Key Concepts
Key Concepts of Electronic Performance Support Systems
By Barry Raybould
Reprinted from Technical & Skills Training February/March 1996
What is an Electronic Performance Support System?
EPSS
(Electronic Performance Support Systems) are systems that provide
employees with the information, advice and learning experiences they
need to get up to speed as quickly as possible and with the minimum of
support from other people.
An
EPSS also provides the electronic infrastructure that captures, stores
and distributes knowledge throughout an organization to enable it to
learn faster than its competitors.
The
performance support approach is rapidly spreading throughout the
professional training community as a alternative approach to training,
and is offering a new set of interface design principles for
professionals in the human computer interface design community.
By Barry Raybould
Reprinted from Technical & Skills Training February/March 1996
There are two types of EPSS:
Stand alone
Stand
alone systems are independent of larger databases or networks of
computers that that exist in an organization, but provide workers with
information they need to do specific tasks. Some examples:
Embedded
In
an embedded EPSS, a software application becomes the EPSS. There is no
distinction between the performance support system and the software
application. The software interface is designed in such a way that it
provides the necessary guidance through the work tasks and delivers the
appropriate information and advice when, where, and how the worker
needs it. In this type of EPSS, the EPSS designer (performance support
engineer) and the software developer work closely together to design
the software interface. Some examples are:
by Gloria Gery
The Need:
Describing,
defining and specifying performance centered systems requires precise
language. Evaluating software to determine how performance focused it
is requires specific criteria against which to compare the software in
question.
The Chart:
This
chart, Attributes and Behavior of Performance Centered Systems,
summarizes the characteristics of performance centered systems and
provides descriptive criteria against which to either specify or
evaluate requirements. The attributes themselves are listed in the
first column. The 1, 3 and 5 point scale indicates the degree to which
these attributes are required or implemented. Level 1 indicates a low
level of implementation or representation of the attribute; Level 3 an
intermediate degree; and Level 5 a high level of implementation.
Rule of Thumb:
The
more of these attributes evidenced by the software and the higher the
level of representation of the attribute, the more powerful the
software in generating performance.
Using the Chart:
Specification:
List the required attributes and the degree to which the attribute
should be implemented. When possible use examples from other software
to illustrate the characteristics and behavior. Institutionalize the
requirements into functional specifications.
Evaluation:
Construct
a grid listing the attributes and include empty cells for the degree of
implementation. Observe the software and how it does or does not
reflect the terms in the master chart. Put a rating for the attribute
(i.e. 1, 3 or 5). Construct a mathematical average and obtain a
quantitative assessment of how performance centered the software is.
Add descriptive sentences within the cells to describe the
implementation. Cite specific displays, dialogs, systems messages and
support resources.
|
Attribute or Behavior
|
Low Representation
1
|
Intermediate Representation
3
|
High Representation
5
|
|
Creates a "big picture". Provides an overall context for the process, work or
activity.
|
Provides
little or no visual, graphic, animated or narrative representation of
the overall process, deliverables or outcomes. Performer must maintain
understanding of context, process and their point in process.
|
Provides
access to extrinsic information about overall process, but maintains
little or no context within the interface itself. No context sensitive
information about point in process (e.g. "you are here") or summary of
prior choices. Performer must maintain process orientation in their
head.
May employ visual process maps, diagrams, maps, graphs, flowcharts, etc., but
no as the primary workspace. Performer must
reference
these resources as opposed to
work
in these processes.
|
Includes
explicit and complete representation of the context (e.g. process,
equipment, facility) and what will be necessary to complete it within
or immediately accessible from primary displays. Rich representation of
the work context or process, possibly including multi-media
representations. Summarizes previous choices.
Includes significant advance organization of expectations, steps, deliverables.
In 3-D or virtual representations of the task, equipment, or workspace,
performers work
within
the context.
|
|
Establish and maintain a work context.
|
Not
task oriented. Presents itself as "software". Employs technical rather
than work language. No task orientation, cueing or structuring.
Requires performer to make mental connections between the software and
the work context, task or deliverables.
|
Employs
some task language or representative metaphors to establish work
context. Low to moderate fidelity to actual work context.
May employ some multimedia in metaphors and objects.
|
Task
centered. Employs task language and metaphors to establish a
psychological work context. Results in perception or feeling of "doing
work" rather than being in "software.
|
|
Aid goal establishment.
|
Performer
must generate goals prior to interacting with software; must know
options and the relationship between options and goals and where and
when to execute them.
|
Presents
either some specific or general goals to stimulate performer
interaction from within the interface. May provide detailed information
about goals within extrinsic support researches such as manuals,
instruction, Help.
Goal states may be presented in multimedia objects or models to serve as points
of comparison for the performer.
|
Presents
explicit goal options from within primary displays. Employs dialogs
(e.g. "What do you want to do...) and presents initial and progressive
options for selection Both overall and context specific goal
establishment are supported. May provides intrinsic or extrinsic
resource to help performer compare and contrast goal options and/or
consequences.
In rich 3-D or virtual environments, goals and models of desired outcomes might
be represented.
|
|
Structure work process
|
Provides little or no overall summary of recommended or possible work process.
Any work process information resides in extrinsic or external resource.
Performer must initiate all process orientation.
|
Provides overall and detailed process information in extrinsic or external
resources.
May summarize
results to date
in visual or text summary form.
May employ some multimedia
|
Establishes
and maintains overall process definition within or immediately
accessible from interface. May employee process maps as primary task
orientation using button bars, process maps, etc. Cues performer to
position in and/or completion of process steps or milestones via
differentiating factors such as color.
In
rich 3-D or virtual environments, performers may be led to the space
and images that represent the conditions, problems, requirements,
models or examples or demonstrations of best practice.
|
|
Structure progression through tasks and logic
|
Depends
on performer to generate and structure task requirements and
progression through proper task sequence. No system initiated task
sequencing or presentation of relevant data or tools. Rules and
relationships reside in performer memory or must be accessed from
extrinsic or external resource before and during task progression.
|
Provides
some task structuring -- most often in the form of information
contained in extrinsic resources (e.g. procedures, demonstrations,
process maps).
Employs
menu structures for task structuring, but performer must generate
sequence. Irrelevant options may be dimmed on menus, lists, etc.
May actively present guidance or suggestions.
May employ some multimedia.
|
Following
goal establishment the system structures task requirements in proper or
best known task or process sequence from within the interface. Guides
performer through appropriate options, choices, inputs. Filters
irrelevant steps or options out. Via edits, models and examples
observation and advice, does not permit wasted activities or
inappropriate sequencing that will result in cycle repetition or dead
ends. Presents relevant data and powerful representations of data,
conditions, equipment, etc. at appropriate times during task sequence.
Performer led to successful task completion or deliverable creation.
All aspects of work are supported including job task, system interaction,
cognitive and verbal tasks are supported.
Provides
on-demand access to overall process or sequence information within
extrinsic resources (e.g. procedures, process maps, coaches or demos)
In
rich 3-D or virtual environments, performers are presented with more
robust representations of the data, conditions, examples,. or external
knowledge resources.
|
|
Reinforce and link activity to business strategy
|
No
implicit or explicit content, functionality, advice or process
reinforces or links to organizational strategy. Any relationship
between behavior and strategy must be constructed by the performer.
|
Loose
or indirect reference to strategy is based in optional activities or is
referred to in extrinsic support system content. Business rules into
system logic relate primarily to data manipulation, transformation and
representation -- not business practice or standard operating policy.
When business strategy is incorporated into system logic it remains
stable between major system releases.
|
Business
or organizational strategy and goals are reinforced through advice,
options, or underlying logic which incorporates business rules expected
to produce strategic results.
Responsible parties alter system logic to reflect new strategy or business
goals as it is changed.
Strategic information is available within extrinsic resources.
|
|
Institutionalize current best approach.
|
Interaction
and process are data driven. If tasks are supported from within the
display or described in extrinsic resource, the approach is frozen in
time as of the construction date. No changes are made other than during
major release changes or revisions. Content may be very discrepant with
current known information or process.
|
Business
task, content, data, process or rule changes are distributed to
performers in analog or electronic announcements, meetings, and
informally. Changes are not institutionalized within the applications,
except via major system version changes. Time lags exist between
surfacing of change needs and performers incorporating those changes
into their behavior.
Individual
performance changes are a function of the performer receiving and
incorporating the changes into their behavior without structure or
guidance from the application.
|
Support for task progression or cognitive processing reflects most current and
best known approach or content.
Task
sequence, content, data, rules and tools are continuously updated and
dynamic. Individual learning systematically feeds the system to
translate current experience and learnings into organizational practice.
Responsible parties alter system logic to reflect new knowledge.
Performers
have ongoing interaction with experts via Groupware, forums, or
bulletin boards. Computer supported collaborative work is actively
employed and encouraged or required via context sensitive links and
communications to appropriate people when limited resource o content is
available to support processing, creative or knowledge development.
In
rich multimedia, 3-D or virtual environments progression is through
more realistic space with powerful models and examples, etc.
|
|
Reflect natural work situations.
|
Interface
language, metaphors, behaviors or options bear little or no
relationship to the real work, world or performer expectations or
experience. Performers must adjust the way they think, interact and
behave to system requirements.
How to approach work requirements is not immediately obvious from within the
interface.
|
Partial
match between interface and natural work situations. Gaps exist in
language, appropriateness of the metaphors to situation or task,
sequence or other elements.
May employ some multimedia.
|
Language,
metaphors, behaviors, options, process, sequences and deliverables
conform to the way people communicate, interact, observe and behave.
Reality is modeled with multimedia, 3-D or virtual representations of
space, equipment, conditions and data.
Communication and interaction is concrete, colloquial, obvious and natural.
The match between work and the system is very close and approach and options
are obvious.
|
|
Use metaphors and direct manipulation of variables to capitalize on prior
learning and physical reality.
|
Displays
and content are data driven and use little or no visual representation
or metaphors. Performers must transform requirements into system terms
employing abstractions, codes or commands.
|
Some
use of metaphors, visualization or direct manipulation. Metaphorical or
visual content more likely to be resident in extrinsic resources rather
than in primary displays.
May employ some multimedia.
|
Extensive
use of metaphors and visual representation to construct familiar
realities and capitalize on prior learning. Direct manipulation of
objects employed to where physical movement of data, visual structures,
etc. match real-world tasks. Performers feel they are working in "real"
vs. abstracted space.
The
most advanced environments employ multimedia, 3-D or virtual
metaphorical space, objects and permit direct and powerful manipulation
of situational variables.
|
|
Provide alternative views of the application interface
|
One size fits all
interface. No options for more or less structure, alternative mode,
interaction type, or navigation. Performer diversity results in some
feeling inadequate and others feeling patronized or spoon fed (i.e.
little or too much structure).
|
Alternative
interface possible for some or all tasks or for limited differences in
amount of structure (e.g. some use of Wizards or Helpers vs. command or
menu-based interaction; or primary use of Wizard structure with some
key stroke bypass options.
May employ animations or sound.
|
Two
or more alternative interfaces presenting broad range of structure and
freedom. Alternatives may be based on different interaction modes (e.g.
blank page vs. templates vs. wizards/assistants), customization options
or expanded or collapsed view of the interface controlled by performer.
Alternate
interfaces may include alternative media representations (e.g. visual,
3-D or virtual versions of the workspace, objects, data, etc.
|
|
Provide alternative views of the support resources
|
Support
resources represented primarily in text mode with limited or no use of
other media, content organization or knowledge representation.
|
Some use of alternative knowledge representation within extrinsic support
resources or in primary displays.
May employ some media beyond text and simple visual objects or animations.
|
Rich and varied views of content and knowledge. Use of multiple knowledge
representation (e.g. textual procedure
and
demonstration
and
voice-narrated demonstration).
Advanced
applications employ multimedia, 3-D and/or virtual knowledge
representation within the interface to represent conditions, options,
etc. -- or within the extrinsic or external support resources.
|
|
Observe performer actions and data.
|
Observation of performer actions limited to edits of entered data.
|
Systems
sense some performer, data, physical, environmental, equipment or
system states and provides context-sensitive information. The more
"sensitive" the system, the more powerful the support.
|
Observes
and notes performer context, prior decisions, physical interaction with
system (e.g. mouse position, time delays, previous choices). Observes
relationships between performer, context, task, data and goals.
May employ visual, 3-D or virtual representations of resources tightly linked
to state, data or user conditions or preferences.
|
|
Provide contextual feedback.
|
Feedback is either generic, vague or non-existent; not linked to context,
performer actions, system behavior or data.
|
Feedback may be linked to one or more elements (e.g. data, point in process.)
|
Rich,
varied, explicit and continuous feedback related to performer actions,
data, task requirements, performer attributes. Anticipates performer
requirements and communicates actively about states, conditions,
results, requirements or options. May appear "intelligent".
Feedback may employ rich visual, auditory, 3-D or virtual feedback about
conditions, data, alternatives, etc.
|
|
Advise.
|
Provides no task or conditional advice in either primary displays or extrinsic
resource.
|
May provide advice through extrinsic support resource or through Advisor
components invoked by the performer.
Advisors may employ media beyond text.
|
Ongoing,
dynamic, rich and explicit system or performer -initiated advice.
Observes and monitors data, time, options or performer behavior and
provides conditional, rule-based or "learned" advice. Advice may be
information or directive.
Advice may include multimedia representations, examples, guidance,
demonstrations, practice exercises, etc.
|
|
Shows evidence of work progression
|
Performer must maintain conscious understanding of what has been done, choices
made and consequences and relationships.
|
System
presents some evidence on all task progression or conditions or
limited/in-depth evidence (e.g. images, time bars, narrative
descriptions) of accumulated choices and system-generated outcomes.
Some multimedia may be employed.
|
System
presents rich, continuous and in-depth evidence on all task progression
or conditions or limited/in-depth evidence (e.g. images, time bars,
narrative descriptions) of accumulated choices and system-generated
outcomes.
Task
progression may be represented with multimedia, 3-D or virtual
representations to provide clear understanding of rules, relationships,
conditions, outcomes, deliverables, etc.
|
|
Provide support resources without breaking the task context.
|
Support
resources are external to the system and require a complete context
change (e.g. signing off system and accessing on-line resource -- or
suspending interaction with the system to access manuals, training or
peer resource.
Accessing
support resource requires significant effort and/or time away from
task. Often, the effort required is greater than the payoff due to gaps
between resource content and performer needs.
|
Support
resources within HELP or Searchable Reference, but may not be
context-sensitive in any or all cases. Performers are clearly in
another space
when working with support resources (e.g. they are "in a training module).
Accessing resource often breaks the task or thought context.
Knowledge
may be represented in limited ways that are not faithful to the task of
physical workspace or equipment. Consequently, performers must
reconceptualize, transform or cognitively manipulate the content due to
low fidelity content representation, thereby breaking their task
context.
|
Context-sensitive
access to support resources. Support is organized in granular
structures or is written and displayed to conform to other system
display conventions. Sufficient support is embedded within or
immediately accessible from primary displays.
Resources
overlay the application or can be sized or minimized. While momentary
shifts between task performance and use of extrinsic resources, context
breaks are minor .
Rich
multimedia, multi-sensory, 3-D or virtual representations of knowledge
are available as primary or alternative resources. Representation
permit maintenance of task context because of high fidelity knowledge
representation.
|
|
Contain embedded knowledge in the interface
|
Any available knowledge resides in extrinsic resources.
|
Some directions, explanations or visualizations are in primary displays.
Rich and complete knowledge is included in extrinsic resources. Some multimedia
may be employed.
|
Extensive
and rich knowledge is contained in primary displays. Next steps are
expressed or demonstrated. Content may be displayed in multiple forms
(e.g. words and images).
Examples, instructions and guidance may be represented with multimedia, 3-D or
virtual reality.
|
|
Business knowledge available in support resources and system logic.
|
Business
knowledge is entirely external to the system and/or must be known by
the performer prior to interacting with the software.
|
Business knowledge resides primarily in extrinsic resources. May or may not be
rich knowledge representation.
Business knowledge typically must be learned by the performer in advance
(possibly
just in time
) and then applied to the task at hand.
Some multimedia may be employed.
|
Business
knowledge and rules incorporated into embedded knowledge in displays or
underlying system or programming logic. Rules and relationships between
data, tasks, goals, rules, concepts, requirements, etc. are tightly
coupled and explicit.
Learning
about the work or process is tightly coupled with doing and is often a
consequence rather than a pre-condition of performance.
Rules and relationships and data may employ multimedia , 3-D or virtual
representations.
|
|
System information contained in support resources
|
Help or other extrinsic resource is either limited in content or of inadequate
quality.
|
Information
about procedures, system structure and mental models, requirements,
options, etc. contained in support resources. Typically organized in
hierarchical structure. Not context sensitive. Must be invoked by
performer (who must know that they need help, how to phrase their
request, and how to execute their request).
Some multimedia may be employed.
|
Information on the system, procedures, etc. tightly coupled to task context and
available for context-sensitive access.
Knowledge representation is rich and complete and may employ multimedia, 3-D or
virtual representations.
|
|
Provide alternative knowledge search and navigation mechanisms.
|
One size fits all navigation (e.g. index or table of contents access; keyword
search access).
|
More than one search and navigation mechanism provided. May include context
sensitive access to some resources.
|
Numerous
search and navigation options available including hypertext, indexing,
keyword search, context sensitive links, "sounds like" queries,
browsing, VRML etc.
Users
may "browse", be guided, or directed through the content, data, space
or objects. May employ agents for searching, coaching, assessing, etc.
|
|
Layered.
|
Single view of interface, content or information.
What you see is what you get...
|
May provide layering via hypertext or hypermedia links within extrinsic
resources.
|
Multiple
levels of content, forms, interaction methods, feedback, advice, etc.
provided to accommodate performer diversity in prior knowledge, goals,
motivation, available time, and style.
|
|
Provide access to underlying logic.
|
The system presents its advice or executes tasks in response to tasks.
|
May
provide explanations of logic, rules or representation of decision tree
structure when requested by the performer. Content most probably static
and in extrinsic resources.
Some multimedia may be employed.
|
Rich,
dynamic and context sensitive access to system and/or business logic
and rationale.. May be presented by the system (e.g. Here is the
thinking behind my recommendation...) or invoked. The "thinking" may be
presented via multimedia agents, including video and sound images
presenting content, advice or experience of high level performers.
May provide direct interaction with expert resource via videoconferencing,
audio conferencing, chat lines, Groupware, etc.
|
|
Automates tasks.
|
Most
tasks must be structured by the performer. Proper sequence must be
established and implemented. Some tasks must be performed externally to
the software (e.g. data access, calculations, data manipulation, etc.)
|
Some tasks are automated or the performer can automate them via macros.
Most
task automation relates to data access, transformation and
representation, rather than supporting workflow, thinking and/or human
interaction.
|
High task automation including data, cognitive and judgment tasks. Processing
may be rule or case-based.
Performer needs are anticipated and automatically presented for acceptance or
dismissal or are executed.
|
|
Allow customization
|
One size fits all
displays, interaction modes, task sequence progression established by system
designers. Little or no performer control.
|
Some
customization options, primarily around display settings, keyboard,
menu labels or lower level interaction behavior (e.g. "confirm changes"
before executing).
|
Significant
customization options around displays, task sequences, language and
system behavior. Alternative settings are available from multiple
contexts (e.g. options displays, check boxes within dialog boxes,
layered buttons on displays).
Performers
can change options for the task or document or establish as new
defaults. Settings and options summaries can be accessed for evaluation
and change. Explanations, illustrations or demonstrations of
consequences of alternative summaries are presented as options are
explored. Performers may select among media representations, if
available.
|
|
Provide obvious options, next steps, and resources.
|
Performers must know options, steps and resources in advance or access them
from extrinsic resources prior to task performance.
|
Some options, next steps or resources are displayed in obvious ways within the
interface or via buttons with clear labels.
Some multimedia may be employed.
|
What to do next or available resources are always prominently displayed and are
clear (e.g.
Show me
or
Tell me about
or
Do it...
buttons)
|
|
Employ consistent use of visual conventions, language, visual positioning,
navigation and other system behavior.
|
Labels,
display attributes, positioning or navigation conventions are
inconsistent and possibly in conflict. Expectations cannot be
established based on prior displays/system behavior.
|
Gaps may exist is language, positioning or behavior. System displays conform
largely to platform standards.
|
Once
established, language, navigation, displays, interaction methods and
system behavior are consistent. Performers experience in one context
establishes expectations that are always met in other displays, tasks
or contexts.
|
Barry Raybould
Ariel Performance Support Engineering, Inc.
Reprinted From
Technical & Skills Training
February/ March 1996
E
lectronic
P
erformance
S
upport
S
ystems
are making inroads into office and manufacturing environments - hot on
the heels of the computer revolution. The author's bullet-by-bullet
account explains how electronic performance support can fulfill
essential computer training needs.
Recent
years have seen an accelerating interest in performance support as an
alternative to traditional training in technical environments. Not
surprisingly, the range of electronic performance support technologies
is broadening in line with the increasing use of computers at home and
work. This article takes a look at the major technologies you should
consider now before embarking on a performance support project, as well
as some examples of these technologies in action.
There are a number of good reasons why a performance support approach is
becoming increasingly attractive. To name a few:
How
can electronic performance support technologies aid in countering these
prevailing trends? Teamed with the now ubiquitous personal computer,
performance support can do the following:
"Enabling" Technologies
Several
technology trends are making the shift toward performance support
easier to implement. Here are some of the key enabling technologies:
Hypertext:
This technology provides for the electronic linking of information that
provides a flexible approach to disseminating large volumes of
cross-reference material - often called an "information base" in EPSS
terminology. It is particularly useful when combined with such text
retrieval technologies as "key-word" searches (i.e., the author links
important words that the worker may want to use to retrieve some small
chunk of knowledge), or full-text searches (i.e., the EPSS
searches4very word in its information base to match a word typed by the
worker). The new version of Windows '95 integrates both of these
technologies into its help systems. These tools are available to
software developers in order to help build the information bases of an
EPSS. There is also a wide range of other software tools on the market
that provide this capability.
The Internet:
The Internet as a whole and the World Wide Web in particular are
opening up new EPSS opportunities, especially for distribution
organizations made up of field service technicians and company sales
forces. The Web, for all its hype, is not much more than a large
information base, where chunks of information are distributed across
thousands of computers across the world and are available to anyone
with a computer, modem, and an on-line account.
It
is possible, however, to create private information bases that restrict
access to members and customers of your organization, using the same
publishing technologies. Internet publishing is based around a standard
called HTML (hypertext markup language). By using this standard,
organizations can harness electronic data exchange to more easily
distribute an EPSS directly to their customer base. Doing so could, for
example, allow customers to do their own troubleshooting before calling
a service representative.
CD-ROM:
Another way of distributing an EPSS, CD-ROM can be used either as an
alternative to, or in conjunction with, the World Wide Web. CD-ROM
becomes a desirable option when workers don't have access to an
Internet connection or when the information base contains a large
amount of graphics, sound, or video.
Portable Devices:
A steady drop in prices is making portable devices increasingly
affordable. These include laptop and notepad computers as well as
hand-held devices like the Apple Newton. Some of these hand-helds now
have built in CD-ROM with sound - making them an excellent delivery
vehicle for an "on - the - go" EPSS. If you're designing a system now,
the cost of these devices is sure to come down by the time you are
ready to deploy the system, based on the history of price reduction in
these devices.
Intelligent Technologies
An
essential attribute of an EPSS is to augment the human problem-solving
process by automating some of the more routine reasoning processes.
Here are some technologies being used In performance support
applications:
Visual programming languages:
Visual programming languages have made considerable strides over the
past few years. These languages let you build an EPSS using an approach
called "rapid prototyping" in which you iteratively develop the EPSS to
meet workers needs.
Object-oriented languages:
Object-oriented program languages let you build software that behaves more
intelligently.
Rule-based knowledge systems:
This technology lets you present knowledge as a series of "if then"
rules, which the computer will use to help recommend decisions or make
selections. This technology, also known as an "expert system", has been
heavily refined over the past two decades, and there are established
methodologies or building these rule bases.
Case-based reasoning:
This approach involves creating a database of case studies or examples
of problems and their associated solutions. It also provides tools to
search the database to match a current problem with a previous example.
In this way, past history and the accumulated expertise of others in an
organization can be preserved and retrieved to help solve new problems
as they arise.
Neural networks:
This technology helps you analyze patterns in data, and use these patterns to
predict future behavior.
Model-based systems:
These tools let you build a model of a physical system, then use the
model to simulate various scenarios and diagnose problems.
Emerging Methodology
A
recent trend is the establishment of cross-functional groups within
companies to develop performance support systems. Accompanying this
move is a merging of professional disciplines. Among the new titles
appearing on business cards are "performance support specialist",
"performance support developer" and "performance support manager" -
terms that are replacing "instructional designer" or "training
manager."
What
does this signify? An emerging new discipline which I call "performance
support engineering." Here are some of the key characteristics of this
new discipline:
Hybrid Methodology:
Because
the scope of performance support is broad, The methodology for its
development is broader than for many existing disciplines. Performance
support engineering is in fact a hybrid approach that includes elements
of information and systems engineering, computer / human interaction
and interface design, business process reengineering, instructional
systems development, computer based training, human performance
technology, organizational design, knowledge engineering, and technical
writing.
Systems approach:
Just as in software engineering, all parts of the EPSS have to be
designed to work as an integrated whole. These parts include not only
the interface of the EPSS but also the accompanying human performance
system. Indeed, one of the most important steps in designing an EPSS is
to build a systems model of the business from a human performance
perspective.
Iterative software development:
Building an EPSS often calls for writing custom software - except in
the simplest systems where an off-the-shelf "shell" will suffice. The
best software development approach is an iterative one that starts with
a prototype and is continually refined to achieve a final systems
design - preferably with in put from the workers who will eventually
use the system.
Knowledge focus:
Traditional software engineering has a strong data focus. Much of the
power of performance support arises from its focus on knowledge. Key
components of a performance support system, therefore, are a system and
set of processes to manage the capture and dissemination of knowledge -
often referred to as a knowledge management system.
Identifying Opportunities
How
do you identify opportunities in your organization for electronic
performance support? Here are four things to look for, each of which
presents a major opportunity for EPSS:
Performance Problem:
Is there a performance problem in your organization? Is there a gap
between the best and worst job performers? Do employees at different
locations have different degrees of access to knowledge? Are training
courses and documentation not improving performance enough? Are
employees suffering from information overload? Are employee turnover or
fast changing job requirements resulting in inadequate performance
levels? A "yes"" to any of these would indicate an opportunity for EPSS
to help improve performance.
Business reengineering project:
Is your company involved in a business reengineering project? If so,
and you're not already designing performance support into your new
business processes, you risk losing a major competitive advantage. Get
a performance support engineer involved in the reengineering team,
identify key knowledge assets in the business, and engineer the
business processes to leverage those knowledge assets using a
performance-centered design approach.
Computer - based training project:
Are you building computer - based training (CBT) or multimedia - based
training? If you are, have you considered the benefits of integrating
the CBT into a performance support framework? Doing so gives you a
double benefit: You can use the training modules you build both as a
learning tool and as a reference tool.
On - line documentation / CD-ROM:
Are
you putting documentation on-line (e.g., on the Web) or planning to
distribute it on CD-ROM? If you are, consider restructuring the
documentation in the form of a performance support system. Reading
documentation on-line is 30 percent slower than on paper, so if you
don't tailor it to electronic media you risk making the performance
problem worse, not better. Using hypertext, intelligent technologies,
and visual programming language, you can turn your documentation into a
much more powerful performance support system.
by Gloria Gery
A Comparison of Large Scale Systems and Consumer Software Development
The Need:
The
assumptions underlying large scale software development are implicit
and are rarely questioned. Those underlying assumptions drive
development and design, including definition of the performer
population and description of their work context. The assumptions must
be made explicit so they can be discussed and either validated or
changed.
The Chart:
The
assumptions underlying consumer software development are quite
different. And because those assumptions are so different, they drive a
different design and development process. What Drives Software
Development? A Comparison of Consumer vs. Large Scale Systems
Development is designed to make these two differing sets of assumptions
explicit so they can be compared and contrasted as part of the
specification development process. The drivers for consumer software
need to be adopted by large scale systems developers to improve the
quality and power of software developed for organizational use.
Using the Chart:
Use
the chart or components in proposals, functional specifications and
presentations advocating performance centered design. Force open
discussion about the design assumptions.
Rule of Thumb:
Developers
and sponsors of new systems development have given little thought to
these underlying assumptions and thinking in new ways must be
facilitated.
|
Points of Comparison
|
Large Scale Systems
|
Consumer Software
|
|
Assumptions about users' and workplace knowledge:
|
|
|
|
Development priorities:
|
|
|
|
Implementation times
Performance expectations
|
|
|
|
Assumed User Characteristics
|
|
|
|
Design Goals
|
|
|
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Measurements and Rewards based on:
|
|
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Not accountable for:
|
|
|
Once the domain of commercial apps, performance-centered design is starting to
have a positive impact on system training
By Ed Foster
I
nstead
of struggling to train your corporate staff to use your
mission-critical applications, why not have the application help teach
the users to perform their jobs?
That
is the idea behind performance-centered design, an approach many
corporations are adopting for their in-house application development.
Performance-centered design and the related term of Electronic
Performance Support Systems (EPSS) for the applications themselves are
concepts that have come out of the training community in response to
the frustration many users and managers feel over traditional computer
training.
Performance-centered
design and EPSS try to build enough knowledge resources and
intelligence into the interface and basic structure of an application
to make it possible for users to teach themselves.
"Performance-centered
design is basically an evolution from user-centered design, making
software easier to use," says Barry Raybould, president of Ariel
Performance Centered Systems, in Irving, Texas, and one of the pioneers
of performance-centered design. "It focuses on helping users do the
work by embedding knowledge as well as a variety of software tools into
a single-user interface."
That,
of course, is easier said than done. But the potential business
benefits of successfully implementing even one fairly minor task are
enough to attract a lot of corporate interest.
"We
initially looked at a few tasks such as setting up a bank authorization
for a regular withdrawal from a customer's bank account," says Betty
Mackay, training director for American Express Financial Advisers
Division, in Minneapolis. "That's a task that would normally take an
experienced user from 3 to 6 minutes to complete, but it's one that
would take 9 to 12 hours of training to teach. And then it takes months
of practice time before the user is reasonably competent to do it on
their own. Replicate that over a number of different tasks, and it's
not just a training problem, it's a significant business problem."
Mackay
and her colleagues developed pilot applications for several of her
division's call-center functions, including the bank authorization
task, testing them with both experienced and inexperienced users.
"Previously,
using our existing mainframe system, new employees could complete the
bank authorization in an average of 17.1 minutes after 12 hours of
training," Mackay says. "After 2 hours of training with the pilot
application, they could do it in 3.9 minutes. Experienced users got
better as well, improving from an average 4.8 to 3.2 minutes."
ROOTS IN COMMERCIAL SOFTWARE
.
Although this may sound like magic, the interface tools employed by
performance-centered design are actually quite familiar to users of
modern GUI-based commercial applications. In fact, commercial
applications that would qualify as EPSS applications existed before the
term.
"Developers
in the consumer market have long been driven by performance-oriented
thinking, because they can't presume that a discretionary user is going
to have been trained to use their product," says Gloria Gery, a
corporate consultant in Tolland, Mass., and the person who gets credit
for coining the EPSS term with her 1991 book Electronic Performance
Support Systems. "A discretionary user just won't buy your product if
it requires training -- it's only in the corporate environment, with
the history of IS departments in the mainframe days thinking of their
users as captive, that you get the assumption of mandatory training."
Gery points to Intuit's Quicken and TurboTax as applications that have long
incorporated the basic principles of an EPSS.
"For
example, as TurboTax works you through an activity, you can work in the
forms themselves or in an interview mode that mimics an interview with
a tax accountant," Gery says. "If you come to something you are not
familiar with -- depreciation, say -- you'll have some content links
such as clicking on a word to get a definition, a button to pull up the
relevant IRS rules, or a depreciation calculator."
Recent
interface innovations in productivity applications such as wizards,
coaches, and cue cards are also part of the performance-centered design
toolbox. Some of these innovations are the direct result of ideas that
Gery and others in the performance-support movement have been
promoting.
"What's
really been happening is that a group of people put a name to something
that was already happening in the industry," Raybould says. "A number
of developers have been using the principles without actually being
conscious of it, but many others were consciously adopting the concepts
being discussed in the performance-support community."
PUTTING HELP IN THE RIGHT CONTEXT
.
Performance-centered design means more than using wizards, though. The
real trick is to integrate the help systems into the basic structure of
the application so that users can readily find the help they need in
context.
"We've
always had these intervention strategies, like online help or
tutorials, and those intervention strategies now include things like
wizards and coaches," says Richard Horn, CEO of Comware, in Cincinnati,
who helped design some of the first EPSS implementations. "Where the
user previously had to make a decision to leave the program and choose
which of these tools might help, now we're trying to put together all
these intervention strategies to help guide the user to the right
answer."
One
key to properly integrating the tools and content of EPSS is to provide
a visual metaphor for the task that the user understands. Quicken's
check-register view is the classic example of a visual metaphor that
gives the user an intuitive grasp of how to connect with the
application, and finding the right metaphor or group of metaphors to
represent a job is a central part of the design process.
"What
you have to try to do is to capture the conceptual model that people
use as they do the work," says Burt Huber, senior program manager for
NCR, in Dayton, Ohio. "So we have metaphor-development sessions where
we sit down with the subject-matter experts and find out how they solve
problems and how they think about what they're doing."
Huber
helped Apollo Travel Services with its Millennium 3 project for travel
agents, where the metaphor-development sessions with travel agents led
to such visual cues as a customer-itinerary view, calendar view, and
airline-ticket view.
"We
were just taking down what they were telling us, even having the agents
draw pictures to show what they're seeing in their head when they're
working," Huber says.
Obviously,
developing a performance-oriented system on which to run your company's
business is a major re-engineering task, and just the up-front research
can take some time.
"To
start with, we established a user-interface team of selected hotel
staff and general managers from different properties, and that process
itself continued for about 18 months," says Mike Mallott, director of
training and communications for Promus Hotels, in Memphis, Tenn., the
parent company for such hotel chains as Embassy Suites and Hampton Inn.
"While we were coming from some pretty old character-based technology,
we still wanted to move beyond just clicking buttons, so we tried to
come up with visual representations of what we're doing so it's easy
for someone who hasn't worked in the industry for 10 years to
understand."
Promus
Hotels' project is particularly ambitious in that it aims to meld two
disparate systems the hotel has been using into one system that will
serve everyone on the hotel staff, from general managers to reservation
clerks.
"It
used to take weeks to become comfortable doing a particular job on the
old system, and that was on-the-job training since there was no
knowledge built into the system, so somebody with experience had to
take time out to help you," Mallott says. "Now, for example, you go
through a sample check-in, and it guides you step by step, then there
are more examples without the steps, and periodically there are
quizzes. You can go at your own pace, and the system tracks what you've
done so we can certify it. A [new] front-desk clerk in four or five
days can very easily learn front-desk and reservation operations, and
they don't need somebody standing there at their elbow."
Mallott
expects to roll out the system at some new hotels opening in March and
to complete converting older hotels by early next year. In that, he's
well ahead of many who have taken the performance-centered design
approach -- many of them have a tendency to be in eternal pilot mode.
Mackay,
for example, did the first pilots for American Express back in 1992,
but it was only last year that the company began a full-fledged
implementation for the call-center application.
"There
were some changes in leadership, and we also had to change from the
Macintosh, on which we'd done our original tests, to Windows," Mackay
says. "Basically, the pain wasn't bad enough."
"It
is absolutely true that there's been a problem with these systems
remaining in pilot mode," Comware's Horn says. "Part of it is just that
[they] suffer from the same problems as any major development project,
and the statistics show that a lot of projects ultimately are not
implemented. But there's also a lot of mistakes being made."
INTRANETS TO THE RESCUE
.
Because the impetus for performance-centered design so far has
generally come from the training professionals rather than the systems
professionals, Horn feels that plans often fail to accommodate the need
for changes to be made during the development cycle. But he and many
others believe that performance-centered design is now being made
considerably easier by using corporate intranets as the delivery
vehicle.
"In
a performance-based intranet, I can put together whatever tools I think
we need, put it up, and start getting immediate feedback from users and
actually measure what's being used," Horn says. "And with collaborative
software, you can harvest that information and include it in the
knowledge you're providing to users, as well. It's a very powerful
model, because it's like the effect you might see on TV programming if
Nielson was in the cable business and was getting instant feedback from
all subscribers rather than just a sample."
Whether
or not intranets actually solve the development logjam, there's little
question that the need for more performance-oriented applications will
continue to drive more companies to embrace the concept.
"I
think of myself as a victim's advocate, and right now it's the users
who are the victims," Gery says. "Right now we have a situation where
training is really being used as a compensatory mechanism for badly
designed systems, documentation is being used as compensatory for
inadequate training, and help desks are being used to compensate for
all of it. The only way we're going to solve it is to reconceptualize
how software works to help the user perform."
by Jenifer Lippincott
If
you've ever bought a house, you've probably heard the real estate adage
regarding the top three criteria to look for when buying property:
location, location, location. Similarly, there are three major criteria
for ensuring a successful EPSS project: communication, communication,
communication. Because an EPSS approach is not well understood in many
organizations, and because the development effort requires
participation from a variety of groups, the need for clear, effective
communication is critical. Let's identify the audiences who must be
convinced. First, there's senior management. The picture painted for
them must show the pain (the more the better), the (EPSS) cure, the
linkage of the cure to the general health of the organization, and why
pain relief is worth the price of an EPSS solution. Effective delivery
of these messages requires artful communication with a large dose of
return on investment reasoning.
The
second group to focus communication efforts on is the stakeholders.
These are the people, or groups of people, who control the resources
needed to make an EPSS solution happen. Communication with the
different stakeholders often requires the gift of tongues.
Third,
you must ensure that the solution can speak for itself and that means
having the mechanisms in place to measure its impact and success.
Let's examine each type of communication more closely.
Communicating
about EPSS to senior management. At last November's RMR Conference,
Performance Support '97, I moderated a panel on Building the Business
Case for an EPSS. Eric Brickman from Prudential Insurance, Michelle
Venturini from TDS TELECOM, Betty Mackay from American Express
Financial Advisors, and Joanna Young from Liberty Mutual all agreed
that the first step in building a case for an EPSS project was to
identify the right "players" in senior management. Once identified, a
distinct rationale had to be tailored and presented to each. The
ultimate goal of the initial communication effort is to recruit a
sponsor who will carry the communication torch particularly through the
senior management ranks. One example of a tailored case was
establishing a productivity improvement/investment ratio (for the
business folks). Another popular case dealt with the impact (or lack
thereof) of the EPSS effort on the critical path of the system
development effort (for the technology management). Of course, making
the case and proving it are two different beasts. But there's an art to
that communication, too.
Regardless
of whom the communication focused on, the panelists highlighted the
importance of doing the necessary homework to come across informed and
prepared. They also stressed that securing the money was only part of
the challenge. Just as critical is building the necessary conceptual
buy-in and support to sustain the EPSS development effort. This meant
identifying the skeptics, anticipating their objections, and presenting
the appropriate rationales and justifications.
Communicating
with the Stakeholders. In general, the stakeholders in an EPSS
development effort represent three primary areas of the organization:
business, IS/technology, and those responsible for ensuring that
performers have the knowledge and skills needed to be productive. (This
constituency, which I'll refer to as the knowledge developers, could be
a separate Training or HR function, or a function within the IS or
Business groups). The biggest communication chasm probably resides
between those building a new system that needs to be incorporated into
the job, and those responsible for making sure performers can use it.
There are many reasons for the lack of communication among these
different stakeholders. Too often, those who determine what information
a system will provide, and how it will provide that information, live
in a different department, both literally and figuratively, than those
who understand how to structure that information into useable
knowledge. As a result, the knowledge developer types are often
excluded from the critical discussions regarding interface design,
functionality, schedules, iterations, and changes.
A
second reason for the lack of communication among stakeholders is that
the different constituencies often speak different languages. Take the
simple task of developing online help. Often, system developers
consider online help as part of their charter. And they create it.
Enter the knowledge developer who wants to integrate the online help
into the performance support environment, only to find technical
documentation dressed in help's clothing. Or, try asking an IS person
to define the term performance. They would probably say it had
something to do with measuring the efficiency with which a system is
running. Then ask a person concerned with knowledge development. That
answer will probably focus on how well an employee is completing job
tasks.
So
how do you bridge these potentially crippling communication gaps?
Often, the first step requires learning one or more new languages. To
communicate effectively with the IS person, you had better know how to
talk bits, bytes and bauds, or the conversation won't get beyond the
weather. Similarly, the 'P' words like productivity, performance, and
process improvement have always caught the attention of decision
makers.
The
second step to ensuring effective communication with your stakeholders
involves earning the respect, and sometimes even friendship, of people
with whom you may have felt incompatible. This may mean confronting
differences and issues head on. It may mean taking those people to
lunch, or a drink after work. Just to get to know them. The goal is to
demonstrate willingness to recognize different points of view and find
a mutually agreeable solution.
Certainly,
the more exposure that different groups get to each other, the more
they will understand other domains, and the greater the opportunity for
communication. Attending each others' team meetings, being on the
mailing lists for communiqués, and generally being kept in the loop
regarding changes, will engender the spirit of cooperation.
Sometimes,
there is a need for a translator role as well. This person usually
emerges as the most effective communicator among the various
stakeholder groups. The only requirement for this role is that the
person be willing to let go of his or her traditional role and focus on
opening up lines of communication.
Communicating
Results. If you know where you want to end up, it's much easier to map
your way there. If you know the performance results you need to
achieve, then you can set your sites on achieving them and setting the
right along the way. Betty Mackay, of American Express Financial
Advisors, talks about starting with a small, manageable project. She
used the results of a prototype to communicate her way to a much larger
mandate (and budget) for an EPSS. Joanna Young, of Liberty Mutual,
advocates communicating the costs of not taking an EPSS approach, and
opting for the much more expensive, and less effective, traditional
approaches. Eric Brickman, of Prudential Insurance, hired an outside
consultant to develop an in depth evaluation of the use and acceptance
of the EPSS and the system it supported. In each case, the EPSS
implementers chose the most appropriate vehicle to communicate the
results to their organization.
There
is no one way to communicate. And there is no secret key that unlocks
the floodgates of support for EPSS. But by doing your homework,
building your case and presenting it effectively - along with a dash of
luck - you can make it happen.
by Patrick Dillon, PhD, IBM
The Current Environment for SMS/EPSS
Change
is now the most visible constant in the many and varied forces
impacting corporate America in the 90's. This suddenly persistent
presence of tumultuous change, driven mostly by the far-reaching
business transformations being hastily executed in just about every
major industry today, has created an enormous need for systems that
help promote positive organizational outcomes.
Viewed
collectively, the corporate responses to deep organizational change are
referred to as "change management." Evidence that this relatively
recent discipline is still in its infancy can be found in the fact that
many of the creative solutions that have been proposed for managing
large-scale corporate change have proven untenable for lack of an
adequate "organizational infrastructure."
For
example, solutions such as competency-based management, knowledge
management and electronic performance support (EPSS) have received
enthusiastic reactions for their conceptual appeal, but have been very
difficult to implement in any systemic, or enterprise-level way.
In
the meantime, KISS-solutions such as downsizing, outsourcing and other
headcount reducing strategies are proving to be shortsighted,
particularly at a time when there are now critical shortages of
technical talent needed to drive technology-oriented change. The
challenge, then, is to find the right people management strategies for
coping with BIG change.
It
is becoming increasingly clear that a critical part of the
organizational infrastructure needed to implement some of the more
creative approaches to change management lies in the area of
professional development, more traditionally referred to as corporate
training. Unfortunately, training as a corporate function is not
presently equipped to answer the bell at this moment of need and
opportunity.
Most
training departments have not responded to the challenges of rapid and
dramatic change. Today's corporate training solutions possess several
serious shortcomings.
1)
They are still predominantly tied to instructor led training (ILT),
which is increasingly being viewed as an inefficient and ineffective
training vehicle.
2)
Most requests for training solutions are made under duress of both
short timeframes and limited budgets. Consequently, most solutions are
conceived, not in the context of anything close to a systemic,
enterprise-level analysis. Rather, for the most part they are designed
as "point solutions."
3)
While there has been some growth in the use of instructional technology
(e.g., CBT, EPSS, etc.), the training organizations that design and
build our training solutions have not, to date, been active
participants in the enterprise-level I/T solutions that have become
such a dominant player in corporate change.
But
there is hope. The type of executive support needed to overcome these
shortcomings may be at hand, as the awareness of constant, I\T-driven
change has elevated the attention being given to competency-based
approaches to change management. The nugget of hope lies in the dawning
realization that any sustainable or systemic solution to
competency-based management must rely upon an enterprise-level
implementation of instructional technology.
The key technologies for this solution appear to be threefold:
1) Electronic training interventions, both to be used as in-advance training
(CBT), and as just-in-time training (EPSS);
2) Skills management systems (SMS), which provide the data foundations for
competency-based management; and,
3)
An Enterprise Server function, which provides both a repository and
distribution mechanism for managing the "knowledge assets" of the
organization.
What
we will argue in this brief article is that these solutions are
complementary to the point that it is no longer advisable -- indeed, it
is no longer acceptable -- to think of them, or to try to implement
them in isolation of one another.
Emerging Opportunities for the Performance Support Model
Owing
to the unique business climate today, corporate training has an
unprecedented opportunity to break from its under-capitalized history
and become a major player in the visioning and implementation of
enterprise level I/T solutions. As an outcome of the critical need to
manage change, corporate management finds themselves compelled to
pursue ways to develop an I/T-driven performance improvement system --
and it must be one that delivers some type of systemic solution to
their employee performance problems.
HR
executives, in particular, are looking for ways to pinpoint, and then
close employee skill gaps, both with accuracy and timeliness. For HR,
too, the performance management movement is an opportunity to move more
squarely into the arena of business strategy formulation.
Serendipitously, their newly urgent business goals coincide with the
convergent evolution of the four instructional technologies described
earlier: courseware development, skills management and, of recent
appearance, EPSS and web enablement. For corporate training, the time
is here to become a force in the powerful business transformation game.
Will they seize the moment?
The Performance Support Model
The
key conceptual player in this field of opportunity is Performance
Support. The core design of EPSS is extremely powerful, and holds the
potential for being the key design driver for the entire performance
management movement. The concept of providing the learner with just the
right information or training at just the moment of need is type of
value proposition that overwhelms any possible source of objection.
Problem is: EPSS is more easily conceived than built.
Like
any of the grand I/T propositions which have preceded it -- take, for
example, the original proposition that founded the field of artificial
intelligence -- the performance support model has some very challenging
obstacles with which it must contend. If one takes the value
proposition of EPSS at face value -- as it has been stated in so many
journal articles, and now marketing brochures -- a fully functional
EPSS must possess the following:
1)
A Broad Repository of Electronic Interventions
:
The Performance Support Model presumes the availability of a very broad
range of training (and other types) of interventions, encompassing
essentially everything that the worker needs to know. At present, most
corporate training departments are barely capable of producing
electronic training assets (in CBT format) that address anything more
than just a few critical job performance problems.
2)
A Navigable Range of Interventions
:
Assuming, for the moment, that a training organization were able to
deliver on the EPSS promise of providing everything that a given worker
needs to know, it will then encounter another significant obstacle. Of
course, they will then be in good company, as it is the same problem
that plagues the entire information industry in general -- and
particularly the Internet. It is the problem of Information Overload.
Once
a large repository of any type of business knowledge asset is created,
the design problem that is immediately created is that of how to make
that huge repository navigable to the point where it can deliver on the
value proposition of just-in-time delivery. In general, most of the
large repositories available in the workplace environment today
transfer a sizeable, and typically time-consuming search burden onto
the user. If a worker spends five minutes searching in order to find
the information needed to perform a specific business process, then the
JIT proposition has hardly been fulfilled.
Ergo,
proponents of the Performance Support Model must find machine-enabled
ways to automatically filter the repository of interventions that is
created when a sizeable range of business expertise has been
transformed into an EPSS.
3)
An Enterprise-level Deployment System
:
Now, let's make the heroic assumption that the first two obstacles are
overcome...mass production and navigability. The next challenge that
muscles its way onto the center of our radar is that of deployment.
Because the most effective electronic interventions are those that
communicate through the power of rich media (e.g., digital image, audio
and video), and because, as we have already documented, most useful
performance support systems will consist of large repositories, the
deployment problem is the now-familiar one of storing and delivering
large stores of multimedia content to a geographically dispersed and
culturally diverse workforce.
4)
The Incentive System
:
Even if all of the aforementioned obstacles are overcome -- mass
production, navigability and data-sensible storage -- there is yet one
more hurdle that must be vaulted: the employees themselves. How do you
guarantee that your considerable investment in knowledge assets
(performance support interventions) will be used in conformity with the
just-in-time value proposition? In brief, the organization must
consider how to properly incent their people to learn what the
organization needs them to know.
Successful Implementation of the Performance Support Model
If
the corporate training community is to seize the opportunity made
possible by today's confluence of organizational and technological
events, then it must begin to address, not just two or three, but all
four of the obstacles that are currently impeding achievement of the
performance support value proposition. The history of information
technology is strewn with the debris of promising technologies that
have fallen from grace for lack of follow-through.
The
IBM Enterprise Knowledge Solutions (EKS) consulting practice has
launched technology-investment initiatives in all four of the
Performance Support problem areas.
1)
Mass production of training and performance support interventions
:
IBM has created a template-centric system for the authoring courseware
that dramatically acclerates the speed, and reduces the cost of
courseware development. This asset is called the
IBM Knowledge Frameworks.
To accelerate the process of developing electronic training interventions,
this system enables:
rapid prototype development;
the direct input of key design elements directly into scripting;
the input of many storyboard elements created in the scriptwriting phase
directly into the mutlimedia assembly process;
the automated programming of most navigational features; and,
an object-oriented design that emphasizes reuse of multimedia-knowledge assets.
2)
Creating a navigable infobase (knowledge asset repository):
Primarily used in conjunction with business application training, IBM
has created an asset that provides hyper-context-sensitivity for large
libraries of performance support interventions and JIT training
nuggets. The asset is called
IBM Knowledge Path
. To provide for a more useable -- because more navigable -- repository of
interventions, this technology enables:
the indexing, and databasing of performance support and training interventions;
the just-in-time launching of interventions from within business applications;
the
extraction of detailed context information from business applications
for use as a filtering mechanism against the database of interventions;
and,
a
methodology that promotes side-by-side development of business
applications and the knowledge assets which facilitate their
intelligent use.
3)
An enterprise-level deployment system
:
To provide the infrastructure necessary to enable the storage and
delivery of large repositories of performance support and training
content, IBM has engineered two key assets. The first is
IBM Knowledge Library
, a multimedia object management system capable of storing a broad range of
rich media types. The second is
IBM Global Campus,
an Internet-enabled repository designed for hosting the administrative
and data access elements associated with enterprise-wide delivery of
electronic instructional assets.
Taken together, Knowledge Library and Global Campus facilitate the following:
Data-sensible storage of rich media assets;
Automated decomposition and assembly of performance support, courseware and
other forms of electronic training interventions;
An intelligent browsing interface to a wide variety of rich media objects;
A broad scope of training administration functions, ranging from course
enrollment to performance tracking; and,
A web architecture designed to accommodate the bulk of the delivery options
called for by the Performance Support Model.
4)
An incentive system that promotes the tenets of Organizational Learning
:
To incentivize the workforce to obtain the knowledge they need, when
they need it, IBM EKS has developed a methodology that integrates the
technology and structure of skills management with the motivating force
of automated credentialing and certification. This methodology provides
for the full integration of EPSS with SMS (skills management system) by
specifying the design requirements for:
A class hierarchy of job skills based on a foundation class of broadly
transferable business competencies;
The
use of these skills to define, on the one hand, sets of corresponding
validation instruments (e.g., test item banks); and, on the other, sets
of correlated instructional materials (e.g., prescriptive CBT);
Dynamic
strand management, a design model under which training interventions
can be constructed on the fly from more granular electronic learning
elements; and,
A
layering of instructional elements punctuated by competency levels and
certification events (closely related to the design architecture known
as the "ladder of challenge").
Summary Remarks
When
contemplated in their full measure, the goals of the Performance
Support Model are extremely ambitious. Fortunately, the time appears to
be right for the corporate training community to attract the level of
stature and investment needed to make a legitimate run at obtaining the
essence of these goals. In view of the contemporary business landscape,
with its apparently insatiable appetite for I/T-enabled change, the
value proposition of performance support is no longer just a dream
worth considering -- it is a mission worth pursuing.
But
the opportunity will be lost if the corporate training community does
not address all four of the obstacles now confronting the performance
support enterprise. It must integrate skills management with EPSS, it
must find ways to efficiently produce large volumes of high-quality
electronic content, and it must put in place an incentive system that
energizes the entire organization to become deeply engaged in the
learning process.
by Barbara Cowley-Durst
Today,
in many corporate training departments and product development groups,
various disciplines are converging to provide the very best in
interfaces, modeling, design, and support of large-scale software
systems. We have discovered that many disciplines are required for the
development of successful performance-centered systems, something many
sectors of the commercial software world have known for awhile but that
many of the rest of us have missed (I think we were too busy surviving
downsizing). How many corporate product development groups have
training specialists or instructional designers on their team, not on
an ad hoc basis but as a full team member? And not just to "listen and
absorb," as one training developer put it to me, but to provide input
and influence?
Yet compare that to commercial software development teams, who
know
, because their jobs depend on it, that the applications they produce
must
have a minimal amount of ramp time and that training and support
must
be embedded. Hey, some of these teams even employ philosophers, perhaps
to remind object-oriented proponents that the reality of "objects" is
debatable. But that's another story….
We
also all know now that team members must include users. Do you wonder
why? The reason is rooted in business economics: software products
cannot be
predictably
successful in the market without
continual feedback from the market, the customers, and the users …
before, during and after development. As technology has improved,
becoming both cheaper and more robust, the reasons for poor response to
our software has changed. When software that by all traditional
standards (for example, Windows compliant, GUI, complete and accurate
documentation) should have been a hit is received poorly by our
customers it is more than likely a result of the software's
failure to communicate
(the Cool Hand Luke response). It is generally
not
the result of stupid users, which is what we used to call them in the
old days, right? So it's no wonder that training doesn't fix the
problem, and no surprise that our customers (internal and external) are
tired of paying out the nose for training that should not have been
required in the first place. The smart thing to do then is to get users
on the team and find out what they need, how they do their work, and
the conceptual models they use.
What
is exciting about an EPSS initiative is that it can be the catalyst for
the convergence of many interesting disciplines (human-computer
interaction, cognitive psychology, systems design, user interface
design, data modeling, graphics design, performance technologist,
trainers, subject-matter experts, users, etc.). What is daunting,
however, is how the heck we are going to work together after all these
years of being in our separate silos.
When
starting an EPSS initiative, team leaders and sponsors, in order not to
have unrealistic expectations, would do well to realize that "abrasion"
among departments and team members will occur. This abrasion, however,
can be welcomed and transformed into "creative abrasion." [Dorothy
Leonard-Barton,
Wellsprings of Knowledge: Building and Sustaining the Sources of Innovation
, Harvard Business School Press]
Why
welcome abrasion? Pure and simple, it is through conflict that new
paradigms emerge. For many of us working to develop electronic
performance support systems (whether we can articulate it or not), we
get our sense of excitement from the emergence of this new paradigm of
systems and support building. And we get our motivation to face the
ensuing turf and conceptual "wars" by the potential that we see in the
performance perspective and its outcomes (EPSS is
both
a perspective and an outcome).
Many
trainers, and training and support developers, are "fixed in a mindset"
that holds them back from helping with the business problems facing
their organizations and their customers' organizations. (Bob
Brinkerhoff and Jim Pepitone have been giving us trainers a wake-up
call on this for some time.) The same can be said of systems designers
and programmers. (Alan Cooper, father of Visual Basic is calling them
to task.) I suppose, too, we could say the same of marketing and
communication specialists, subject-matter experts, and certainly
management. But why is being fixed in a mindset "bad?" Well, it has to
do with change. Most of our mindsets are rooted in another age, the age
of industrialism, not the information age. Because of this, our
mindsets don't help us help the knowledge-based worker for whom we are
developing the software.
So,
we are now called upon to find a way to transcend the 80-year-old
traditions of training, manufacturing, and the somewhat younger
traditions of systems design. Knowledge and service work, not
manufacturing, now accounts for 80% of the work in most organizations.
This work, being different in nature from manufacturing work, requires
a different perspective and different solutions because its principles
are by nature different. So powerful is the change in the nature of our
work that it is even affecting principles of economics, which means
even our chief financial officers must rethink long-held principles of
their domain. (W. Brian Arthur, "Increasing Returns and the New World
of Business," in
Harvard Business Review, July-August 1996).
What
do we do, as trainers, documentation specialists, application
developers, and business leaders in the face of such changing
conditions? How do we deliver "the goods" that are needed, goods that
solve business problems not merely training or information problems?
The answer has multiple parts. To me, the most important parts are:
The
first call to action, to change our mindset, is not at all easy, but it
can be a great deal of fun. It is what I will address in the remainder
of this article. The second I will address in a later article.
"Busting
our paradigms" implies reexamining our assumptions, conscious or
unconscious, about "good" systems design and "good" training/support as
well as our assumptions about how our various specialties and
disciplines should relate. To change a paradigm (a mental model, a
mindset), various techniques and tools can be used, generally under the
guidance of a good facilitator. These sessions, held early in the
initiative and as needed throughout the development process, can make
use of many of the techniques we have learned in team-building
sessions. The difference is that these techniques are not "taught" or
used one day, apart from our work as developers, designers, and
trainers. Nor should they be held on to once they are superfluous and
trite (what is no longer working should be thrown away). The ability to
question paradigms must be built into the very fabric of the working
team, so that flexibility is achieved over the long-term. To do this,
we need to:
Why
put so much emphasis on our mental mindsets or models? Mental models,
as Senge, Steven Covey, and others have said, affect what we
see
and hence affect what we
do
.
Einstein knew this years ago and lived by a principle that yielded
incredible results for him, and the field of science: "The significant
problems we face cannot be solved at the same level of thinking we were
at when we created them."
Perhaps
a story will illustrate what Senge, Covey, and Einstein mean. I'll use
a story neutral to this issue, so as not to point out a log in any of
our own eyes.
A
scientist wanted to find out whether fleas heard sounds and if so
through what part of their body. This scientist began by training the
flea to jump every time a bell was rung. Reasonably certain that the
flea could hear and that it was "trained to jump" at the sound of the
bell, the scientist proceeded to perform some experiments designed to
pinpoint the organ of hearing. First, the scientist cut off one of the
flea's legs, then rang the bell. The flea jumped. The scientist cut off
a second leg and rang the bell again. The flea jumped again. The
scientist continued cutting off the flea's legs, one by one, each time
ringing the bell. And each time the flea gave the same response: it
jumped. Finally, the scientist removed the flea's last leg and rang the
bell. The flea did not jump. The scientist concluded that fleas hear
through their legs.
Couple
the moral of this story, that we only see what our mental models allow
us to see, with a constructivist theory of knowledge and what emerges
are some
very
powerful reasons for relaxing the control our paradigms have over us.
Constructivists
argue that knowledge is constructed, like the pyramids, not discovered,
like gold. Though one step in knowledge creation is discovery, they
argue that this is only one small step in a much more complicated
process. It might be interesting to those of you with a philosophical
bent to know that some members of the biological and cognitive sciences
are taking this constructivist view even further, pointing to
biological evidence for a "non-representational" view of reality. To
some, this biological evidence "compels us to realize that certainty is
not a proof of truth. It compels us to realize that the world everyone
sees is not
the
world but
a
world which we bring forth with others." [Humberto Maturana and Francisco
Varela,
The Tree of Knowledge: The Biological Roots of Human Understanding
, Shambhala Publications Inc.]
But
back to my main point. Each of us has a role to play in the development
of the new performance-centered systems, as they are called by EPSS
gurus. Each of us also comes with our own mental models of good design
and good software, as well as a belief that we must defend our turf
(biology again?). So I would argue strongly that any EPSS initiative
worth the effort is worth investing some quality time into
team-building and, more importantly, paradigm busting.
One
other thing: Let's not spend too much time arguing over what discipline
or economic world first conceived of good design or where the
conceptual model for performance-centered design came from. Let's just
say that the development of performance-centered systems or
applications and intrinsic EPSS was a miraculous twin birth: one twin
was born in the corporate training and support world; the other, though
not identical, was born in the commercial software development world. (
See Figure 1
). The two siblings are coming together to share and transfer knowledge, which
is as it should be.
Figure 1. Birth and Convergence
So,
the best thing you can do for yourself and your EPSS or PCA team, a
team that ought to be composed of people from a wide range of
disciplines, is set the stage for breakthrough products by engaging in
breakthrough thinking. Welcome the creative abrasion, foster new
thinking, and above all ask yourself and others, "What would be
impossible to do, but if we could do it, would fundamentally change our
system for the better from our customers and our users' perspective?"
by Gloria Gery
The Need:
Differentiating
performance centered from traditional software is necessary for
sponsors and developers to understand what additional activities,
processes, and criteria must be built into software specifications.
The Chart:
The
Traditional vs. Performance Centered Systems chart is designed to aid
in comparing and contrasting these two types of systems. Advocates must
be clear on how these systems are different and what's different about
the processes associated with their development to gain sufficient
sponsorship to proceed and to create understanding within the IS
community about what must be done differently.
Using the Chart:
Copy
and distribute the chart as part of your proposals or presentations.
Develop a deep understanding of the differences in both design and
development in order to address one of the major bases of resistance:
we're already doing this.
Rule of Thumb:
Most
large scale systems development groups have a long and deep data
centric history that has evolved from the heritage of developing
transaction systems. Developers must be convinced that they are now
creating computer mediated work environments which must support tasks,
thinking and communications. These requirements must be built into
methodology and specifications.
|
ACTIVITY
|
TRADITIONAL DESIGN
|
PERFORMANCE CENTERED DESIGN
|
|
Task Analysis
|
|
|
|
Contextual Inquiry
|
|
Analysis
of entire work context: where work is performed, working conditions,
all participants, time requirements, competing and/or interrupting
activities.
|
|
Expert Resources Involved
|
|
|
|
User Interface
|
|
|
|
Support Resources
|
|
|
|
System Functionality
|
|
|
|
Impact of Object Oriented Design
|
|
|
Lorraine Sherry (lsherry@carbon.cudenver.edu)
Brent Wilson (bwilson@carbon.cudenver.edu)
University of Colorado at Denver
Campus Box 106 P. O. Box 173364
Denver CO 80217-3364
Full citation:
Sherry, L., & Wilson, B. (1996). Supporting Human Performance Across
Disciplines: A Converging of Roles and Tools.
Performance Improvement Quarterly, 9
(4), 19-36.
Copyright © 1996 Learning Systems Institute.
All rights reserved.
Abstract
Performance
support is close to the center of a host of related fields and
specialties, including human performance technology, electronic
performance support systems, technical communications, and
instructional design. Because of their common interest in performance
support, and common external influences such as cognitive psychology
and digital technologies, roles and tools within these fields are
beginning to converge, resulting in unprecedented overlap. In times of
rapid change, related fields have an opportunity to learn from one
another, borrowing useful elements and incorporating them into their
own practices. The purpose of this paper is to explore the
similarities, differences, and emerging trends among some of these
fields and to gain insights into how their evolution affects
performance support. Across these fields, we find a continuing tension
between designed messages and tools allowing users more flexibility and
control. The best performance-support systems include both of these
components as well as a strong human support component. We also observe
a trend toward greater reliance on users and user communities in
defining and controlling support systems.
Performance
support is closely aligned with a host of related fields and
specialties, including human performance technology (HPT), electronic
performance support systems (EPSS), computer-supported collaborative
work (CSCW), technical communications (TC), electronic publishing,
instructional design (ID), and workplace training. In addition to their
goal of providing performance support, these fields have more or less
interest in two additional concerns:
Because
of their common interest in performance support, and common external
influences such as cognitive psychology and digital technology, roles
and tools within these fields are beginning to converge, resulting in
unprecedented overlap in function and products. In times of rapid
change, related fields have an opportunity to learn from one another,
borrowing useful elements and incorporating them into their own
practices. The purpose of this paper is to explore the similarities,
differences, ambiguities, and emerging trends among some of these
fields and to gain insights into how their evolution affects
performance support.
The HPT Viewpoint: Systemic, Systematic Performance Improvement
As
a core value, HPT practitioners tend to de-emphasize formal training.
HPT is a unique blend of systems theory, behavorism, management theory,
and technologies of various kinds. The field has thus far shown a
highly pragmatic tendency to appropriate diverse models and incorporate
whatever works. HPT is highly participative, systematic, and
data-driven. Its aim is the achievement of valued human performance in
the workplace. Given a performance problem, HPT practitioners conduct a
performance analysis to identify current performance conditions. With
input from people with a range of perspectives, they identify the
causes of the discrepancy or "gap" between actual and optimum
performance levels. They then suggest suitable, cost-effective
strategies for closing the performance gap, followed by an assessment
of the impact--pro and con--of implementing these interventions.
Typical solutions to performance problems may include:
Rossett comments:
We
used to be in the training biz...[now] we're talking much more about
the performance business, [not the training business] which means you
actually have to violate the walls of organizations and work with folks
in incentives and recognition programs, selection, and information
technologies. (in Geber et al., 1995, p. 62)
In
Taylor (1991) former ISPI President Marc Rosenberg predicted the demise
of the so-called training department and the emergence of a performance
improvement department within the workplace. In Geber at al. (1995), he
notes,
The
chairman of AT&T is never going to call me up and ask me what I
taught today or how much they learned today. He will ask, 'How are you
helping the business?' (p. 62)
Rosenberg's
message to trainers is clear: They must consider the impact of training
and other interventions on results, competitiveness, and productivity.
When they use short-term learning assessments exclusively at the
expense of measuring impact on performance, their work may be
inconsistent with the needs of business. For example, Gery cites an
instance of a client who reduced training from 96 hours to less than 30
minutes by simply changing the interface to a system (in Geber et al.,
1995, p. 64). This change led to a systemic improvement in
organizational practice, not through a skills/knowledge/information
intervention, but by changing the demands of the job.
The EPSS viewpoint: Situated, User-defined Support
As
new technologies have become available, many organizations have moved
toward electronic performance support systems (EPSSs) to replace
traditional training programs. An EPSS is a system of online job aids,
support tools, and information systems designed to assist users with
workplace performance (Stevens & Stevens, 1996). Corporations that
utilize online help systems may find that performance is improved,
expertise is developed earlier, and the scaffolding or "training
wheels" of the EPSS can be removed or ignored whenever learners feel
that their performance has become viable on its own.
This
points to the strong potential of EPSSs to help people acquire
job-related skills. In the EPSS approach, practitioner skills are
learned by doing, not by being taught. As a result, the relevance and
structure of any support system must be user-defined, and its design
must be iterative and flexible. Gery (in Geber et al., 1995) considers
theories based on situated cognition (see also Brown, Collins, &
Duguid, 1989; Suchman, 1987; Streibel, 1991) to be highly relevant to
EPSS design. Situated cognition emphasizes the real-life, everyday
cognition of workers as they operate a copy machine, use informal math
to make estimates, or solve problems collaboratively in workgroups.
Developing supports for such everyday performance is a goal of human
performance technologists utilizing EPSSs and related tools.
It
is important to note that, although EPSSs can be highly effective as a
means of providing users timely and relevant information, there is a
great challenge in teaching individuals to use these tools effectively.
Crook (1994) notes that, in school settings, students tend to turn to
their peers for support in computer-based problem solving, and are
apparently unwilling to make use of the online help facilities that the
instructional programs themselves offer (p. 127). Similarly, in our own
evaluation of the Creating Connections Internet training project
(Lawyer-Brook & Sherry, 1996), we found that though a substantial
majority of newly trained teachers requested online technical support,
very few of them actually used it--3 percent used it regularly, 31
percent used it less than five times, and 66 percent never used it at
all! Getting people to utilize available resources has become an area
of study in its own right (Farquhar & Surry, 1993; Garland, 1995;
see also Rogers, 1995) and involves a combination of well-designed
tools, supportive environments and culture, motivated individuals, and
a sound adoption plan.
Changes in Instructional Design
Instructional
designers tend to think first in terms of training solutions to
performance problems, although most designers work within an overall
framework that includes HPT concepts. Whereas HPT looks at the full
range of factors affecting performance in a work setting, ID hones in
on helping people acquire the underlying skills and knowledge that lead
to expert performance. New knowledge acquisition becomes a primary
concern. Until recently, ID textbooks have slighted nontraining
solutions to performance problems (Dick, 1996; Seels, 1995). In the
last several years, however, the ID community as well as the general
workplace training community have become more sensitized to
performance-support issues. Periodicals such as
Training
magazine more regularly include discussions of performance analysis and
non-training solutions. Influential authors such as Peter Senge (1990)
have encouraged a perspective on organizations that keeps in mind the
broad array of factors influencing human performance and the systemic
interactions among them. Successful performance technologists are
having greater influence within the workplace training community.
For
several years now, the ID community has been engaged in the debate
generated by the constructivist movement in psychology (e.g., Bednar,
Cunningham, Duffy, & Perry, 1991; Duffy and Jonassen, 1992;
Jonassen, 1991; Lebow, 1991; Wilson, Osman-Jouchoux,& Teslow,
1995). Constructivism stresses meaningful learning in authentic
settings. Situated cognition does too, although with less emphasis on
individual knowledge representation and more on community enculturation
(Brown, Collins, & Duguid, 1989; Streibel, 1991; see also the March
1993 and October 1994 issues of
Educational Technology
).
An important part of the discussion about constructivism is the renewed
interest in the learning
setting
.
Tessmer and his colleagues have developed a framework for conducting
environment analyses (e.g., Tessmer & Harris, 1992), while Winn
(1990) has stressed the importance of instructional decisions being
made in the immediate learning context. Designers of constructivist
learning environments try to model important aspects of natural
performance settings (Wilson, Ryder, McCahan, & Sherry, 1996). Thus
for reasons perhaps different than those of HPT professionals,
instructional designers have come to a similar conclusion about
learning settings: They need to be as close to the work setting as
possible, in time, place, and spirit.
Collins,
Brown, and Newman (1989) feel that the best way to develop expertise is
not through ordinary classroom-based teaching or training, but rather
through cognitive apprenticeship--a process derived from the
traditional apprenticeship model. They emphasize that integrated
cognitive and metacognitive processes are more central to expert
performance than either low-level skills or decontextualized knowledge.
They argue that expert performance can best be taught through authentic
problem solving in realistic contexts, by observing expertise-in-use by
people who externally model the desired performance, in the authentic
problem context, with other participants.
Like
their HPT counterparts, instructional designers are heavily dependent
upon tools to support thinking, problem representation, and work
performance. Researchers at Northwestern University (Edelson, Pea, and
Gomez, 1996) use scientific visualization tools in their CoVis project,
a networked scientific learning environment that emphasizes open-ended
inquiry for secondary students. Such tools enable students to overcome
difficulties in understanding the abstractions, formalisms, and
quantitative terms of equation-based data representations. Hancock and
colleagues (Hancock, Kaput, & Goldsmith, 1992) report similar
findings with a computer tool that shows membership groupings and
quantitative patterns. Other examples of cognitive tools can be found
in Wilson et al. (1996). Thus in several key respects, the fields of ID
and HPT are moving along parallel tracks, toward site-based, timely
addressing of people's needs, and toward greater reliance on tools and
technologies to support learning and performance.
Technical Communication:
Just-in-Time, Just-in-Place Information
The
field which we usually refer to as technical communication has now
expanded to include all varieties of online information technologies.
The new expression, "information technologies," bears little
resemblance to the old MIS concept; rather, it emphasizes just-in-time,
just-in-place support to complement training and other interventions.
Hackos (1995), an Associate Fellow of the Society for Technical
Communication (STC), describes the new mandate: to provide specific
information and tools to end users just in time, rather than a roomful
of manuals shipped when it is convenient for the developers and
documentation teams to send them. The trend is toward ever greater
interactivity--information is available when and where the customers
need it. Hackos emphasizes that technical communicators must move from
product- to user-driven information, to text and graphics complemented
by multimedia, to intelligent search tools as the knowledge domain
becomes more diverse and extensive. A user-driven focus will not be
guided by information on how to use a product, but rather by
information on how to make a decision, how to act, or how to complete a
job. Does this sound familiar? In effect, both the emphasis on
just-in-time information and just-in-place support, and the
incorporation of training rather than its replacement, are reminiscent
again of human performance technology and the design of EPSSs.
Harrell (in
Trends in the Information World
,
1995) notes that, instead of employees or customers receiving
information in a booklet, in a detailed training program, or in
traditional job aids, they will increasingly receive online, immediate
information at the point they need it. That information will be
distributed to them in various interactive modes--possibly via their
home television, a hand-held device, an online computer system, a
diskette, a CD ROM, perhaps even a cellular device. Or, it will be
provided to them by an embedded EPSS so when information is needed, the
system will generate that information. Crane (1995) sees online
documentation manuals as self-tutorials, self-training tools, and
reference guides, all wrapped up into one.
To
Harrell, information delivery systems will be designed collaboratively,
by a tightly knit team of technical writers, engineers, training
specialists, communications specialists, multimedia specialists,
graphic designers, and so forth. With the help of powerful online
documentation tools, the fields of training, support, and documentation
have begun to converge. The new breed of technical communicators will
become problem solvers and business thinkers who understand how systems
work, how people think, how the business process works, and how to
disseminate information to ensure complete performance support. The
technical department within each corporation will become more dispersed
and less centralized, and will be closely tied to user support groups.
Hackos
(1995) also emphasizes the collaborative, concurrent design process.
The trends are toward making documentation, training, and support
integral to the tools they build, not add-ons to be rushed through at
the last minute. To achieve this level of integration, all development
groups must work closely together and coordinate all of their
activities. Kahn (1995) illustrates this by describing a cooperative
authoring project for a complex hypermedia documentation system, in
which his independent information design studio was asked to join
members of Interleaf's marketing, programming, technical writing, and
design staffs. To Horton (cited in Adix, 1995, p. 12), "successful
online documents require a team of multitalented individuals who are
well motivated and clearly managed"--consisting of writing and
illustration specialists, computer specialists, and ergonomics
specialists, all led by a "communication designer" with general
expertise in team management and group communication. Whereas writers
were once individualists, providing documentation as an add-on to a
finished product, they are now part of a team effort from the inception
of the project to its final implementation and support.
The Vision of Information Technology:
A Merging of Traditional Roles
Many
software companies are beginning to see themselves as large-scale
providers of information and performance support, rather than simply as
producers of underlying code. There is a need to find ways to develop
information and training in tandem with interface and product
development. Great potential exists for products that will assist
people in viewing and controlling information.
Usability
testing enables designers and writers to evaluate how people actually
interact with the software and documentation they have created,
providing feedback that developers can use to improve their products.
To Bresnan (1995), this means "not trying to tell them how to design,
but bringing them important information to help them to do their jobs
better" (p. 16).
To
assist with the collaborative design process, more work is beginning to
be done in "virtual worlds", in which designers and technical
communicators use an electronically shared information space to
collaboratively produce software products (see Ishii, Kobayashi, &
Arita, 1995). However, this digital revolution does not come without a
price--new design and usage challenges abound, as well as new learning
needs. In
Trends in the Information World
(1995), Jeffers presents a vision not unlike that of Negroponte (1995), who
states that:
The
challenge for the next decade is not just to give people bigger
screens, better sound quality, and easier-to-use graphical input
devices. It is to make computers that know you, learn about your needs,
and understand verbal and nonverbal languages. (p. 92).
Jeffers
notes that in the digital world, communicators must gather, develop,
and package information in a variety of traditional and new formats.
Information delivery tools will go online. Technical support, training,
and information management will all begin to blend. A corporation's
integrated publishing model may include promotional material, online
documentation, Internet support, customer support services and
communications, and intelligent search agents. A briefing given by a
vice president of publishing and communications for a typical
corporation might include the following:
In
essence, Jeffers' vision does not supplant training with a performance
support system; rather, training and EPSSs are integrated into one
seamless service environment. Gery refers to this movement as the
"re-representation of knowledge" within the organization, and notes:
People
are now starting to create knowledge databases that are being made
available on demand through various kinds of digital environments...and
creating publishing tools for people who are the keepers of knowledge
or information. (in Geber et al., 1995, p. 67)
Ironically,
Rosenberg sees this trend as an opportunity for trainers to move from
performance technology back to informing and educating people. The
roles of training and documentation will converge as trainers begin to
take a lead in the creation, archiving, and access of information and
knowledge. "The world of information is the growth market for
trainers...If they [the trainers] fix the information stream, they'll
have [fewer] courses and less training around, but they'll have more
work than they've ever had before" (in Geber et al, 1995, p. 67).
In
this new vision, people become both the agents for organizational
change and the "lubrication" for performance support. Like oil in a
car, people can help the process through the rough spots, enabling the
technologies to do their work. We do not regard the technical tools as
supplanting people. Rather, technology and information tools become the
vehicles which facilitate training, communication, information access,
troubleshooting and performance support. People continue doing the
essential work--serving as role models, shaping the culture, and
helping each other adopt the tools and resources available to them.
Supporting the Support System
New
technologies are not always transparent to the typical user. Negroponte
(1995) focuses attention on one serious drawback in the current move to
digital information technologies: interaction--or the kind of
interaction imposed by the technology. "The burden of interaction today
has been placed totally on the shoulders of the human party. Something
as banal as printing a computer file can be a debilitating exercise
that resembles voodoo more than respectable human behavior...This will
change" (p. 92).
Thuring,
Hannemann, and Haake (1995) are designers of open, collaborative,
hypermedia systems. They argue that for readers to comprehend an online
document or help system, they must be able to construct a mental model
that represents the objects and semantic relations described in the
text, which also corresponds to facts and relations in the real or
possible world. Users then refer to this mental model as they approach
a task and decide which aspects of the system to draw upon.
Perkins
(1996) expands the mental model concept to encompass knowing one's way
around the entire performance environment. This means having a sense of
orientation and structure, perceiving how things work together, and
feeling comfortable within the environment. This comfort level comes
from knowing where to find things, who to ask, and what to expect.
Having attained a sense of familiarity, the learner is then able to
draw on all of the available resources, develop a rich schema-based
understanding of problems, and apply that knowledge to solve problems
in a sensible, coherent manner. For example, most professional workers
develop a set of tools and a working space where they feel comfortable.
Such an environment might be an office with a particular computer and a
particular set of software programs. Force of habit is strong, and a
worker may have mastered a subset of WordPerfect or PowerPoint, for
example, sufficient to master the daily tasks required. The worker may
address technical questions about software to a friend and colleague
two doors down. This colleague then becomes, along with the technology,
the office, and the tools, an essential part of the comfortable,
familiar environment where effective work can occur.
In
our own research (Lawyer-Brook & Sherry, 1996), we have found that
new trainees must establish a comfort zone and have access to
continuing support before they feel confident using their newfound
skills. A project that introduces innovation to a population requires
ongoing support until the innovation becomes part of the culture. We
have found that, no matter how wonderful the innovation, it is
worthless unless it is used. And like it or not, much of the support at
the beginning takes the form of one-on-one mentoring and what is often
termed "hand-holding."
Though
EPSSs are improving dramatically, corporations have still not disbanded
their training programs. Moreover, the new breed of trainers is
beginning to integrate traditional instruction with instruction in
using the EPSS itself, so that new users may be able to find their own
solutions to performance problems--a second order form of instruction
that "lends support to the support itself." Just as a well-designed
EPSS will support the work environment with a new, electronic,
information-rich environment, so a well-informed trainer or a
well-designed instructional system will help learners to find out how
the new system works, and how to search for relevant information
therein, so they will not be intimidated by it.
This
has been our own experience (Wilson et al., 1996). In an effort to
encourage our academic community to use our newly World-Wide Web
resource, we have incorporated a Getting Internet Help system in the
main menu. In addition, we have provided paper-based job aids, formal
courses, one-hour workshops, brown bag sessions, and informal
mentoring, both face-to-face and via e-mail. It is our policy always to
refer new users to the online help resources; however, they must not
only know where these resources are, but also how to use them.
EPSSs
are storehouses of just-in-time, just-in-place information to solve
performance problems. Needless to say, they may not be
perfect--especially when they are designed concurrently with new or
newly updated products. Like the information explosion that we are
seeing on the Internet and the WWW today, EPSSs may contain potentially
useful information, but sometimes that information is buried and
inaccessible so that the user wastes precious time and keystrokes in
attempting to retrieve it (McKenzie, 1995).
McKenzie
suggests that the answer lies in excellent message design, impeccably
structured and annotated electronic directories, and carefully filtered
information. Upon closer scrutiny, however, we find that this is the
very antithesis of a user-driven information model! The more the
designer filters and structures the data, the more "canned" it is, and
the fewer options the user will then have to tailor the information to
match his/her own situation. The answer to the human-tool mismatch is
not to build a more controlling tool, it is to build a different kind
of tool, one that allows more flexibility and appropriation by people
with different needs. People don't need someone deciding to give them
less
information, they need better ways of seeing and getting at the information
available.
Another information technologist (McAlister, in
Trends in the Information World,
1995) notes that technology is often used to flood consumers with
information, without providing the accompanying tools to allow them to
deconstruct massive texts into bite-sized chunks of information that
satisfy an immediate need. A potential solution lies in the development
of improved search tools--tools that enable end users to find precisely
the information they need, when they need it. "Intelligent agent"
technology uses expert systems to develop a profile of a user's
information needs, then anticipates those needs and adapts the
interface accordingly. Though such approaches are still being developed
and refined, they are more sophisticated and efficient than the
hierarchical search tools that were available just two or three years
ago. For example, the tried-and-true WWW search engine, Yahoo, is now
being challenged by tools such as Inktomi, which uses a set of parallel
processors to search a much large database, and runs a lot faster.
In
essence, there is a continuing tension between the end user's need to
control the type, level, and flow of relevant information, and the
designer's need to produce an efficient, effective learner support
environment. With the growing trend toward user-centered design, it is
generally the end user, not the designer, who should ultimately be able
to adjust the level of system filtering, anticipation, and support. The
tension, however, will always be there. A good designer will
acknowledge this, and will allow for varying levels of support to
accommodate both the contextual factors and the diverse learning styles
of the practitioners for whom the system is designed.
Informal Training: User Support Groups
Despite
the move toward user-friendly, integrated documentation and information
systems, there is definitely a place for the helpdesk, for the
toll-free call to "the person on the other end of the line who can help
me when I get stuck", and for other forms of informal, personalized
user support to serve as an alternative to formal training. Computer
users' groups are big players in this field. Hundreds of local
Macintosh Users' Groups, Internet Users' Groups, and PC Users' Groups
connect their members with electronic bulletin board systems (BBSs),
provide expertise in solving hardware and software problems for their
members, and host demonstrations of the latest electronic products.
Stansel, President of the Polk Apple Core Users' Group (1995),
describes the role of a users' group, not as a commodity to be bought,
but as a sharing group that members buy into with mutual interest and
commitment:
[Its
value is] the personal contact, warmth, and acceptance that we try to
show all members, whether they are experts who are willing to share, or
novices willing to learn. The beauty of a users' group such as ours is
that we are all in the adventure together, and it is important that we
keep the faith with each other. All of the above factors [publications,
BBS, support from local school district, magazines and newspapers] help
us get new people in the door, but once they are in, it is everyone's
responsibility to make them comfortable and important enough to stay.
(p. 1.)
With
the growth of the Internet, support groups are now going online. There
are Usenet Newsgroups and LISTSERVs, through which participants can tap
the distributed expertise of thousands of people throughout the world
who share similar interests and knowledge. No longer is the Internet
the domain of the UNIX gurus and the research establishment; academia
is gaining a strong foothold there, too. The WWWEDU LISTSERV, for
example, supports its members with advice on setting up their own
school web servers, linking to educational resources, and designing and
publishing school-based Home Pages and other electronic publications on
the WWW. The EdTech LISTSERV is a valuable resource for educators who
wish to avail themselves of the latest technologies.
Learner
support systems are becoming popular within the academic environment.
These involve a blend of face-to-face interactions and electronic
conferencing to enable new users to acquire the knowledge and skills
they need to succeed in their coursework. Nowhere are these more
prominent than in the field of distance learning. Through the Open
Learning Agency, Porter, Fallick, and Dagert (1995) have designed and
pilot-tested a distance learning environment for secondary schools in
British Columbia. Their FirstClass bulletin board system proved to be
an excellent resource for information exchange and learner support.
Teachers, site facilitators, and dispersed learners worked productively
together and succeeded in lowering the traditionally high dropout rate.
Input from participants was weighted highly by the design team, and
concerns were acted upon quickly and effectively. Their mid-course
review provided valuable insights and resulted in a number of
significant modifications to the prograM--an excellent example of
iterative design.
Online
support groups are becoming popular in local, as well as global,
settings. Discussion groups and networked learning environments are
important forms of support for adult learners in commuter schools with
alternative class schedules, who must balance family and job
responsibilities with academic requirements.
In
a higher education environment, we (Sherry & Myers, 1996) have
found that the relative importance of formal classes is decreasing,
whereas the use of electronic tutorials and references, posing
questions to sysops and other experts via e-mail, and participation in
online discussion groups is increasing. Students use the automatic
distribution list feature of their e-mail system to send informal
messages to their professors and classmates, seek clarification about
topics discussed in class, present and refute arguments, build a
collaborative knowledge base, and mentor their peers. This helps to
build a constructivist learning environment in which knowledge, rather
than being transmitted by a professor, is developed collaboratively by
the students.
Needless
to say, "one size does not fit all" where learning and support are
concerned. Informal human support has its strengths and limitations, as
do instruction, information tools, and other performance supports.
Table 1 compares some key resources available to support human
performance, noting their principal strengths and limitations.
|
Support
|
Examples
|
Strengths
|
Limitations
|
|
Designed Messages and
Experiences
|
-Documentation
-Training and instruction
-Simulations
-Web pages
|
-Conveys information well
-Good peer review
-Quality control
|
-Expensive to produce
-Difficult to keep updated
-May require specialized hardware/software
|
|
Information Tools and Resources
|
-Information databases
-Procedural aids
-Online help
-Quick references
-Search tools
|
-Flexible user control
-Easy to construct and maintain
-Specific and detailed
-High-level expertise
-Timely
-Easy to keep up to date
|
-Information overload
-May not be presented well
-Variable quality
-May not match user's needs
|
|
Informal Human Support
|
-Primary workgroup (office, team, cohorts, family, etc.)
-Specialized support groups (online support groups, self-help groups, users'
groups, SIGs, clubs, etc.)
|
-On-on-one mentoring
-Backup support, helping where other supports fail
-Local expertise
-Motivational support
-Group identity
-Quick response time
|
-Resource intensive
-Variable quality
-Limited presentation capabilities
-Lack of access
|
Table 1. Key Resources for Performance Support
In
general, the best performance-support systems employ all three kinds of
supports--designed messages, tools, and human support. They each fill a
needed niche within the overall system. Over-reliance on one type of
support places an undue burden on that component to fill the complex
needs of people in performance settings.
New Environments: New Roles for Designers
How
does the move from a fixed, linear design approach to a more situated,
systemic, bottom-up, user-sensitive approach affect the designer of
instructional or information systems? A decade ago, Gould and Lewis
(1985) introduced three principles for user-centered design, which were
more often honored in their breach than in their practice:
Analysis,
design, development, implementation, and evaluation are sometimes
carried out by teams who have little contact with end users in the
field. Such teams may end up designing a product to meet the
requirements of management, rather than having direct, empirical
feedback from ordinary users. Grudin (1991) identified several problems
arising from this division of labor which adversely affect the end
user:
This scenario can be remedied through these, and perhaps other, early
interventions:
These
principles apply directly to instructional designers and information
technologists, and also to the design of any intervention intended to
improve human performance.
Groupware
design tools are becoming available, enabling team members to
collaborate within a seamless, multi-platform, electronic workspace
(see Ishii et al., 1995). Integrated publication and information
systems (see Streitz, 1995), open hyperdocument systems (OHS), and
hypertext design environments (see Nanard & Nanard, 1995) are now
being developed and refined. Environments for collaborative design
de-emphasize quick turnaround time and focus on the designer's
interaction with the application, the user's interaction with the
designer, and the team members's interactions with one another.
Likewise, they de-emphasize "generate, then test" and stress
interaction between designers and users through all phases of the
design (Winograd, 1995). Thus many of the top-down, goal-based,
structured problem-solving methods learned in school need to be
unlearned. A cycle of innovation develops where new tools lead to new
practices, which in turn open up possibilities for new innovations that
make the end user's task easier.
One
implication of these new design environments is the merging of
traditionally separate roles. Grudin (1991) notes that participatory or
collaborative design, as well as the current trend toward customization
of software products, puts the end users in direct contact with the
developers during the entire development process. Software development
teams may cycle members through instructional design, corporate
training, manning the helpdesk, site visitation, and a variety of other
related activities, to give each member a more holistic picture of how
end users will eventually react to the finished product. Trainers, too,
may wear many hats: presenter, developer, learning facilitator, and
system design team member.
Winograd
(1995) sees another new design trend: a move from technology-driven,
through productivity-driven, to appeal-driven software that focuses on
the cognitive processes of the end user, rather than the internal
mechanisms or algorithms of the product. As the emphasis on user
participation in iterative design blurs the distinction between design
and support, Winograd remarks:
The
perspective of software design shifts from the 'outside looking in'
focus on mechanisms to an 'inside looking out' focus on people and
their situations; how people experience software, what they do with it;
and the larger situation in which they encounter it. (p. 68).
As
a result, the design process itself becomes less systematic and more
situated. Nanard and Nanard (1995) see design as a blend of top-down
and bottom-up processes, a mix of formal methods and creative mental
activities on the part of the designer, rather than a systematic
approach. Similarly, Rowland (1994) sees the designer as "'betwixt and
between', i.e., as maintaining a balance of two perspectives--that of
the outsider creating on behalf of another and that of an insider
experiencing the look and feel and the consequences of the envisioned
design" (p. 19). The creative tension between designing and evaluating,
and especially between the rational and intuitive approach to design,
is what drives the quality of the process.
Conclusion
Knowledge is built by reconciling alternative points of view. Rosenberg sums up
the EPSS viewpoint toward training:
[E]lectronic-performance
support is a revolution. It's a recognition that you can get to
performance without necessarily going through learning, and I think
it's a whole new paradigm...the opportunities are theirs [for trainers]
to create fabulous new information streams to replace training so that
people can access what they need when they need it. (in Geber et al.,
1995, p. 68)
Rossett
(in Geber at al., 1995), by contrast, is in favor of "legitimate"
training. Both agree that the emphasis should be on just-in-time,
just-in-place information, situated in the context where it is to be
used, and easily comprehensible by the end user. Instructional systems,
EPSSs, HPT, integrated documentation and information systems, and
informal user support should be combined into a mature support system
for people who are trying to do their jobs.
Moreover,
the design process itself is open to new alternatives. Design, whether
for instruction, for online help systems, or for software development,
will approach that of an open, rather than a closed, system. Designers
will collaborate closely with end users and other team members at all
stages from conceptualization and design, through development, to
documentation, training, and support. Roles will merge as marketing
personnel and trainers serve on system design teams, system designers
man helpdesks, and information technologists become involved with user
support. The design process itself will evolve from a formal,
systematic model based on "golden rules" and guidelines to a flexible,
iterative process that is much more attuned to the context and needs of
the end user.
Clearly,
the problem of striking a delicate balance between designer control vs.
learner control will continue to exist. The emphasis, however, will be
placed more and more upon the user and the community, rather than the
designer, to define the process of instruction or support, and upon the
designer to implement increasingly user-friendly and adaptive support
systems.
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Lorraine Sherry
is
a research associate at RMC, Inc. in Denver Colorado. She is also a
doctoral student at the University of Colorado at Denver. E-mail:
lsherry@carbon.cudenver.edu
Brent Wilson
is
an associate professor and serves as Lorraine's doctoral advisor. They
share an interest in the adoption and use of innovative learning
resources, and in the cultivation of learning communities that make use
of those resources. E-mail: bwilson@carbon.cudenver.edu
Lorraine Sherry
Updated October 19, 1996
Assumptions
Scope Definition
To be completed.
Date: TBD
Responsibility: Name of those responsible
For
other than labels and language which are inherent on each display, the
following needs to be identified for each support resource type
by Barry Raybould
Improving
individual and organizational performance requires changes in
organization, processes and technology. Continuing improvements in
technology are providing many new opportunities to improve performance
and these in turn are starting to enable new processes and
organizational structures. In this article I survey the range of
technology options for improving human performance, and introduce the
concept of a
performance support continuum
, a range of options or
performance support structures
from which to choose for any performance improvement initiative.
Technology
plays a different role depending on where you are on this continuum.
Even though some of these structures are not electronic or
technology-based, most of them can be integrated electronically. For
example on a performance-centered Intranet you can disseminate
instructor-led training materials that you can print on-demand or you
can maintain a database of phone numbers of company experts that are
available via hotline support.
There
are several ways to categorize the various options for improving human
performance. Three key ways of classifying these technologies are:
Let us take a look at each of these three attributes in turn.
Performance versus learning focus
Performance
Interventions
can be designed with the primary objective of transferring knowledge or
of producing performance. In the performance support literature it has
been shown that it is possible to design an intervention that can
generate performance without pre-requisite learning. Learning often
occurs as a by-product but it is not the primary objective. (See
discussion of the organizational/performance learning cycle in
Raybould, 95). Technologies that focus on performance as the primary
objective are referred to as performance-centered systems, in which a
software application is designed in such a way as to allow someone to
perform a job at a high level of performance using the techniques of
closely integrating the knowledge, information and tools a job
performer needs into the interface of the software itself. [Gery, 95,
Raybould, 96]. The knowledge and information can be integrated into the
primary work area of the software (usually the main window), or it can
be in a separate work area that is linked to the primary work area,
often a pop-up window or second window on the screen. Technologies in
this category include:
These
technologies use a variety of performance support structures in the
human/computer interface to support the job performer. In the primary
work area these include performance support structures such as
on-screen text and graphics, dialog boxes, pushbuttons, task bars. In
the secondary work area these include performance support structures
such as wizards, cue cards and on-line reference.
Learning
Performance
support structures can also be designed with a learning focus in which
case the primary objective is that of transferring knowledge to
long-term memory. Technologies that fall into this category are:
CBT
and WBT are fundamentally an electronic form of Instructor-Led
Training. Instead of an instructor facilitating the student's
interaction with the course material, these interactions are programmed
into the computer to facilitate transfer of knowledge to long-term
memory. Simulations re-create the work situation to provide a "safe"
learning environment. They may be totally technology based or involve a
mix of technology and traditional approaches such as paper-based media
or instructor-led facilitation.
On-the-job versus off-the-job
Performance
support structures can also be designed to be used either on-the-job or
off-the job. Often those structures whose primary goal is performance
are intended for use on-the-job and those structures whose primary goal
is learning are used off-the-job although there is a body of practice
called OTJ (On-the-job) which is an exception to this. Performance
support structures designed to be used off-the-job include
CBT
can be designed however into smaller, more granular units. Often
web-based training (WBT) is designed this way. These training units are
designed to be used both on-the-job and off-the-job depending on the
nature of the job and the amount of time the job performer has in
between work activities to go through a training module.
Technology only versus human intervention
Finally
the third attribute is whether human support is required or the support
is provided completely by technology. Performance support structures in
which human intervention is required include:
In
hotline support technology plays a role in two ways. First the job
performer may have access to an electronic database of experts and
their telephone numbers. Secondly, the expert at the end of the
telephone hotline may be supported by technology. This technology might
include
Selecting the most effective technology
Performance
support structures fall along a continuum from most effective and most
productive at the top to least effective and least productive at the
bottom. In the table: "The Performance Support Continuum" I list and
describe many of these different options for providing support for
human performance. This is because research has shown that learning is
most effective when it is done on-the-job in the context of actual work
[Seeley 89, Streibel 89], and workers are clearly more productive when
they are on-the-job. When taking a performance-oriented rather than a
training-oriented approach you place emphasis at the top end of the
table, rather than lower down. When determining how best to apply
technology to improve human performance, it is most effective to use
technology to either build or enable structures towards the top of the
table. Of course in any performance-based initiative there are a number
of constraints and most initiatives use a combination of structures
from the table. The trick is the choose the right balance for optimum
performance.
Table: The Performance Support Continuum
Key:
|
P
|
√
|
Performance-oriented
|
|
|
|
Learning-oriented
|
|
O
|
√
|
On-the-Job
|
|
|
|
Off-the-Job
|
|
N
|
√
|
No human support needed
|
|
|
|
Human support needed
|
|
I
|
√
|
Support integrated in primary work area
|
|
|
|
Support linked or external to primary work area
|
|
P
|
O
|
N
|
I
|
Structure
|
How it can support the worker
|
|
√
|
√
|
√
|
√
|
On-screen text and graphics
|
Can
display knowledge to support the worker's current task in the main
window of a software application, such as procedure steps, tips,
examples, checklists, definitions from a glossary or some necessary
background conceptual or process knowledge. May be context-sensitive.
|
|
√
|
√
|
√
|
√
|
Dialog box
|
Can
provide the same support as on-screen text and graphics, but displayed
in a pop-up box. Can be automatically triggered based on the workers
actions.
|
|
√
|
√
|
√
|
√
|
Pushbutton
|
Can automate the worker's task in software.
|
|
√
|
√
|
√
|
√
|
Task bar
|
Can be used to lead the worker through a series of tasks in a sequence.
|
|
√
|
√
|
√
|
√
|
Dynamic dialog box advisors
|
A series of choice boxes that lets the worker know what choices are available,
given choices that have already been made.
|
|
√
|
√
|
√
|
√
|
Pull-down menus and commands
|
Can show the job worker what can be done at any point in time by displaying it
as a menu or a command listed in a menu.
|
|
√
|
√
|
√
|
√
|
Monitor
|
Part
of a software program that tracks what the worker is doing in the
software and pro-actively provides guidance and tips for doing the work
or using the application more efficiently.
|
|
√
|
√
|
√
|
√
|
Task-oriented interface
|
A
series of screens that contain a number of the above structures to
sequentially gather information and choices from the worker and then
perform some action in the software.
|
|
√
|
√
|
√
|
√
|
Animation
|
Moving graphics that can support the worker by demonstrating visually a series
of events or showing how something works.
|
|
√
|
√
|
√
|
√
|
Advisor
|
A
series of screens in the main window or in an overlay window designed
to support the worker by diagnosing a problem or situation and
providing advice. May be based on a simple decision tree logic or on a
more complex set of rules using expert system technology.
|
|
√
|
√
|
√
|
√
|
Template
|
A
pre-structured format or shell for something the worker wants to create
that provide the worker a "place to start" without having to develop
from scratch. May contain on-screen text or graphics or link to dialog
boxes to provide task support.
|
|
√
|
√
|
√
|
√
|
Checker
|
A function that verifies something the worker has created in the software for
completeness, accuracy or appropriateness.
|
|
√
|
√
|
√
|
√
|
Feedback
|
Provides a way for the worker to respond or give input to the designer of the
system or developer of the content.
|
|
√
|
√
|
√
|
|
Search function
|
A part of the software that helps the worker find some information or knowledge
stored electronically.
|
|
√
|
√
|
√
|
|
Wizard (aka Assistant, or Helper)
|
A
task-oriented interface displayed in an overlay window to perform some
task in the main window. Actually performs a set of actions in the
primary window, unlike cue cards and advisors which only
recommend
an action. Used to make an existing software application whose main program
code you cannot change more performance-centered.
|
|
√
|
√
|
√
|
|
Coach
|
A
series of screens displayed in an overlay window that gives the worker
help and advice with a complex task in the main window one step at a
time. Branches according to the worker's current context. Keeps some
control when the user is working in the main window to prevent the
worker making errors. Also used to make an existing software
application whose main program code you cannot change more
performance-centered.
|
|
√
|
√
|
√
|
|
Cue card
|
Similar to a coach but less sophisticated in that it does
not
keep control when the user is working in the main window, allowing for
the possibility of the cue card help getting out of step with the
worker's task in the main window. Also used to make an existing
software application whose main program code you cannot change more
performance-centered.
|
|
√
|
√
|
√
|
|
Show me software demonstrations
|
A
type of animation that demonstrates how the worker does something in a
software application. Often "canned", but can use live software.
|
|
√
|
√
|
√
|
|
Multimedia presentation
|
A
series of screens displayed in the main window or in an overlay window
that gives the worker background conceptual or process knowledge about
the work. May use any combination of media including text, graphics,
animation, audio or digital video.
|
|
√
|
√
|
√
|
|
Procedural help
|
An
overlay window that provides step-by-step instructions on how to
complete tasks in the main window. Similar to cue cards but all the
steps are displayed in a single scrolling window, each step in less
detail than in a cue card.
|
|
√
|
√
|
√
|
|
Field-level help
|
Supports
the worker in entering data in a particular field of a form. Provides
guidance on format and syntax and examples of correct input.
|
|
√
|
√
|
√
|
|
Help system
|
An
overlay window that can contain any combination of procedural,
field-level, window and conceptual help and provides access to them via
a table of contents, search and keyword index. Used to make an existing
software application whose main program code you cannot change more
performance-centered.
|
|
√
|
√
|
√
|
|
On-line reference
|
Electronically delivered manuals.
|
|
√
|
√
|
√
|
|
Assessments
|
Timed or judged tests activities that allow the worker to test their knowledge
of the task or application.
|
|
√
|
√
|
|
|
Hotline support
|
A
call center available to the worker for assistance provided by experts.
Experts often use other performance support structures. Note:
Integrated electronically: EPSS contains database of expert's
individual or department telephone numbers.
|
|
√
|
√
|
|
|
Peer support
|
Co-workers who provide help with the work. Usually located physically close to
the job worker.
|
|
|
√
|
√
|
|
Practice activities
|
Structured "let me try" activities that allow the worker to practice their
knowledge of a task or of an application.
|
|
|
√
|
√
|
|
Practice questions
|
Questions that test a job worker's knowledge about a topic, or skill in an area.
|
|
|
√
|
|
|
On-the-job training (OJT)
|
The
training environment and the actual work environment are the same.
Training materials can be used, but typically any software or equipment
is part of the production resources.
|
|
|
|
√
|
|
Business practice simulator
|
Part paper-based, part computer-based exercises that let workers use
live software
as part of an activity to simulate an area of business practice and
compare their approaches with models recommended by experts.
Simulations provide safe environments for users to practice real-world
skills. They can be especially important in situations where real
errors would be too dangerous or too expensive. May be stored in the
EPSS and printed on demand.
|
|
|
|
√
|
|
Software simulator
|
A reconstruction of a software application's display that allows the worker to
initiate actions and get responses.
|
|
|
|
√
|
|
Equipment simulator
|
Mimics
the functionality of control panels of equipment to show system
responses or machine movements, simulate feedback, and provide the look
and feel of equipment or systems.
|
|
|
|
√
|
|
Computer-based training (CBT)
|
CBT
uses any combination of interactive multimedia such as audio, text,
color graphics, animation, color photographs, and motion video to
accurately reflect processes or procedures and to enhance the learning
process. Student's interaction with the program determines whether
learning has taken place. Integrated electronically by linking or
embedding in an EPSS.
|
|
|
|
√
|
|
Audio-based courses
|
Training
courses delivered primarily on audio cassettes. May be accompanied by
paper-based materials. Limited interaction compared with CBT.
|
|
|
|
√
|
|
Video-based courses
|
Training
courses delivered primarily on video. May be accompanied by paper-based
materials. Limited interaction compared with CBT.
|
|
|
|
|
|
Hands-on training
|
ILT
where actual software or equipment is incorporated as a training tool
to facilitate actual task practice. Conducted in a training
environment, not on-the-job..
|
|
|
|
|
|
Instructor-led training (ILT)
|
Traditional
training incorporating the use of a facilitator / expert and training
materials. Typically this is a scheduled event where a group of
students meet with the instructor in a classroom environment.
Integrated electronically: EPSS contains database of schedules and electronic
masters of course materials.
|
Adapted from resources in the Ariel PSE(tm) Methodology Library, Ariel
Performance Centered Systems, Inc.
Summary
In this article we have seen that there are a number of techniques, or
performance support structures,
for
supporting human performance each of which can involve technology to a
greater or lesser degree. These structures and technologies vary in
their emphasis on performance versus learning, whether they are used
on-the-job or off-the-job and whether they require human intervention.
When embarking upon any new initiative to improve human performance, a
range of structures will be needed. The initiative is likely to be most
successful and cost-effective if it is weighted towards the top of the
continuum. These structures and technologies have a strong performance
rather than a learning focus, are used on-the-job rather than
off-the-job and require the minimum of support by other people.
References
[Gery, 95] Gery, Gloria. "Attributes and Behaviors of Performance-Centered
Systems"
Performance Improvement Quarterly
(Washington, D.C.: International Society for Performance Improvement) 8 no.1,
(1995)
[Raybould,
95] Raybould, Barry. "Performance Support Engineering: An Emerging EPSS
Development Methodology for Enabling Organizational Learning".
Performance Improvement Quarterly
(Washington, D.C.: International Society for Performance Improvement) 8, no. 1
(1995): 7-22.
[Raybould, 96] Raybould, Barry. "Performance-Centered Design".
Training & Development.
(March 1996).
[Streibel 89] Streibel, M.J. 1989. Instructional Plans and Situated Learning.
Journal of Visual Literacy, 9(2).
[Seeley 89] Seeley Brown, J. 1989. Situated Cognition and the Culture of
Learning. Educational Researcher.