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<strong>The</strong> <strong>Workspace</strong> <strong>Design</strong> <strong>approach</strong>: <strong>How</strong> <strong>users</strong> <strong>and</strong> OHS consultants can transform<br />

design scripts<br />

Ole Broberg<br />

Technical University of Denmark<br />

DTU Management Engineering<br />

ob@ipl.dtu.dk<br />

Abstract<br />

<strong>The</strong> Danish <strong>Workspace</strong> <strong>Design</strong> (WSD) research program is aimed to develop <strong>and</strong> trial a<br />

potential new concept for ergonomists <strong>and</strong> other workplace consultants who are to engage in<br />

socio-technical design processes. <strong>The</strong> objective of this paper is to report on the trial of the<br />

workspace design concept in a case involving the design <strong>and</strong> implementation of a new mixing<br />

technology in an industrial plant. <strong>The</strong> case showed how the WSD concept can contribute to an<br />

engineering design process. <strong>The</strong> WSD team took the role as workspace designer <strong>and</strong> by the<br />

participatory workshops achieved an impact on the technology project. It was possible to<br />

transform the script which the design engineers were sticking to in the early phases of the<br />

design process.<br />

Keywords: Participatory design; workplace design; ergonomics; action research<br />

Topics: <strong>Design</strong> <strong>and</strong> usability


1. Introduction<br />

<strong>The</strong> Danish <strong>Workspace</strong> <strong>Design</strong> (WSD) research program is aimed to develop <strong>and</strong> trial a<br />

potential new concept for ergonomists <strong>and</strong> occupational health service (OHS) consultants<br />

who are to engage in socio-technical design processes. <strong>The</strong> trial of the workspace design<br />

concept included a case involving the design <strong>and</strong> implementation of a new mixing technology<br />

in an industrial plant. <strong>The</strong> case showed how the WSD concept can contribute to an<br />

engineering design process. <strong>The</strong> WSD team took the role as workspace designer <strong>and</strong> by<br />

participatory workshops <strong>and</strong> methods achieved an impact on the technology project.<br />

<strong>The</strong> objective of this paper is to discuss how the WSD workshop sessions contributed to the<br />

design of a new production line in the mixing plant which was very different from the design<br />

engineers’ first outline? <strong>The</strong> concept of “script” from the actor-network theory seems to be a<br />

relevant option to build on in such an analysis. This concept is based on a distinction between<br />

the projected user <strong>and</strong> the real user, <strong>and</strong> thus that the designer is working with different<br />

representations of the user.<br />

2. Methods<br />

<strong>The</strong> test of the <strong>Workspace</strong> <strong>Design</strong> (WSD) concept took place in three case companies. In this<br />

paper I report an analysis of an industrial manufacturing case in which a company was to<br />

implement a new mixing technology in their production line. <strong>The</strong> WSD team consisted of<br />

three researchers from the Technical University of Denmark, two consultants from the Danish<br />

Technological Institute, two researchers from the Centre for <strong>Design</strong> Research, <strong>and</strong> two OHS<br />

consultants from the OHS unit that normally served the industrial manufacturer.<br />

This team tried to take the role as workspace designer in relation to the technological change<br />

process. In this way a potential new role of the OHS consultant was developed in a mutual<br />

learning process. <strong>The</strong> idea was that the activities planned <strong>and</strong> completed in this group could<br />

be the job of the OHS consultants in their future consultancy tasks for companies.<br />

3. Case: New mixing technology in a production line<br />

<strong>The</strong> company is manufacturing so-called socks for the renovation of piping, especially<br />

sewage piping. <strong>The</strong> key process at the company is the impregnation of socks with chemical<br />

mixtures that allow the socks to harden up when installed in piping. <strong>The</strong> mixing of chemicals<br />

into different prescriptions takes place in batch processes located in the mixing plant. <strong>The</strong><br />

production system implicates much manual h<strong>and</strong>ling of barrels <strong>and</strong> bags by the 4-5 operators.<br />

Exposures to vapours <strong>and</strong> dust are also part of a work environment which is considered to be<br />

problematic by all parties involved in the company.<br />

<strong>The</strong> company engaged two external design engineers as consultants to the project. <strong>The</strong>y first<br />

worked on a project replacing the current batch technology with new batch technology.<br />

During their work, however, they identified a German machine supplier who was able to<br />

develop continuous working machinery for the mixing process. It was subsequently decided<br />

that they should opt for this solution, <strong>and</strong> the two design engineers drew up a requirements<br />

specification for such machinery. <strong>The</strong> new production system would be a closed system with<br />

automatic inflow of raw materials, thereby improving some aspects of the work environment<br />

considerably.<br />

At the time of the WSD intervention the new mixing machine was specified <strong>and</strong> ordered. <strong>The</strong><br />

design engineers had made two proposals for the layout in the empty production hall where<br />

the new machinery was to be installed. Both proposals were based on an optimization of the


piping in the new facility, as the length of the pipes could be a critical factor due to a risk of<br />

hardening up of raw materials in the pipes.<br />

4. <strong>The</strong> WSD intervention<br />

<strong>The</strong> intervention by the WSD team was organized as two collaborative events, each consisting<br />

of two workshops. Each workshop had a duration of approximately three hours. <strong>The</strong> events<br />

were design games (Horgen et al., 1999; Johansson et al., 2002; Br<strong>and</strong>t & Messeter, 2004)<br />

aimed at staging the meeting between the production management, two consulting design<br />

engineers <strong>and</strong> three employees of the mixing plant. <strong>The</strong> design game format was aimed at<br />

facilitating a collaborative design process between these actors. In the first event the<br />

workshops were focusing on the layout of the new plant in which the new mixing machine<br />

was to be installed. In the second event the two workshops were organized as use scenarios,<br />

aiming at simulating work processes <strong>and</strong> ergonomics in the new plant.<br />

4.1 <strong>The</strong> layout design game<br />

<strong>The</strong> first event was a layout design game which took place in a meeting room in the company.<br />

<strong>The</strong> WSD team had produced game boards <strong>and</strong> gaming pieces. During the two workshops, the<br />

participants were sitting around a game board placed in the middle of the table. <strong>The</strong> game<br />

board was a sketch of the floor plan of the existing mixing plant <strong>and</strong> the adjacent hall in<br />

which the new mixing machine was to be placed. Coloured cardboard pieces represented<br />

different artefacts in the plant. A WSD team member was designated as game master, <strong>and</strong> he<br />

instructed the participants that the purpose of the design game was to set up a collaborative<br />

design process on the layout of the new mixing plant. He also stressed that the workshop was<br />

a sort of a ‘laboratory’ in which participants had the opportunity to explore different layout<br />

possibilities.<br />

In the first workshop the game board was based on the design engineers’ proposal for layout.<br />

This layout was printed to the game board <strong>and</strong> was not moveable. <strong>The</strong> coloured gaming<br />

pieces represented different issues in relation to workplace design, work tasks, <strong>and</strong><br />

equipment. <strong>The</strong>y were filled in by the participants during the game. In this way, all the<br />

participants could make enquiries to the design engineers’ proposal <strong>and</strong> this procedure<br />

resulted in a number of possible solution proposals to identified problems. At the end of the<br />

workshop homework was scheduled to the second workshop. <strong>The</strong> design engineers should<br />

check up on some machine features, the production manager <strong>and</strong> the OHS coordinator should<br />

investigate into regulations on fire <strong>and</strong> chemicals. Finally, the production manager suggested<br />

that the operators should work on a new proposal for layout.<br />

<strong>The</strong> second workshop started with reports from the production manager <strong>and</strong> the design<br />

engineers on their homework. Next, the operators presented their layout proposal step-by-step<br />

at a game board with moveable gaming pieces, each representing machines <strong>and</strong> equipment.<br />

During the game they explained their reasons <strong>and</strong> ideas <strong>and</strong> a collaborative design process<br />

started up. In the end, the game board was representing a layout including many of the<br />

operators’ proposals, but during the collaborative design process other things had been<br />

changed.<br />

In short, the outcome of the layout design game was a proposal for the layout of the new<br />

mixing plant which was quite different from the two proposals originally made by the two<br />

consulting design engineers. Especially, the work practice experience <strong>and</strong> ideas brought in by<br />

the employees had a profound influence on the new proposal for layout <strong>and</strong> also included<br />

important aspects of ergonomics. <strong>The</strong> employees were able to highlight things which had not


een considered by the design engineers. Support functions such as maintenance <strong>and</strong> storage<br />

had not been considered by the design engineers. Such facilities were part of the new lay out<br />

design. <strong>The</strong> physical product of the layout design game was the game board with a floor plan<br />

on which the cardboard pieces illustrating the machine <strong>and</strong> other artefacts were placed in new<br />

ways.<br />

4.2 <strong>The</strong> use scenario workshops<br />

In the second collaborative event a use scenario was set up by the WSD team. <strong>The</strong> idea was to<br />

explore more closely the ergonomics <strong>and</strong> future work practice related to the operation of the<br />

new mixing machine in the surroundings designed during the layout workshops. This was<br />

done by simulating future work processes through scenarios taking place in the empty hall<br />

designated for the new mixing plant. <strong>The</strong> WSD team produced two artefacts to facilitate the<br />

use scenario. <strong>The</strong> first was a 1:20 scale model of the new plant with movable representations<br />

of machines <strong>and</strong> devices. <strong>The</strong> second was the placement of tape markers on the floor,<br />

representing the machines <strong>and</strong> new walls in the empty hall according to the results of the<br />

layout game. <strong>The</strong> scale model was placed on a table in the empty hall, <strong>and</strong> the use scenarios<br />

started out by having the participants st<strong>and</strong>ing around the model. At the same time, it was<br />

possible to move around in the new mixing plant by looking at the tape markers on the<br />

flooring. Two different kinds of use scenarios were applied by the WSD team. In both cases<br />

the participants were the production management, the two consulting design engineers, <strong>and</strong><br />

three employees from the mixing plant. A WSD team member was game master.<br />

At the first use scenario the production manager <strong>and</strong> the employees were asked by the WSD<br />

game master to go through the process of what would be expected to be a normal production<br />

scenario with the new machine. By doing so they were pointing to the scale model. <strong>The</strong>n the<br />

WSD team had prepared incident cards on which realistic production incidents were<br />

described. <strong>The</strong>se events had been identified through interviews with employees <strong>and</strong><br />

production management <strong>and</strong> were based on experience acquired from the operation of the<br />

existing mixing plant. An example is the following instruction: “You have started the weekly<br />

cleaning process. Suddenly you spot a leaky valve. Approximately five litres of fluid have<br />

spilled out on the floor, <strong>and</strong> it is still leaking. It smells like an organic solvent. What do you<br />

do?” <strong>The</strong> idea was to open up for a collaborative inquiry of how actual production events<br />

could be h<strong>and</strong>led at the new mixing plant with a machine based on new principles. <strong>The</strong><br />

employees took turns taking a card, <strong>and</strong> together the employees discussed how they would<br />

deal with this event in the new facility. <strong>The</strong> other participants joined the open reflection by<br />

answering questions or putting forward their points of view. WSD team members<br />

continuously registered the identified potential problems <strong>and</strong> ideas to solve them on flip<br />

charts. During this session, the production manager made an ‘on-the-spot’ design decision<br />

because he realized that a vacuum tank had to be moved from one room to another.<br />

Afterwards the flip charts were systematized by the WSD team in a document <strong>and</strong> h<strong>and</strong>ed out<br />

to all participants. All items from the flip charts were placed in three categories: Hall layout,<br />

the technical system, <strong>and</strong> work procedures. Items requiring further investigation were<br />

registered too <strong>and</strong> persons to be responsible for the homework were appointed.<br />

<strong>The</strong> second use scenario took place in the same setting as the first with the same participants.<br />

Now the work environment <strong>and</strong> ergonomics in the new mixing plant were to be investigated<br />

with the aim of being proactive. <strong>The</strong> workshop was staged by the WSD team with the<br />

following scenario: “<strong>The</strong> new plant has now been running for two years, <strong>and</strong> today the OHS<br />

consultant comes for a visit to carry out a workplace assessment“. A workplace assessment is


a systematic mapping of the work environment <strong>and</strong> measures <strong>and</strong> is m<strong>and</strong>atory according to<br />

Danish law.<br />

<strong>The</strong> OHS consultant was then taken on a walk-through of the new plant by the employees.<br />

This was done by moving around the tape markings at the floor <strong>and</strong> looking at the 3 D scale<br />

model. During the tour, the OHS consultant asked a lot of specific questions on work<br />

procedures, workplace design, equipment <strong>and</strong> personal protections. All participants reflected<br />

openly upon these questions, <strong>and</strong> potential problems <strong>and</strong> ideas for solutions were registered<br />

by the WSD team, <strong>and</strong> afterwards were systematized in a document <strong>and</strong> h<strong>and</strong>ed out to the<br />

participants. This time, the items were categorized by rooms at the new mixing plant, e.g. the<br />

control room, the mixing room, the chemicals storage room.<br />

Based on the two use scenario sessions, the production manager made several changes to the<br />

requirements specifications for the new facility. A vacuum tank was moved from one room to<br />

another. <strong>The</strong> machine supplier was asked to modify a detail in the machine allowing for<br />

mixing additives when the machine is operating. In an evaluation of the workshops he stated:<br />

I am sure we have saved a lot of resources by doing it in this way. Otherwise we would have<br />

to make changes afterwards. <strong>The</strong> OHS consultant stated: Overall, it was a really good<br />

session. It was fantastic effective to envisage the future production system <strong>and</strong> the work in it.<br />

<strong>The</strong> workers were much more engaged, maybe because they were expected to contribute.<br />

5. Transforming the script<br />

<strong>How</strong> did the WSD workshop sessions contribute to the design of a new production line in the<br />

mixing plant? <strong>The</strong> trial of the WSD concept may be seen as an intervention in a technology<br />

design project to promote more humanistic technology (Badham et al., 2001; Garrety &<br />

Badham, 2004). Actor-network theory (ANT) offers a framework for underst<strong>and</strong>ing the<br />

manner in which new socio-technical objects come to be built or assembled. ANT focuses on<br />

technology in the making (Latour, 1987). In this framework technology design projects are<br />

understood as a process of changing networks of social <strong>and</strong> technical relations. <strong>The</strong> role of<br />

technology designers are discussed by introducing the concept of “script” (Akrich, 1992).<br />

When engineers are designing a machine or a production system they make hypothesis about<br />

the context in which the machine or system is to be used. <strong>The</strong>y define <strong>users</strong> <strong>and</strong> prescribe how<br />

<strong>users</strong> associate with the technology. As stated by Akrich:<br />

A large part of the work of innovators is that of “inscribing” this vision of (or prediction<br />

about) the world in the technical content of the new object. I will call the end product of<br />

this work a “script” or a “scenario”. (Akrich, 1992, p. 208)<br />

In this specific case, however, the practise of the WSD concept implied that the real <strong>users</strong><br />

were involved in inscribing their visions of the new production line in the script. <strong>The</strong> two<br />

design engineers were under way with a script which was not very specific about the <strong>users</strong> of<br />

the new production facility. <strong>The</strong>y were mostly concerned with optimizing the piping, <strong>and</strong><br />

hence the work of the operators was not articulated. <strong>The</strong> engineers were designing the<br />

technical system <strong>and</strong> leaving the work tasks unidentified. <strong>The</strong> layout design games, <strong>and</strong> later<br />

on the use scenarios, became a reframing of the design object in the engineering design<br />

process, hence developing a “stronger” script setting up more explicit the relationships<br />

between the new machine <strong>and</strong> the operators. Bringing in the work practices of the operators<br />

<strong>and</strong> their reflections on conduct in the new system enlarged the design object to include a<br />

redesign of the new production facility, work procedures, equipment, cleaning, maintenance


<strong>and</strong> a number of work environment features. This contrasted to the original work of the design<br />

engineers, which primarily focused on piping <strong>and</strong> layout of the technical components.<br />

<strong>The</strong> use scenarios explored the new production system as a result of the design process in the<br />

layout game workshops. <strong>The</strong> set-up of the scenarios was a mixture of two main media for<br />

simulation (Daniellou, 2006): Experimental simulation based on a prototype <strong>and</strong> a narrative<br />

simulation where participants built up an oral account of feasible ways of carrying out the<br />

future tasks. <strong>The</strong> use scenario with incidence cards proved to be a collaborative inquiry of the<br />

characteristics of the new production system adding to the script. Playing the scenarios<br />

revealed the difference between the employees’ tasks <strong>and</strong> their conduct (Daniellou, 2005).<br />

<strong>The</strong> employees were not talking <strong>and</strong> reflecting about their formal tasks. <strong>The</strong>y were talking<br />

about the difficulties they could foresee in the new production system <strong>and</strong> were thinking<br />

aloud about how to deal with these problems. By reflecting on the feasibility of conduct, a lot<br />

of factors were identified, factors that the design engineers <strong>and</strong> the production manager had<br />

not considered in the design of the new system.<br />

6. Conclusion<br />

<strong>How</strong> could the WSD workshops contribute to the process of transforming a script? Instead of<br />

working with representations of <strong>users</strong>, the designers were collaborating with the actual future<br />

operators of the facility in the WSD workshops. Seen from a social learning perspective, the<br />

workshops contributed to set up a temporary learning space in which the daily power<br />

relations, expert roles <strong>and</strong> decision-making processes receded. <strong>The</strong> WSD team set up the rules<br />

for the workshops which all participants were to stick to. By the design games the WSD team<br />

facilitated the meeting <strong>and</strong> initiated mutual learning processes between these actors. <strong>The</strong> game<br />

board <strong>and</strong> the pieces, the scale model <strong>and</strong> the tape markings in the production hall were<br />

operating as appropriate ‘boundary objects’ (Wenger, 2000), allowing usable connections<br />

between different work practices. <strong>The</strong> workshop rules <strong>and</strong> these artefacts enabled multiple<br />

practices to initiate a collaborative design process because the artefacts could be<br />

comprehended <strong>and</strong> interpreted by all participants. <strong>The</strong> abstract term of “learning space” even<br />

became very tangible when we experienced the power of setting up the use scenarios in the<br />

actual production hall. An operator stated: It is really a good idea to bring people from<br />

different departments together in a room with sufficient time to discuss design <strong>and</strong> layout indepth.<br />

And the icing of the cake was to be situated in the actual production hall instead of a<br />

meeting room. <strong>The</strong> design engineers, one of them a little bit reluctantly, also recognized the<br />

effect of the workshops. One of them stated: <strong>The</strong> starting point was to optimize the piping.<br />

Quite other things are now in focus, <strong>and</strong> the facility will look very different than designed<br />

from the beginning.<br />

Acknowledgements<br />

<strong>The</strong> <strong>Workspace</strong> <strong>Design</strong> research program is partially funded by the Danish Work<br />

Environment Research Fund.


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Johansson, M., Fröst, P., Br<strong>and</strong>t, E., Binder, T., & Messeter, J. (2002). Partner engaged<br />

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