representation is used to seed further propositions, through the use of post-it notes; and, by the use of affinity diagrams and other organisational artefacts, the alignment of ‘multiple coordination mechanisms’. 9 Obviously, this can be considered a creative misreading of Schmidt and Simone, 9 but there are certain advantages to conceptualising the nature of the resources to be provided in this setting in this kind of way. Thus, there is strong sense in which bringing together scenarios, personas, storyboards, descriptions of work and possible solutions appeal to wholly ordinary and familiar ways of proceeding, in turn facilitating ready engagement.

Looking back to the case study, we saw that, to get to the point of being able to seed design workshops with effective propositions and materials, it was necessary to engage in an earlier round of discussions with designers and developers in the project team. While these parties may have had certain distinct characteristics and concerns, they shared a reluctance to engage with the fully detailed results of an ethnographic study. Instead, they asked for more ‘concrete’ representations of practice than quotes, sketches, and pictures. So, for some kinds of recipients, there has to be some distillation and abstraction for them to be willing to engage and they have to be provided with resources that are amenable to their own work practices and objectives.

In the case study reported above, we used ConcurTaskTrees to generate a practice-based model, but in principle, a range of models and formal representations can be used to achieve similar ends. Many such approaches draw upon a set of standard notations, as was the case above. Typically, these kinds of models are designed to capture some kind of relationship between their core features, e.g., temporal, spatial, interdependency, primacy, and subservience, etc. It is, of course, the case that these models are still based upon ethnographic findings and analysis of those findings, so they continue to do the job of communicating the findings and identified requirements. However, here, the presentation of the findings is summative and is itself designed to facilitate elaboration of a conceptual model of a prospective system that might in turn guide development.

An important but easily overlooked further aspect of the above workshop-based engagement with more generic representations of the work is the fact that they are presented by the ethnographers who originally undertook the study and who remain on-hand. All abstract representations of the work have an indexical relationship with the original, rich, and detailed observations. Thus, whenever clarifications, explications, elaborations, etc. are needed, the ethnographers are able to pull upon the more detailed materials and their own understanding of the setting. There are a number of affordances that attach to this. First of all, it provides the potential for the reasoning underlying the abstraction to be made visible and open to interrogation. The very fact it can be interrogated in this way also provides the recipients with a source of verification and validation, should this be required. Beyond and above all of this, having the original ethnographers available as mediators, it makes it possible for the recipients to engage in a dialogue with the representation, so that they can uncover how it is relevant to their own specific purposes.

It must be remembered, however, that none of this can be got to without the original detailed work and immersion necessary to grasp what goals the specific practices visible in a setting are oriented towards. For instance, on top of the rich and varied data we gathered in relation to our work on cyber-physical systems, a key outcome of our study was the extent to which an interest in expertise and knowledge sharing was underpinning the identified requirements. As a resource, the original ethnographic data provides a ‘thick description’ of the accomplishment of relevant activities within some specific domain. 60 This can be elaborated through other resources such as documents, machine logs, eye-tracking, etc. It is analytically bounded in that sense-making has already been applied to its capture. This analysis is a member’s analysis, as the ethnographer seeks to grasp the point of view of the members of the setting and to reason as they do. It uncovers: the primary orientations and concerns of those doing the work; relevant dependencies; overheads, troubles, and bottlenecks; the accountable character of the work undertaken; and the constraints that shape the work’s realisation. This thick description then stands as a further resource for analysis, according to the exogenous interests of the ethnographers themselves.

Having arrived at a point where prospective solutions have been put forward and refined by different stakeholders, one can move towards the creation of mock-ups. These work differently as a resource in that they invite direct engagement, with users able to interact with them, even if only on paper, and situate them within their own workflows, so that the solution can be reasoned about and reflected upon, as though it were being used. This is no longer a constructed narrative, driven primarily by the researchers, nor is it an abstraction of general principles governing the work. Instead, the user can create a narrative of use for themselves that captures their own ways of doing. They can also ground this narrative within the specificities of their own work. Clearly, from a project point of view, this is a low-cost way of getting evaluation of a prospective technology. Mock-ups are also quicker and cheaper to iteratively refine. For other stakeholders, especially prospective users, they concretise what is being proposed and invite a different order of imagining that particularises the solution to their own practices and orientations to the work.

Above and beyond all this, each specific DCS forms part of a growing portfolio of design interventions. So, as each new project begins, it can be potentially seeded with the outcomes of prior projects. However, new stakeholders encountering the approach for the first time themselves need certain kinds of resources to fuel the initial conversations. Here, again, previous models and scenarios can both be drawn upon to illustrate the ways in which prior design decisions were arrived at and their outcomes, transforming prior work into transferable assets that can inform, in turn, new DCSs and GD.

7.2 Taking things forward: some sensitising questions

In Section 3, we looked at a variety of ways that have previously been discussed to facilitate bridging between the thick descriptions offered by ethnographic studies and the abstractions needed to develop effective designs. In this section, we want to consider how we have extended upon those approaches.

Something to note in particular is how we have focused here not only on the resources that need to be made available in order to facilitate an effective transition from rich ethnographic insights to effective designs, but also on the actual process. Within this process, different resources with different affordances are made available at different times in order to support the necessary interactions and considerations that have to take place. At the same time, it should also be noted that this process is tightly wedded to a wider adoption of GD and its association with DCSs. Clearly the process can be followed without subscribing to GD, but it is informed by GD throughout. This process can be very broadly described as follows:

  1. Undertaking ethnographic research to identify requirements and obtain a member’s point of view (i.e., get access to the reasoning associated with those requirements).

  2. Developing an overview or abstraction of the requirements through approaches such as task analysis/modelling.

  3. An initial engagement with project developer/designers, drawing upon the overview or models to uncover ‘what we could be talking about’ in terms of a solution. Note, within this, that the model elements are indexical of real-world practices and that, within the actual course of the engagement, they are open to exemplification by having the ethnographers themselves available as a resource who can to respond to specific questions, etc. This underscores the fact that models, etc., are not self-sufficient in this kind of endeavour, but rather discursive objects, with their implicativeness for design still needing to be established through their use in interaction.

  4. Using the outcomes of this engagement to inform, in turn, the development of scenarios, personas and storyboards envisaging possible solutions to seed subsequent discussions of technological possibilities.

  5. Engaging with original participants and prospective users of the system by using the storyboards, etc., as further discursive resources to identify additional requirements and potential solutions.

  6. The co-production of things like affinity diagrams to give structure to the discussion of the proposed solutions.

  7. Creating simple mock-ups to illustrate the proposed design solutions more concretely.

  8. Evaluating the mock-ups (preferably iteratively) to allow for further refinement.

  9. Developing working prototypes of the designed solutions for actual deployment and in situ evaluation and understanding of appropriation processes (again potentially iteratively).

  10. Using the developed resources and designed solutions both together and separately as transferable assets to inform other projects.

What the above can be seen to amount to is a full pipeline for moving from ethnographic findings to the design of solutions and their deployment that indicates the kinds of resources required at each stage, without stipulating exactly what those resources should look like. So, this is not simply a recipe to follow, but rather a framework or heuristic device that demands active reflection and planning. Something we want to place especial emphasis on here is that the reflection and planning necessitate the asking of what one might term sensitising questions throughout the process, not simply applying the process. These sensitising questions provide for the work of moving from ethnographic insight to design, but they in no way stand in place of that work. They are as follows:

  1. What ethnographic materials are necessary and sufficient for the identification of not only overt requirements, but also the reasoning associated with those requirements?

  2. Who are the different stakeholders in the project, how will interactions with them need to be handled, and what different kinds of discursive resources will need to be developed to best support those interactions?

  3. Given the interests and background of the designers and developers associated with the project, what kinds of abstractions will best convey the identified requirements, without asking the designers to wade through detail that they cannot easily translate into implications for design?

  4. How will the outcomes of discussions with designers and developers be captured and how will these be transformed into discursive resources that can seed subsequent interactions with other parties, such as scenarios and storyboards?

  5. How will those discursive resources be presented to other parties, to invite engagement and how will their responses be captured?

  6. How will their responses then be structured to actively guide the next stages of design?

  7. How can mock-ups be produced that capture the sense of the generated propositions, requirements, and original understanding of what the work is about?

  8. How can the mock-ups be used as a discursive resource in their own right to support evaluation and how will the responses to the mock-ups be captured to enable further refinement?

  9. At what point can the mock-ups be used as the basis of working prototypes?

  10. How, again, can early prototypes be used as discursive resources to facilitate evaluation and drive further development?

  11. How will uptake of the deployed prototypes be monitored to assess levels of appropriation and how will that be documented?

  12. How will the outcomes of the project and the materials developed throughout its course be packaged as transferable assets so that they can inform subsequent projects?

While practice-centred computing pursues a holistic and inclusive agenda, it also needs to be recognised that many designers have developed their competences around the very ‘artificial, formal schemes’ that GD seeks to step beyond. Many, for instance, will have been trained in ways that are more or less compliant with various IEEE standards for software requirements specification – e.g., – which advocate the use of highly formalised procedures and models to describe use cases and functional and non-functional requirements. In the case workplace technology design, it is important to remember that workplaces are replete with representations that, in one way or another, seek to stipulate work protocols, hence the original interest of Schmidt and Simone. 9 So, there is a sense in which a recognisable presentation of a particular work process resonates with these, providing a sense of familiarity. Workers are also familiar with contesting such representations and seeking their modification. Of course, conventional manuals etc., which the system described in the case study sought to progress beyond, exist in the same space. So, giving workers a visibly accessible representation of their work in a way that actively invites them to modify and elaborate upon it pulls upon an existing common-sense understanding of how representations of work might be played with. This, can be achieved through the use of scenarios and storyboards, as demonstrated in our case. Furthermore, task models, as noticeable in our case, can be powerful resources for the design of usable interactive systems, even those encompassing multiple devices. While this kind of abstraction elides situational specificities, for designers it offers other kinds of affordances, by enabling things such as:

  1. An overview of multiple devices at the same time.

  2. A distinction between different types of tasks and the resources required for their accomplishment.

  3. Identification of sequential interdependencies.

  4. ‘Hyperlinking’, i.e., the model can be drilled into to reveal other requirements, such as necessary metadata, input and output requirements, related documentation, etc.

  5. Indication and capture of subtasks, i.e., it can connect to layers containing further detail.

  6. Representation of both standard and variable procedures.

  7. Representation of constraints.

Some care needed to be exercised in doing this because many such models have cognitivist origins, where psychological processes can be seen as being open to representation via mental models, which has been subjected to criticism in parts of the HCI community. Nevertheless, in view of its familiarity to our partners, we saw advantages in appropriating certain facets of task modelling within a more practice-centred representation. Put differently, the results of the analysis of the ethnographic study became the basis of the model. As we saw, providing for this involves the production of a different set of resources. This, of course, can be seen to resonate with prior work on resourcing design. Dourish, for instance, sees relatively abstract process descriptions serving as ‘boundary objects’ that can service communication between a range of different parties. It should also be noted that we found it expedient to present these materials prior to the design workshops where the prospective users were present. Here, then, it was possible to cultivate an initial round of design propositions that could be specifically worked up by project members with a design expertise. These then provided us with materials we could actively weave into the later scenarios to ‘seed’ the subsequent discussions with innovative possibilities that we would have found it hard to devise on our own. The strategy we adopted here of grouping together different kinds of stakeholders at different points in the design process and providing them with different kinds of resources is an essential part of making the process work. While the different facets of what we have put forward here were prefigured in the literature we looked at in Section 3 (and, of course, others we have omitted for the sake of space), none of that literature has given such a worked through pipeline that can be systematically used to enable the richness of real-world ethnographic observations to result in viable, sustainable and appropriate innovative design that is closely aligned with the needs of the original setting. One of the key concerns within this is to not over-stipulate and ride roughshod over the specific character of the domain being investigated, the interests of the particular stakeholders in that domain, or the specific configuration of the parties involved in bringing about some kind of intervention.

8 Conclusions

Designing interactive systems that effectively respond to users’ needs, can truly fit with their (work) practices, or that are able to promote the development of new (and hopefully) enhanced practices is not a trivial task. It demands close cooperation with different stakeholders, accurate understanding of the users’ social, cultural, and organisational contexts, and clear communication across all the cooperating actors, so that their views and needs can be successfully reflected within the system to be designed. Much of what this entails is, at the end of day, of a pragmatic nature and should not be over-idealised, hence our presentation here of a case study and our deliberate insistence upon not seeing our approach as offering a cookbook solution.

The backbone of what we have presented here is GD, 2 , 10 a research design paradigm rooted in a practice-theoretical tradition. 1 The in-depth analysis of the particular DCS illustrates how, by using GD in alliance with a DCS and within the context of a broader PD-based orientation, methods and techniques can be devised that can lead from rich ethnographic findings to successful design outcomes. We want to draw particular attention to the extent to which interaction is required to bring about this kind of approach to cooperative design and development, interaction that demands a diverse set of resources. These resources include the use of models, scenarios, and storyboards, which are able to convey results from in-depth qualitative studies in a way that different relevant actors can understand.

In this contribution, we have demonstrated that different forms of communication should be used for different purposes and at different times for addressing different actors. Success in clearly communicating the findings from in-depth qualitative studies to support an understanding of users’ contexts and practices amongst all involved actors is, we argue, fundamental to accomplishing a genuine PD approach. 29 , 61 Failure on this front would mean that democratic engagement in the design activities, as envisioned by this tradition of design, would be diminished and true participation would be harder to claim. It would instead amount to an exogenous vision of what a designed solution should look like being imposed upon the setting. It is therefore extremely important that professionals leading or coordinating such initiatives look for adequate ways to bring all parts of the design pipeline together harmoniously. In the discussion, we have presented a variety of sensitising questions that can support these considerations.

Overall, we have shown that practice-based task models can be a valuable resource to abstract rich qualitative data into something that can give designers and developers a good overview of the processes and practices that a system should be able to support. This can also provide an understanding of certain contextual constraints that need to be taken into consideration as the initiative progresses. Scenarios and personas, on the other hand, are more useful for engaging participants in design workshops. We have also demonstrated that modelling techniques traditionally alien to GD can be appropriated in such a way as to support GD-based design research, so long as a clear understanding is retained of their status as coordinative artefacts that do not stand apart from the interactions within which they are embedded.

To sum up, this article has presented a deep elaboration of what it actually takes to bring about GD in practice that goes beyond existing descriptions by focusing upon the interrelated and interactional aspects of the process and how these ramify throughout the pipeline. It is our hope that other researchers interested in using GD to similarly good effect will find here a set of guiding principles that can support them in that endeavour.


Corresponding author: Aparecido Fabiano Pinatti de Carvalho, Department of Informatics, University of Oslo, Oslo, Norway, E-mail: 

Funding source: EFRE.NRW

Award Identifier / Grant number: EFRE-0800263

  1. Research ethics: This research has observed rigorous ethical principles. The local Institutional Review Board deemed the study exempt from review.

  2. Informed consent: Informed consent was obtained from all individuals included in this study. Participants have been fully informed about the research goals and any involved risks, before signing an informed consent form, administered before the start of data collection.

  3. Author contributions: Fabiano Pinatti has been responsible for the conceptualisation of the contribution and for producing most of its content. Darwin Abele, Sven Hoffmann and Marcus Schweitzer have supported the writing process all way through, providing inputs to each of the sections of the article, discussing the argument with the leading author, and helping refine the framing of the article. Peter Tolmie has supported with the refinements of the arguments concerning the use of ethnographic insights for design and copy-edited the manuscript.

  4. Use of Large Language Models, AI and Machine Learning Tools: None declared.

  5. Conflict of interest: The authors state no conflict of interest.

  6. Research funding: The findings in this paper come from the research project ‘Cyberrüsten 4.0: Cyber-physische Unterstützung des Menschen beim Rüstvorgang am Beispiel eines Biegeprozesses zur Klein- serienfertigung auf Basis eines Wissenstransferansatzes’, funded by a grant of the European Union and EFRE.NRW (No. EFRE-0800263) .

  7. Data availability: Not applicable.

Acronyms

AR

augmented reality. 2

CBR

case-based reasoning. 13, 14

CNC

computer numeric control. 5

CPPS

cyber-physical production systems. 2, 5, 6, 8, 9, 12, 13

CSCW

computer-supported cooperative work. 1, 3

CTT

ConcurTaskTrees. 9

DCS

Design Case Study. 1–3, 5, 7, 8, 15, 17, 18, 20

DI

design implication. 12, 13

DW

design workshop. 8, 10–12

GD

Grounded Design. 1–5, 15, 17–21

HCI

human-computer interaction. 1–3, 19

PD

participatory design. 3, 4, 10, 20

UCD

user-centred design. 1

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Received: 2025-09-30
Accepted: 2026-03-04
Published Online: 2026-04-10

© 2026 the author(s), published by De Gruyter, Berlin/Boston

This work is licensed under the Creative Commons Attribution 4.0 International License.

Heruntergeladen am 7.5.2026 von https://www.degruyterbrill.com/document/doi/10.1515/icom-2025-0042/html?lang=de
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