POSitivity: System Design Report

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Human Factors in System Design: Chris Monk POSitivity Reflecting on a restaurant computer redesign. Philip Jones 12/14/2010

description

Reflecting on a restaurant computer redesign

Transcript of POSitivity: System Design Report

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Human  Factors  in  System  Design:  Chris  Monk  

POSitivity  Reflecting  on  a  restaurant  computer  redesign.  

Philip  Jones  12/14/2010    

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Contents System  Description...................................................................................................................................4  

System  Objective ......................................................................................................................................4  

Goals .........................................................................................................................................................4  

Information  Gathering..................................................................................................................................5  

Personas .......................................................................................................................................................5  

Persona  1:  Casey  Robbins,  Young  Server..................................................................................................5  

Persona  2:  Jessica  Fulton,  Bartender........................................................................................................6  

Persona  3:  Ron  Walker,  Manager.............................................................................................................6  

Design  Language...........................................................................................................................................7  

Task  1:  Serving ..............................................................................................................................................8  

Problem  Identification..............................................................................................................................8  

Design  Requirements  and  Solutions.........................................................................................................9  

Task  2:  Bartending ......................................................................................................................................11  

Problem  Identification............................................................................................................................11  

Design  Requirements  and  Solutions.......................................................................................................12  

Task  3:  Managing........................................................................................................................................14  

Problem  Identification............................................................................................................................14  

Design  Requirements  and  Solutions.......................................................................................................15  

Recommendations......................................................................................................................................17  

Big  Ideas .................................................................................................................................................17  

Finally…...................................................................................................................................................18  

Appendix  A: ................................................................................................................................................19  

Detailed  Personas  and  Context  Scenarios ..............................................................................................19  

Server  persona:...................................................................................................................................19  

Server  context  scenario: .....................................................................................................................20  

Bartender  persona:.............................................................................................................................20  

Bartender  context  scenario: ...............................................................................................................21  

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Manager  persona: ..............................................................................................................................22  

Manager  context  scenario:.................................................................................................................23  

Appendix  B..................................................................................................................................................24  

Extra  diagrams  and  figures .....................................................................................................................24  

References..................................................................................................................................................24  

 

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Introduction System Description Restaurants  have  come  a  long  way  since  the  bad  old  days  of  scrawling  shorthand  on  a  piece  of  paper,  manually  sending  a  copy  soaring  across  to  the  kitchen,  and  adding  up  the  total  in  one’s  head.  There  are  now  dozens  of  integrated  software  systems  on  the  market  that  automate  and  organize  much  of  the  tedium  involved  in  tracking  this  type  of  customers.  Today’s  restaurants  use  Point-­‐of-­‐Sale  (POS)  software  that  must  track  checks  assigned  to  a  user,  print  orders  to  other  stations  for  preparation,  print  checks  with  gratuities  or  split  orders,  process  credit  cards  or  other  types  of  payment,  run  reports,  and  track  data  regarding  stock,  labor,  and  sales.    

POS  software  typically  displays  items  and  prices  in  a  sale,  handles  taxes,  returns,  voids,  payments  (including  credit  card  processing),  layaways,  and  discounts,  generates  accounting  reports,  and  tracks  inventory.  Restaurant  POS  software  allows  you  to  create  checks  by  diner  or  table,  place  special  orders,  track  orders  per  server,  move  diners  from  the  bar  to  a  table,  generate  waiting  lists,  and  more.  (BuyerZone.com,  Inc.,  2006)  

System Objective Successful  POS  software  ensures  that  all  restaurant  employees  can  perform  the  tasks  relevant  to  their  position.  Superior  POS  software  does  so  through  an  integrated  system  that  presents  users  with  an  appropriate  interface,  customized  to  address  the  idiosyncrasies  of  each  role.  In  this  sort  of  existing  market,  the  practical  way  to  scope  this  redesign  process  will  involve  iterative  usability  improvements  through  user-­‐centered  design  principles,  rather  than  attempting  to  “reinvent  the  wheel.”  

Goals Goals  from  a  management  perspective  include  painless  assistance  for  servers/bartenders  “on  the  floor,”  simple  but  powerful  reporting  functionality,  and  intuitive  fine-­‐tuning  of  the  POS  configuration  itself.  

Servers  primarily  require  functionality  that  allows  them  to  send  potentially  modified  orders  to  other  employees  for  food  and  drinks,  recorded  by  table,  and  receive  payment  from  the  appropriate  parties.  After  “closing  all  checks,”  the  employee  must  record  tips  for  tax  purposes  and  exchange  cash  with  management  in  order  to  receive  said  tips.  

From  behind  the  bar,  employees  will  need  the  ability  to  quickly  ring  in  repeated  drink  orders  (along  with  occasional  food)  that  may  be  paid  for  immediately  (with  cash  or  credit)  or  “tabbed”  and  settled  when  leaving.  At  the  end  of  the  shift,  tips  are  totaled  and  reports  are  generated,  so  that  the  bartender  receives  the  correct  amount  of  tips  in  cash.  

The  foreseen  implementation  of  the  POSitivity  system  into  Nine  Toes  Restaurant  &  Bar  will  attempt  to  address  all  of  these  basic  functional  needs,  while  going  beyond  the  basics  through  a  goal-­‐directed  design  process  that  will  seek  to  interview  stakeholders  and  subject  matter  experts  and  incorporate  findings  into  an  easy-­‐to-­‐use,  time-­‐saving  system.  

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Information Gathering The  information  necessary  to  develop  an  accurate  concept  of  a  POS  system  was  largely  acquired  through  interviews  with  and  direct  observation  of  representative  system  actors.  Employees  were  observed  at  Hard  Times  Café  Arlington  and  Eleventh,  as  well  as  informally  at  the  Clarendon  Grill  and  Cactus  Cantina.  Innocuous  conversation  about  existing  systems  during  use  was  effective  at  yielding  surprisingly  compelling  information.  While  the  interview  team  consisted  of  one  man  with  a  notebook  and  camera,  a  great  deal  of  relevant  data  was  acquired,  informing  the  underlying  assumptions  regarding  this  design  project.  

Restaurant  employees  that  were  interviewed  included:  

• Liz,  a  server  at  Hard  Times  Café  Arlington  • Elizabeth,  a  server  at  the  Clarendon  Grill  • Justin,  a  bartender  at  the  Clarendon  Grill  • Mark,  a  bartender  at  the  Clarendon  Grill  • Sean,  a  bartender  at  Ireland’s  Four  Courts  • Chris,  a  manager  at  Hard  Times  Café  Arlington  • Chris,  a  manager  at  the  Clarendon  Grill  

The  three  job  categories  that  were  encountered  seemed  to  self-­‐select  into  the  three  tasks  that  would  be  explored.  While  bartenders  and  servers  reported  usage  of  similar  functionality,  their  workflows  were  markedly  different,  and  customizing  the  presentation  and  behavior  of  several  diverging  needs  will  be  a  major  priority.  Furthermore,  management  positions  required  an  entirely  deeper  branch  of  functionality,  and  the  differing  interaction  style  will  necessitate  a  relatively  different  approach.  

Personas For  full  personas  and  context  scenarios,  please  see  Appendix  A.  

Persona 1: Casey Robbins, Young Server Nineteen-­‐year-­‐old  Casey  Robbins  enjoyed  her  freshman  year  of  college,  and  decided  to  find  a  part-­‐time  job  this  past  summer.  She  has  now  worked  at  Nine  Toes  into  the  fall  semester,  and  is  annoyed  every  time  she’s  scheduled  on  a  weekend  night,  but  appreciates  the  opportunity  for  extra  cash.  She  usually  tries  to  get  off  early  to  go  out  with  her  friends  and  only  works  a  few  times  a  week,  due  to  her  shoe  and  concert  addiction,  despite  her  parents’  support.  If  only  she  could  figure  out  how  to  use  the  POS  system  as  quickly  and  efficiently  as  Tony,  she’d  love  to  feel  more  secure  and  less  worried  about  pleasing  her  bosses.  She’s  perfectly  competent  with  her  Macbook  and  Blackberry  but  realizes  that  she  probably  just  needs  more  experience  with  the  computer.  She’s  getting  pretty  good  at  doing  the  basic  tasks  one  at  a  time,  but  it’ll  take  a  while  to  get  into  a  rhythm  of  integrating  many  tasks  into  a  unified  workflow.  If  a  system  isn’t  messing  her  up,  Casey  appreciates  feeling  

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competent  when  she  can  intuitively  learn  what  to  do,  and  is  generally  just  happy  to  get  through  a  task,  off  the  clock,  and  on  with  her  life.  

Persona 2: Jessica Fulton, Bartender It  takes  a  little  while  to  get  to  know  31-­‐year-­‐old  Jessica  Fulton  behind  her  superficially  warm  bartender  personality.  Working  at  Nine  Toes  for  years  has  not  only  attuned  her  to  “working”  the  system,  but  she’s  seen  so  much  employee  turnover  that  she  must  be  impressed  enough  to  have  a  real  conversation.  She  works  four  evenings  a  week,  as  well  as  one  “long  day,”  and  loves  the  freedom  and  unique  environment  her  job  offers  since  she  doesn’t  have  kids  to  influence  her  schedule.  At  closing,  Jessica  usually  claims  the  physically  relieving  task  of  sitting  at  the  computer,  entering  credit  card  tips  into  the  computer.  She  likes  to  feel  useful  and  figure  out  how  much  cash  she’ll  have  left  over  for  to  go  out  with  her  friends  after  the  power  bill  gets  paid.  She’ll  often  finish  off  the  night  at  a  different  bar  with  a  couple  coworkers,  leaving  enough  time  to  sleep  before  her  errands  and  shift  the  next  day.  She  feels  secure  in  her  job,  as  the  owner  likes  her  and  her  performance,  which  relieves  her  from  the  feeling  of  having  to  go  out  of  her  way  to  please  management  on  every  task.  

Since  she’s  in  a  comfortable  environment,  Jessica’s  primary  goal  is  to  perform  confidently  and  efficiently.  She  hates  spending  forever  searching  the  menu,  and  is  frustrated  that  the  work  computer  doesn’t  operate  as  smoothly  as  her  iMac.  As  long  as  she  can  rapidly  get  on  and  off  of  the  computer  hundreds  of  times  without  getting  in  anyone’s  way,  she’d  be  happy  with  a  responsive  system  that  makes  sense.  

Persona 3: Ron Walker, Manager Forty-­‐one-­‐year-­‐old  Ron  Walker  likes  the  opportunity  to  run  Nine  Toes  with  an  emphasis  on  light-­‐hearted  productivity.  Being  a  jokester  at  heart  in  a  full-­‐time  salaried  position,  he  enjoys  the  time  he  spends  with  long-­‐time  employees  that  have  become  friends.  His  other  main  connection  is  with  his  two  kids,  aged  11  and  17,  whom  he’d  love  to  see  full-­‐time,  though  he  must  split  custody  with  his  ex-­‐wife.  His  main  priority  is  to  please  the  owner,  but  since  he  usually  feels  responsible  and  in  charge,  there  is  no  need  to  be  overly  concerned  with  the  minutiae  of  everyday  business.  He’s  able  to  shrug  off  minor  issues,  and  is  only  frustrated  at  high-­‐level,  inefficient  patterns  that  some  of  his  daily  tasks  involve,  especially  when  the  system  doesn’t  follow  an  intuitive  workflow.  He  is  grateful  that  the  current  version  of  the  software  rarely  crashes  the  computer  and  requires  little  maintenance,  as  well  as  the  fact  that  he’s  been  able  to  figure  out  the  style  it  requires.  He  would  love  for  the  computer  to  help  streamline  some  of  his  usual  responsibilities,  but  mainly  appreciates  a  system  that  “just  works”  in  a  simple,  consistent  manner.  

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Design Language Development  of  a  design  language  must  be  preceded  by  an  understanding  of  the  components  of  the  system  at  hand.  As  with  the  majority  of  today’s  point-­‐of-­‐sale  systems,  POSitivity  allows  interactivity  through  an  LCD  touchscreen  (for  servers  and  bartenders)  as  well  as  a  keyboard/mouse  combination  (for  managers).  There  will  also  be  peripherals  including  USB  credit  card  scanners  and  USB  receipt  printers,  as  well  as  connectivity  to  standard  desktop  printers.  

The  choice  of  touchscreen  revolves  around  the  two  currently  popular  styles.  Capacitive  screens,  such  as  that  sported  by  the  popular  iPhone,  have  a  reputation  for  being  more  accurate  and  more  expensive,  but  will  not  accept  pressure  by  anything  other  than  a  body  part.  Resistive  screens  are  the  cheaper  options  that  accept  more  input  methods  (like  a  pen),  but  require  more  pressure  and  are  less  accurate.  The  recommended  touchscreen  technology  is  to  be  discussed  at  the  next  stakeholder  meeting,  and  will  be  considered  undecided  for  the  purposes  of  this  report.  That  being  said,  this  decision  has  an  impact  on  the  range  of  interface  styles  available  to  designers.  Advanced  touch  mechanisms  like  swiping,  pinching,  and  tap-­‐and-­‐holding  were  considered,  but  ultimately  relegated  to  be  secondary,  “power  user”  options,  if  at  all  included.  The  unintuitive,  nonobvious  nature  of  these  sorts  of  commands  does  not  seem  to  be  a  good  fit  for  new  users  like  Casey  that  need  to  “see  it  to  believe  it.”  Plus,  since  requiring  this  sort  of  style  implies  that  a  capacitive  display  will  be  present  for  all  installations,  it  would  not  be  prudent  to  design  any  functionality  to  be  exclusively  activated  in  this  manner.  Every  function  must  be  triggered  through  a  single  tap  or  click,  though  additional  input  mechanisms  may  be  considered  for  the  purposes  of  scaling  to  expert  users.  

The  primary  motivation  in  terms  of  visual  design  is  to  avoid  the  multicolored,  haphazard  style  endorsed  by  so  many  competitors.  Beyond  that,  several  principles  were  identified  as  valuable  directions  to  explore.  Primarily,  the  system  should  be  integrated  holistically  in  terms  of  visual  and  interaction  design.  The  use  of  imagery  and  minimal  color  emphasis  allow  natural  relationships  and  associations  to  be  formed  between  and  among  features.  Repetition  of  these  elements  breeds  familiarity  and  a  sense  of  unity.    

Experience  attributes  were  developed  as  a  semantic  method  of  clarifying  stakeholders'  impressions.  While  considering  such  essential  design  characteristics  as  pragmatic,  elegant,  and  effortless,  several  broader  descriptors  were  prioritized.  The  design  team  is  promoting  the  adjectives  reliable,  responsive,  modern,  and  obvious  as  influences  in  forthcoming  design  directions.    

Reliability  is  of  utmost  importance  in  any  business  setting,  and  one  of  the  essential  precursors  to  a  positive  perception  is  trust  in  a  system’s  consistency  and  ability  to  function  without  interruption.  Simply  put,  a  system  with  beautiful  design  and  amazing  power  will  never  make  it  off  the  shelf  if  it  has  a  reputation  for  crashing  or  introducing  major  difficulties  into  owners’  lives.  

Responsiveness  is  almost  a  subcategory  of  reliability,  in  that  it  is  rarely  noticed  until  it  is  interrupted,  but  this  attribute  plays  a  major  role  in  ensuring  the  connection  that  a  user  feels  with  a  tool.  Unnecessary  pauses,  slowdowns,  and  erratic  behavior  are  sure  to  frustrate  and  distract  an  employee  with  no  time  to  let  computers  get  in  her  way.  

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Modern  styling  is  another  gambit  by  which  confidence  and  satisfaction  may  be  attained.  Though  some  materials  in  this  report  are  at  the  level  of  mockups  and  the  rest  could  use  the  influence  of  experienced  graphic  design  talent,  the  intent  of  this  project  is  certainly  to  align  the  software  one  uses  in  the  workplace  with  the  current  environment  of  increasingly  sleek  and  attractive  interfaces  ever-­‐present  in  the  rest  of  the  world.  

Obviously  usable  functionality  is  obvious.  As  a  range  of  employees  spanning  the  breadth  of  personalities  and  cultures  in  the  United  States  are  likely  to  use  this  software,  it  would  be  irresponsible  to  obscure  functionality  behind  advanced  gestures,  menus,  or  series  of  commands.  The  finite  scope  of  allowed  actions  indicates  that  each  has  its  place  in  a  well-­‐organized  interface,  and  there  is  certainly  no  excuse  for  failing  to  consider  the  range  and  depth  of  workflow  behaviors  in  this  pursuit.  

Task 1: Serving Problem Identification Waiting  tables  is  a  very  common  job  for  people  of  many  backgrounds,  so  functionality  must  be  presented  in  the  most  intuitive  and  manageable  format  possible.  Formal  interviews  with  servers  as  well  as  excessive  observation  facilitated  ideation  regarding  methods  of  increasing  reliability,  responsiveness,  modernity,  and  obviousness.  Primary  frustrations  seemed  to  be  centered  on  inconsistencies  in  the  relationships  between  the  system  and  the  “real  world.”  Potential  for  improvements  were  also  identified  regarding  large  parties  (something  that  has  not  been  specifically  addressed  in  any  existing  surveyed  systems)  and  the  login  process.  

Unofficial  statistics  indicate  that  a  substantial  proportion  of  orders  involve  modifications  of  one  sort  or  another.  This  is  an  opportunity  for  a  system  to  bridge  the  gap  between  intention  and  execution,  as  several  different  methods  for  communicating  alterations  were  identified  in  interviews.  Furthermore,  discussions  with  Liz  from  Hard  Times  Café  included  complaints  about  difficulties  with  mapping  an  order  to  the  physical  pickup  location–in  their  case,  two  different  bars  serving  different  types  of  beer.  

Too  often,  systems  were  often  found  to  limit  servers  from  interacting  in  an  expected  manner.  For  example,  several  POS  systems  are  unable  to  begin  a  new  table  if  that  table  number  is  currently  assigned  and  has  not  been  closed,  which  evokes  a  situation  that  tends  to  arise  during  transitions  between  parties.  This  trait  is  also  evident  when  servers  are  forced  to  use  a  physical  card  to  login  to  the  system.  While  this  “feature”  may  save  time  in  some  circumstances,  more  often  it  will  frustrate  users  who  lose  or  temporarily  put  down  their  card  elsewhere,  must  share  a  login  number.    

The  “big  idea”  in  POSitivity  that  affects  server  behavior  is  incorporating  accommodations  for  handling  large  parties.  Issues  were  often  identified  where  multiple  servers  are  forced  to  share  one  user’s  login  number  and  physically  communicate  about  the  status  of  the  table.  Splitting  checks  is  also  extremely  common  in  large  groups,  and  proportionally  more  time-­‐consuming  and  difficult,  especially  when  the  software’s  gratuity  calculations  are  misleading  or  unhelpful.  Finally,  once  the  shift  has  ended,  the  totaled  tips  from  that  table  (which  may  be  split  over  several  checks  and  gratuities)  must  be  split  evenly  to  all  of  the  servers  that  were  primarily  involved.    

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The  Modifier  popup  in  the  Aloha  POS  system  

Design Requirements and Solutions In  broad  terms,  this  concept  has  already  been  done  by  dozens  of  competitors.  POSitivity  must  go  above  and  beyond  to  connect  the  impression  that  a  user  takes  of  the  system  with  that  server’s  mental  model  of  their  job  in  the  real  world.  This  idea  sounds  easier  than  it  is  to  implement,  and  will  only  be  successful  if  the  details  are  considered.  

For  example,  alterations  shall  be  specified  using  the  modifier  that  fits  the  situation.  These  options  include  the  first  choice,  tapping  modifier  keys  that  have  been  pre-­‐defined,  as  well  as  the  backup  option  of  typing  short  notes  with  the  on-­‐screen  keyboard.  Finally,  a  user  may  simply  choose  “See  Server,”  and  verbally  communicate  unique  changes.  Obviously,  this  increases  the  cognitive  workload  of  both  the  server  (who  must  remember  to  follow  up  their  ticket  with  the  kitchen  or  bar)  as  well  as  the  employee(s)  preparing  the  order  (who  must  coordinate  and  remember  the  modification  without  a  visual  reminder).  In  discussions  with  subject  matter  experts  and  interviewees,  it  was  determined  that  all  three  types  of  alteration  are  used  in  different  scenarios,  and  it  would  be  unwise  to  limit  users’  options  in  this  all-­‐too-­‐often-­‐seen  situation.  Thus,  the  “Modify”  button  will  contain  the  latter  two  options  as  further  details  alongside  a  comprehensive  list  of  predefined  potential  “mods.”  The  combination  of  adjectives  and  nouns  in  this  situation  is  seen  here  in  a  competitor’s  version,  though  the  intention  for  POSitivity  is  to  continue  the  theme  of  a  top  row  of  function  buttons  with  a  scrolling  vertical  columned  list  of  ingredients.  

Another  detail  to  consider  is  the  separation  of  appetizers  from  entrees.  Many  systems  force  the  user  to  add  a  line  with  something  like  “-­‐-­‐-­‐-­‐-­‐-­‐APPETIZER-­‐-­‐-­‐-­‐-­‐-­‐“  after  the  starters  have  been  entered,  which  can  not  only  disrupt  the  workflow  of  entering  items  in  the  order  they  were  written  down,  but  also  requires  deletion  of  later  items  if  an  appetizer  was  omitted  at  first.  To  rectify  these  shortcomings,  a  “tagging”  system  will  be  implemented,  by  which  a  user  may  assign  an  appetizer  attribute  to  certain  items,  which  will  be  printed  on  a  separate,  clearly  labeled  ticket  in  the  kitchen.  This  removes  any  need  to  micromanage  the  order  of  entry,  as  well  as  proposed  solutions  involving  dragging  items  around  on  the  screen  into  an  appetizer  “bucket.”  

While  this  covers  a  scenario  in  which  a  kitchen  will  receive  multiple  action  items  from  one  order,  interviews  discussed  the  need  to  keep  in  mind  the  location  of  every  type  of  beer  when  multiple  pickup  locations  are  possible.  Thus,  a  subtle  visual  notation  will  be  added  to  the  background  of  items  that  will  be  delivered  at  the  alternate  location.  Rather  than  cluttering  every  order  with  “Bar  2”  or  “Upstairs  Bar”  

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information,  a  subtle  visual  difference  will  remind  a  new  server  to  walk  to  a  different  location,  while  staying  out  of  the  way  of  an  experienced  server.  

Further,  experienced  users  expressed  frustration  at  being  forced  to  close  an  order  associated  with  a  particular  table  number  before  being  able  to  begin  a  new  one.  Instead  of  this  simple-­‐minded  protection,  a  logical  solution  is  to  warn  the  user  of  the  existing  check  while  offering  options  that  align  with  this  foreseen  workflow.  A  popup  informing  the  user  that  “Table  6  has  an  existing  check”  would  then  offer  the  options  to  begin  a  “New  Check”  or  “Open  Existing”,  as  well  as  the  ability  to  “Cancel”  if  the  number  was  mistyped.  

In  terms  of  the  login  scenario,  the  most  prudent  recommendation  is  to  allow  authentication  using  either  a  login  number  or  a  physical  card.  Enforcing  one  or  the  other  appears  to  limit  interaction  styles  unnecessarily,  though  the  number-­‐based  login  is  to  be  the  recommended  situation,  particularly  for  servers  and  bartenders  who  may  login  to  the  system  hundreds  of  times  in  a  shift.  Since  there  may  be  cases  where  employees  are  not  to  be  trusted  with  watching  the  manager  type  in  her  number  or  the  manager  simply  has  an  easier  time  of  keeping  a  card  on  hand  than  a  server  or  bartender  might,  the  card  option  should  remain  present.  

 

POSitivity  Server  interface:  Check+Menu  screen  

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Addressing  the  “Big  Idea”  of  large-­‐party  functionality  requires  a  modicum  of  creativity.  A  primary  issue  that  arose  during  the  design  process  was  that  multiple  servers  are  often  assigned  to  the  same  table,  and  

yet  no  surveyed  system  offered  the  option  to  assign  a  check  to  more  than  one  user.  While  this  will  have  to  be  exhaustively  tested  in  prototyping  due  to  potential  issues  with  money-­‐  and  responsibility-­‐tracking,  it  seems  simple  enough  to  offer  users  the  option  to  share  a  table,  in  a  similar  manner  as  existing  

functionality  allows  transfers  between  users.  Thus,  servers  may  login  using  their  own  number,  preserving  the  one-­‐to-­‐one  relationship  between  a  person  and  their  username,  and  modify  a  table  that  they  have  been  offered.  This  could  alleviate  issues  with  splitting  tips  at  the  end  of  the  night,  particularly  

if  that  information  was  transparently  supplied  for  employees  to  decide  the  course  of  action.  Issues  identified  in  untrustworthy  gratuity  calculations  would  also  need  to  be  addressed.  Furthermore,  it  seems  that  future  iterations  of  the  system  could  include  item  highlighting  or  a  note  sharing  area,  to  

increase  communication,  particularly  in  large  restaurants  when  frequent  verbal  communication  may  be  limited.  

Finally,  a  feature  that  lends  itself  well  to  large  parties  as  well  as  those  of  all  sizes  is  simplified  check  splitting.  When  a  server  is  not  notified  of  a  party’s  intention  of  paying  separately,  it  often  falls  to  their  memory  and  records  of  who  ordered  what,  when  dividing  the  check  into  subsets.  This  captures  another  “Big  Idea”  by  suggesting  powerful  sorting  options.  Servers  may  opt  to  sort  the  list  of  items  in  the  bill  by  name,  price,  or  entry  sequence,  while  choosing  the  option  to  group  by  item  type.  Even  when  just  re-­‐entering  repeated  items,  servers  may  find  it  helpful  to  quickly  find  an  item  by  price  or  type.  This  merger  of  design  themes  encapsulates  the  appeal  of  redesigning  a  system  such  as  POSitivity  around  the  minutiae  of  a  server’s  everyday  workflow  in  order  to  better  serve  their  needs.    

Task 2: Bartending Problem Identification Interestingly  enough,  interviewed  and  observed  bartenders  seem  to  have  less  variation  in  personality  and  approach  than  the  unlimited  range  of  people  that  are  found  waiting  tables.  Not  only  have  most  bartenders  been  forced  to  wait  tables  before  being  promoted  (which  improves  familiarity  with  the  computer  and  environment),  but  they  are  most  often  between  25-­‐45  years  old  and  place  a  heavier  emphasis  on  getting  to  know  their  customers  (as  they  rely  on  regular  business).  Observations  such  as  these  were  composited  into  Jessica  Fulton,  who  was  introduced  earlier  as  the  primary  persona  considered  when  making  design  decisions  about  a  bartender’s  needs.  She  is  often  frustrated  at  the  amount  of  time  it  takes  to  find  a  tab  as  well  as  the  constantly  changing  appearance  of  the  software  interface.  While  she  remembers  a  certain  percentage  of  her  regulars,  she  has  also  realized  that  Nine  Toes  could  do  a  better  job  of  tracking  and  accommodating  these  repeat  customers.  

A  major  issue  noticed  during  on-­‐site  observations  was  that  instantly  finding  a  tab  is  an  ongoing  design  problem.  Customers  with  a  tab  will  order  a  drink  and  refer  to  their  last  name  as  a  means  of  identification.  Then,  the  bartender  looks  through  the  list  of  tabs,  which  defaults  to  sorting  by  the  time  the  check  began,  trying  to  remember  how  long  that  customer  has  been  ordering  to  get  a  sense  of  the  specific  location  to  search.  Traversing  this  table  may  require  two  dozen  taps  on  a  scroll  button  or  awkward  fingertip  positioning  to  drag  a  WIMP-­‐style  scrollbar  left  over  from  the  Windows  environment.  

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While  it  is  convenient  that  swiping  a  credit  card  to  begin  a  tab  also  populates  the  tab  name  with  that  person’s  last  and  first  name,  it  can  have  a  negative  impact  when  certain  cards  reverse  this  order  and  obscure  the  visual  scanning  process.  This  entire  process  often  takes  more  time  than  is  available,  and  backs  up  customers  into  an  ever-­‐growing  cluster  waiting  to  order.  

Another  “time  suck”  for  bartenders  is  the  visual  search  for  modifier  keys  or  menu  items.  When  a  new  type  of  beer  or  liquor  is  added,  it  can  often  disrupt  the  spatial  expectations  that  a  user  relies  on  when  finding  the  correct  button  to  tap.  While  this  may  seem  like  a  minor  issue,  it  sabotages  humans’  automatic  ability  to  speed  up  interactions,  and  interferes  with  the  consistency  and  trustworthiness  of  the  system  as  a  whole.  On  a  related  note,  the  lack  of  consistency  in  placing  cash  registers  can  occasionally  hinder  employees’  ability  to  speedily  process  transactions;  again,  diminishing  the  overall  perception  of  the  system.  

Finally,  one  often-­‐missed  opportunity  is  the  ability  to  keep  track  of  customers  across  multiple  visits.  Regular  patrons  in  particular  are  treated  as  anonymously  as  anyone,  unless  the  bartender  remembers  them,  and  employs  the  option  to  offer  them  “promotional”  drinks.  Since  bartenders  can  only  by  nature  remember  a  percentage  of  regulars  (and  usually  only  the  ones  who  actively  converse),  the  quiet  or  less-­‐dedicated  customers  fall  through  the  cracks.  These  and  other  repeat  visitors  have  no  emotional  or  financial  incentive  to  return,  which  fails  to  improve  business  for  the  restaurant.  

Design Requirements and Solutions While  bartending  has  similar  functional  needs  as  serving,  the  intricacies  of  this  workflow  demand  particular  attention  when  designing  a  customized  interface.  Though  each  employee  will  begin  checks,  repeatedly  order  food  and  drinks,  and  accept  payment,  the  context  and  frequency  of  each  of  these  broad  tasks  differs  remarkably  when  in  a  bar  environment.  

The  implementation  of  the  “Big  Idea”  of  improved  sorting  and  searching  functionality  addresses  perhaps  the  primary  complaint  among  interviewees.  Finding  tabs  can  make  up  a  large  percentage  of  time  spent  on  the  computer,  so  reducing  the  time  wasted  on  this  task  could  have  a  dramatic  impact  on  the  ability  of  a  bartender  to  get  on  and  off  the  computer  as  quickly  as  possible.  The  system  shall  include  functionality  to  sort  as  well  as  search  for  tabs  by  first  or  last  name,  item,  and  check  number.  Furthermore,  fields  for  the  first  and  last  names,  whether  read  from  a  credit  card  or  manually  entered,  will  be  separated  to  avoid  entry  inconsistencies,  and  accompanied  by  a  “swap”  button  that  corrects  the  order  of  the  name.  

The  obvious  correction  to  the  issue  of  inconsistent  button  placement  is  to…  place  buttons  consistently.  The  root  cause  of  this  difficulty,  though,  lies  in  forcing  the  manager  to  design  the  interface.  Any  slight  adjustment  to  menu  or  modifier  options  inevitably  requires  the  manager  to  draw  a  rectangle,  label,  and  place  it  in  an  appropriate  spot.  It  is  the  design  team’s  opinion  that  this  “layout  design  for  the  layman”  allows  too  much  fatal  freedom  in  allowing  managers  to  create  a  shoddy  presentation  for  their  team  to  use.  While  reworking  this  complex  of  a  feature  will  surely  require  major  iteration  and  testing,  this  frustration  can  be  ameliorated  by  fixing  the  problem  at  its  heart.  This  will  be  addressed  to  a  greater  degree  in  the  section  on  management  tasks.  

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The  other  issue  with  inconsistency,  namely  the  lack  of  cash  registers  at  every  computer,  can  be  improved  in  just  as  simple  of  a  proposed  solution:  recommending  cash  drawer  placement  to  accompany  every  screen.  Though  this  may  increase  the  workload  of  those  employees  responsible  for  ensuring  the  sanctity  of  the  money  and  counting  it  at  the  end  of  the  night,  the  restaurant  installing  this  system  should  attempt  to  distribute  as  many  cash  registers  as  is  feasible.  

A  major  addition  to  the  POSitivity  system  is  the  proposed  loyalty  program.  The  lack  of  similar  ideas  at  the  restaurants  visited  was  identified  as  a  potential  area  for  improving  customer  morale  and  repeat  business.  Customers  are  expected  to  be  more  likely  to  return  where  “they  know  me,”  especially  if  common  orders  are  associated  with  their  information  (to  support  bartenders’  memory  of  their  favorite  drinks  and  food).  Further,  management  will  have  the  option  to  enable  a  rewards  program  based  on  spending  over  certain  time  periods.  While  this  may  interact  with  other  specials,  it  has  the  potential  to  be  hugely  successful  in  retaining  frequent  customers.  

The  implementation  of  this  idea  is  a  tricky  one;  it  may  be  difficult  to  convince  visitors  to  carry  yet  another  piece  of  plastic  in  their  wallets.  Thus,  functionality  will  exist  to  store  names  and  final  4  digits  from  credit  cards,  for  the  purpose  of  matching  current  business  with  past  without  necessarily  requiring  a  customer  to  remember  to  bring  in  a  physical  loyalty  card.  Of  course,  this  adds  another  requirement  for  security  that  will  be  hammered  out  in  testing  so  that  this  information  is  not  misused  or  stolen.  If  customer  trust  issues  are  able  to  be  mitigated,  this  could  likely  have  the  most  immediate  impact  on  business,  increasing  the  likelihood  that  restaurant  management  will  choose  the  POSitivity  software  package.  

 

POSitivity  Bartender  interface:  Tab  Finder  

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Task 3: Managing Problem Identification Managing  in  a  restaurant  requires  use  of  the  resident  POS  system  in  a  much  different  style  than  that  of  other  positions.  This  is  where  the  software’s  power  and  value  proposition  lie,  and  as  such,  is  certainly  one  of  the  most  important  to  execute  well.  The  role,  by  nature,  involves  configuration  and  administrative  duties,  as  well  as  financial  and  traditionally  managerial  tasks.  Today’s  integrated  POS  systems  have  brought  a  level  of  control  over  business  that  is  essential  for  a  management  team,  particularly  with  multiple  locations  and  perhaps  a  headquarters.  Even  when  used  in  a  smaller  context,  this  software  has  the  responsibility  of  keeping  a  busy  manager  up-­‐to-­‐date  on  the  essential  statistics  and  their  implications.  

Of  course,  a  primary  type  of  interaction  is  still  using  the  computers  “on  the  floor”  to  assist  other  employees  with  access-­‐controlled  tasks.  “Voiding”  an  item  that  has  already  been  sent  for  preparation  is  not  allowed  without  an  explanation,  either  verbal  or  written,  and  a  manager  must  also  login  to  discount  or  “comp[ensat]ing”  a  check.  A  more  extreme  example  of  manager  involvement  was  relayed  by  Chris  at  Hard  Times  Café,  who  complained  about  the  frustration  of  re-­‐opening  a  closed  credit  card  check.  It  seems  that  he  must  enter  his  username  and  password  only  on  the  computer  in  the  office,  search  for  and  record  the  16-­‐digit  credit  card  number  by  hand,  and  walk  to  the  server  station  to  type  it  in  manually.  These  sorts  of  problems  are  often  caused  by  a  server’s  mistake,  which  combined  with  interrupting  the  manager  urgently  may  incite  friction  or  stress  in  the  workplace—the  opposite  of  our  goal  of  humane  design.  

A  less  physical  but  no  less  indirect  form  of  interacting  with  the  computers  around  the  building  is  when  adding  or  adjusting  certain  elements  of  the  interface,  like  menu  items  or  modifier  options.  A  toolkit  for  this  sort  of  customization  is  required,  to  allow  the  manager  to  add,  change,  and  remove  buttons  as  necessary.  What  is  not  required,  though,  is  the  failure  to  guide  the  design  in  a  usable  direction  by  constraining  /  assisting  (pick  one)  the  user’s  options.  Perceptions  of  some  systems  make  it  hard  to  believe  that  there  was  any  ‘design’  influence  in  the  first  place,  however,  which  links  this  opportunity  with  the  modern  experience  attribute.  

In  a  related  vein,  the  other  form  of  menu  alteration  occurs  when  the  kitchen  or  bar  runs  out  of  an  item,  and  certain  menu  items  can  no  longer  be  ordered.  This  is  generally  a  manual  process  of  clicking  to  deactivate  each  button,  relying  solely  on  the  manager’s  understanding  of  which  items  map  to  each  ingredient.  If  the  kitchen  doesn’t  realize  that  they’re  “86  blueberries”  before  a  server  puts  in  an  order  for  blueberry  pancakes,  the  ensuing  scenario  of  voiding  the  ticket,  apologizing,  and  receiving  an  alternate  order  is  usually  frustrating  for  every  party  involved.  The  reporting  functionality  offered  by  many  POS  systems  could  reduce  the  likelihood  of  this  situation,  but  since  it  is  not  perceived  to  be  easy-­‐to-­‐use  and  worthwhile,  managers  reported  that  they  don’t  keep  track  of  stock  with  as  much  granularity  as  they  would  like.  

(As  a  side  note,  future  exploration  is  likely  to  cover  the  deeper  workflow  behind  keeping  track  of  recommended  levels,  noticing  that  a  category  is  low,  and  placing  a  phone  order  to  different  merchants.  Often,  a  representative  of  a  large  supply  company  will  verbally  confirm  each  item  in  meetings  a  few  

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times  a  week.  This  process  is  an  opportunity  to  go  deeper  into  the  interactions  outside  of  the  restaurant,  when  dealing  with  both  food  and  alcohol  distributors,  but  will  not  be  covered  in  the  scope  of  this  report.)  

Indeed,  tracking  and  reporting  functionality  is  one  of  the  most  essential  parts  of  the  system.  Unfortunately,  it  is  too  often  presented  in  a  complicated,  disorganized  interface  that  offers  few  options.  Managers  that  were  interviewed  discussed  archiving  reports  with  a  hub-­‐and-­‐spoke  interface  for  switching  between  them,  little  sorting  or  rearranging  functionality,  and  very  few  options  for  comparing  data  over  time.  Payroll  reports  in  particular  were  mentioned,  as  they  are  generated  every  pay  period  (usually  two  weeks)  through  a  process  that  requires  the  manager  to  hand-­‐write  numbers  on  a  sheet  for  the  payroll  company.  These  remaining  gaps  in  behavior  and  presentation  underscore  the  necessity  of  a  thoughtful  redesign.  

Design Requirements and Solutions While  difficulties  interacting  with  the  menu-­‐and-­‐check  interface  can  slow  down  and  frustrate  servers  and  bartenders,  the  manager’s  use  of  the  computer  can  have  a  greater  impact  on  those  employees  and  the  restaurant  as  a  whole.  Attention  must  be  paid  to  the  workflow  that  currently  exists,  while  imagining  both  incremental  and  innovative  improvements.  The  combination  of  administrative  and  managerial  responsibilities  provides  a  welcome  challenge  when  organizing  and  designing  a  tool  that  gets  out  of  the  way  and  accomplishes  its  mandate.  

For  the  purposes  of  a  manager’s  interaction  with  the  POS  system  when  helping  employees  around  the  restaurant,  it  seems  prudent  to  avoid  requiring  use  of  a  specialized  interface.  They  will  naturally  be  able  to  access  the  full  functionality  of  their  position  whether  in  the  office  or  using  a  terminal  on  the  floor.  However,  access-­‐controlled  features  that  affect  a  specific  check,  like  voiding  items  off  of  a  check,  transferring  between  tables  or  employees,  and  discounting  or  “comping”  a  check,  should  be  accessible  through  authentication  via  login  number  or  card  swipe.  For  that  matter,  reopening  closed  checks  should  arguably  fall  in  the  same  category,  absolving  managers  of  unnecessary  trips  to  the  office.  Even  better,  servers  will  have  the  ability  to  tag  items  as  “To  Void”  by  tapping  what  would  be  the  “Delete”  key  (before  the  order  was  sent).  The  manager  is  able  to  clear  the  queue  of  action  items  with  one  swipe,  using  a  simple  explanatory  overview  of  recent  slips  and  mistakes.    

Management  is  also  called  upon  to  customize  the  menu  and  modifier  interfaces.  Desktop  graphics  software  abilities  like  nudging  pixels  and  freely  resizing  shapes  are  irresponsible  in  this  situation,  as  the  layout  can  be  flexible  and  preprogrammed  to  handle  any  number  of  structural  choices.  A  thoughtfully  designed  toolkit  is  to  be  provided  to  strike  a  delicate  balance  between  control  over  customizations  and  constraints  regarding  proper  location,  sizing,  and  coloring.  While  it  is  not  the  intent  to  enforce  frustrating,  draconian  restraints  on  restaurants  with  different  needs,  there  is  less  of  a  need  to  express  creativity  and  more  emphasis  on  set-­‐it-­‐and-­‐forget-­‐it  usability.  

The  day-­‐to-­‐day  impact  on  software  representations  of  menu  items  comes  when  stock  levels  run  low  and  an  item  may  no  longer  be  ordered.  A  manager  specifies  which  ingredient  is  unavailable,  and  with  appropriate  prior  setup,  all  menu  items  requiring  said  ingredient  are  rendered  inactive.  This  most  often  applies  to  food  supplies,  though  beer  kegs  often  run  out  during  the  course  of  the  night,  and  liquor  shortages  may  impede  the  creation  of  any  number  of  drinks.  This  is  an  opportunity  for  advanced  

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functionality,  discussed  earlier  in  the  context  of  extra  touchscreen  capabilities.  Reverse-­‐pinching  from  a  menu  item  offers  bartenders  the  ability  to  “suggest”  that  an  item  is  out,  which  visually  discourages  but  does  not  disallow  other  employees  from  ordering  it,  and  adds  it  to  an  action  queue  for  the  manager  to  approve  at  her  convenience.  A  future  version  of  this  software  will  investigate  the  merits  of  adding  a  pop-­‐over  menu  to  server/bartender  interfaces  that  lists  items  that  have  been  marked  out-­‐of-­‐stock.  Of  course,  these  embarrassing  shortfalls  can  be  pre-­‐empted  by  more  accurate  use  of  the  stock-­‐tracking  functionality  that  is  inherently  more  intuitive  and  less  annoying  to  use  in  POSitivity.  

In  fact,  all  reporting  functionality  has  been  re-­‐worked  to  alleviate  frustrations  and  allow  more  powerful  actions.  While  the  “Big  Idea”  of  sorting  and  searching  has  been  implemented  in  full  in  this  domain,  information  visualization  and  comparison  options  over  time  are  paramount  to  extracting  important  trends  from  the  readily  available  data.  Workflow  notes,  including  the  stated  necessity  to  manually  archive  sales  and  labor  reports,  suggest  that  repeated  tasks  such  as  these  may  be  done  automatically  at  preset  times  of  the  day.  The  issue  of  hand-­‐writing  payroll  report  templates  is  easily  bettered  through  options  to  print  this  data  in  the  appropriate  template  for  that  company’s  form.  If  it  were  possible  to  work  with  the  primary  few  payroll  companies,  a  much  better  solution  might  be  to  upload  it  online  or  even  auto-­‐complete  a  digital  version,  but  this  will  remain  under  investigation  for  forthcoming  iterations.  

POSitivity  Manager  interface:  Daily  Sales  Report  

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Recommendations As  suggested  before,  successful  POS  software  allows  employees  to  accomplish  their  daily  tasks.  Superior  POS  software  does  so  through  an  integrated  system  that  presents  users  with  an  appropriate  interface,  customized  to  address  intricacies  of  each  role.  In  a  market  that  has  been  stable  for  at  least  ten  years,  the  scope  of  this  redesign  revolves  around  iterative  usability  improvements  through  user-­‐centered  design  principles.  Fortunately,  there  is  no  shortage  of  opportunities  to  improve  upon  existing  paradigms.  Understanding  common  causes  of  errors  and  mental  model  mismatches  can  make  it  easier  to  minimize  them  through  specific  design  accommodations.  

Experience  attributes  were  a  major  impetus  when  making  design  decisions.  A  reliable  system  is  of  the  utmost  importance  when  marketing  a  new  software  package  that  will  be  handling  up  to  tens  of  thousands  of  dollars  daily.  The  system  must  act  and  feel  responsive  to  continue  conveying  the  sense  of  trustworthiness  down  to  the  end  users.  Modern  influences  in  the  design  confidently  suggest  that  the  system  is  up-­‐to-­‐date.  Incorporating  obvious  characteristics  like  feature  visibility,  visual  feedback  and  affordances  for  scrolling,  clicking,  and  depth  perception  increases  intuition  and  ease  of  use.  As  mentioned  before,  the  interaction  style  of  tapping  a  touchscreen  will  stay  consistent;  there  will  be  no  physically  complex  actions  required  except  for  the  learn-­‐one-­‐and-­‐it’s-­‐done  requirement  of  dragging  to  scroll.  Combining  these  influences  with  the  subject  matter  experts  interviewed  offers  a  uniquely  powerful  and  well-­‐thought-­‐out  process  of  creating  a  brand-­‐new  version  of  a  POS  system  that  “just  works.”  

Big Ideas Because  point-­‐of-­‐sale  systems  have  gone  through  several  market  cycles,  and  existing  leaders  hold  a  firm  grasp  in  market  share,  the  emphasis  for  this  redesign  must  be  placed  on  incremental  usability  improvements  in  workflow.  The  goal  is  to  allow  for  consistent  interactions  (within  a  user’s  view  of  the  system)  within  customized  interfaces  (between  different  types  of  users)  that  are  integrated  together  (into  a  broader  system  that  assimilates  all  data).  Several  “Big  Ideas”  were  incorporated  into  the  design  plans  for  POSitivity.  

A  subtle  feature  that  has  been  incorporated  in  numerous  areas  throughout  the  software  is  increased  abilities  to  sort  and  search  through  data.  From  the  major  impact  of  this  change  in  check  reviewing  and  management  reporting  processes,  to  the  consistency  of  allowing  these  options  wherever  tabular  data  is  involved,  these  improvements  bring  a  sense  of  modern  data  management  to  the  grateful  fingertips  of  any  employee.  

Another  iterative  improvement  to  usability,  specifically  for  bartenders,  is  the  Tab  Finder.  While  current  systems  necessitate  manually  scrolling  and  visually  searching  through  hundreds  of  tabs,  a  separate  interface  to  search  by  name,  check  number,  and  even  items  ordered  provides  bartenders  with  the  flexibility  of  locating  the  relevant  check  as  fast  as  possible.  This  will  likely  have  a  huge  impact  on  the  amount  of  time  spent  on  the  computer  overall,  as  the  all-­‐too-­‐common  check-­‐finding  process  has  been  found  to  eat  up  a  large  percentage  of  a  bartender’s  POS  usage.  

An  entirely  new  idea  (in  a  restaurant  context)  is  the  suggestion  of  a  loyalty  program.  Customers  are  more  likely  to  return  where  “they  know  me,”  so  supporting  bartenders’  memory  of  their  favorite  orders  

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has  the  potential  to  be  hugely  successful  in  retaining  frequent  visitors.  Further,  management  will  have  the  option  to  enable  a  rewards  program  based  on  spending  over  certain  time  periods.  If  the  system  is  successfully  implemented  in  a  trustworthy  manner,  this  could  likely  have  the  most  immediate  impact  on  sales,  which  in  turn  increases  the  likelihood  that  restaurant  management  will  choose  to  adopt  the  POSitivity  software  package.  

Finally,  another  novel  concept  in  the  POS  domain  involves  sharing  tables  among  servers.  While  bar  customers  are  not  considered  to  be  associated  with  a  particular  bartender  (facilitating  an  even  split  of  work  as  well  as  tips),  checks  opened  in  a  server  account  are  exclusively  assigned  to  that  user.  Due  to  the  prevalence  of  parties  that  are  larger  than  a  single  server  can  handle,  multiple  users  have  often  been  accustomed  to  sharing  one  person’s  login  information  in  order  to  affect  their  check.  Adding  the  ability  to  share  tables  among  users  will  not  only  preserve  the  secure  “one  user,  one  login”  ideal,  but  also  has  the  potential  to  incorporate  highlighting  and  note-­‐taking  functionality,  as  well  as  transparently  communicating  a  greater  amount  of  detail  into  tips  and  accounting  procedures  at  the  end  of  a  shift.  

Finally… The  POSitivity  system  has  evolved  from  vague  dissatisfactions  with  current  software  into  a  set  of  full-­‐fledged  design  recommendations.  This  process  incorporated  information  gathered  from  several  subject  matter  experts  into  composite  personas  that  offer  clarity  and  insight  into  user  attitudes  and  behaviors.  The  subsequent  generation  and  analysis  of  theoretical  context  scenarios  invites  a  look  inside  the  day-­‐to-­‐day  usage  of  this  proposed  system,  and  were  mined  for  details  that  play  an  important  role  in  the  perception  of  its  usability  and  value.  

Notable  trade-­‐offs  included  a  marked  lack  of  testing  for  validation  purposes.  While  this  system  design  will  involve  further  mockups  and  prototypes,  real-­‐world  users  have  not  had  an  opportunity  to  interact  with  proposed  designs,  and  thus  the  true  value  of  any  of  these  recommendations  remains  yet  to  be  seen.  There  is  also  the  obvious  necessity  of  restricting  users  to  only  the  tools  that  they  require  to  do  their  job,  and  only  when  access  controls  allow.  Also,  in-­‐depth  exploration  of  interactions  between  a  restaurant  and  outside  companies  has  yet  to  yield  results.  As  it  can  be  exponentially  more  difficult  to  influence  multiple  organizations,  improvements  to  the  payroll-­‐generating  and  supply-­‐ordering  workflows  have  been  limited  to  future  investigation.  

The  design  process  has  prioritized  structure  and  organization  in  order  to  present  a  consistent  interface.  Building  the  software  around  recognition  allows  for  exploitation  of  prior  knowledge  and  a  decreased  learning  curve  that  accommodates  both  novel  and  expert  users.  The  goal-­‐directed  design  process  has  certainly  had  a  positive  impact  on  the  creation  of  the  POSitivity  system,  incorporating  lessons  learned  from  current  systems  into  experience  attributes  and  several  “Big  Ideas”  that  aim  to  positively  impact  all  employees  of  a  restaurant  in  their  daily  work  life.  

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Appendix A:

Detailed Personas and Context Scenarios

Server  persona:  Nineteen-­‐year-­‐old  Casey  Robbins  really  enjoyed  her  freshman  year  of  college,  but  she  realized  at  the  beginning  of  the  summer  that  it  was  time  to  find  a  part-­‐time  job.  She  has  now  worked  at  Nine  Toes  through  the  summer  and  into  the  fall  semester,  and  is  annoyed  every  time  she’s  scheduled  on  a  weekend  night,  but  appreciates  the  opportunity  for  extra  cash.  Most  of  the  time,  she  prefers  to  be  one  of  the  earlier  servers  on  the  clock,  so  she  can  get  off  earlier  to  go  out  with  her  friends,  and  because  she  isn’t  used  to  standing  for  many  hours  on  end.  She  usually  only  works  twice  or  three  times  a  week,  partly  due  to  her  college  career  (supported  by  her  parents),  and  mostly  because  she’s  only  financially  concerned  with  her  shoe  addiction  and  going  to  shows.  

If  only  she  could  figure  out  how  to  use  the  POS  system  as  quickly  and  efficiently  as  Tony,  maybe  she  could  feel  more  secure  about  her  job,  and  absolve  a  few  worries  about  pleasing  her  bosses.  She’s  not  bad  at  technology,  after  all,  as  she  is  perfectly  competent  with  her  Macbook  and  Blackberry;  she  probably  just  needs  more  experience  on  the  computer.  She’s  getting  pretty  good  at  most  of  the  basic  tasks  (entering  an  order,  running  a  credit  card,  entering  tips  afterward),  but  it’ll  take  a  while  to  get  into  a  rhythm  of  integrating  different  tasks  for  different  tables  into  a  unified  workflow.  As  long  as  the  system  responds  quickly,  Casey  appreciates  feeling  competent  and  is  generally  just  happy  to  get  through  a  task  and  on  with  her  life.  

 

Behavior:  energetic  but  low  stamina,  inefficient,  inexperienced  but  quick  to  learn,  want  to  please  everyone,  probably  pretty  tech-­‐savvy,  here  sometimes  for  extra  cash,  may  worry  about  little  issues,  computer  =  80/10/10  drinks/food/money,  stand  at  computer  somewhat  often  for  20-­‐150sec,  gets  off  earlier  and  goes  out  to  party  

• Demographics: o 19  years  old o College  student  w/  supportive  parents o No  kids o White

• Goals: o Fast  response o Easy  to  learn/intuitive o Logical  workflow  of  single  tasks:

Enters  order Runs  cards Enters  tips

o Wants  to  feel  competent

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Server  context  scenario:  As  Casey  arrives  at  work,  she  taps  her  ID  code  into  the  computer  and  confirms  that  she  is  working  the  night  shift  as  a  server.  She  notices  on  the  home  screen  that  Corona  and  Heineken  are  on  special  today,  as  well  as  the  usual  selection  of  discounted  appetizers  for  happy  hour.  She  cuts  fruit  in  the  kitchen,  makes  a  couple  dozen  rollups  of  silverware,  and  walks  around  her  assigned  section  of  tables  to  ensure  that  they  are  all  tidy  and  stocked.  Her  first  few  tables  are  taken  care  of  without  incident.  

She’s  excited  about  the  prospects  of  making  money,  but  still  slightly  nervous,  when  she  sees  a  group  of  sixteen  being  seated  at  a  few  combined  tables.  Unfortunately,  she’ll  be  splitting  the  table  with  Tony,  halving  her  tips.  Tony  has  already  approached  the  table  to  greet  the  group  and  take  their  drink  orders,  and  is  now  entering  drinks  into  the  computer  while  Casey  fills  up  sodas  and  waters.  Two  of  the  beers  will  be  served  from  the  upstairs  bar,  of  which  Tony  was  made  aware  while  ordering  them.  Jessica  noticed  the  printed  ticket  at  the  bar  service  station  and  poured  the  beers,  allowing  Casey  and  Tony  to  pick  up  and  deliver  all  of  the  beverages.  

Casey  announces  the  specials  for  the  evening  and  hastily  scribbles  the  combined  appetizer  and  entrée  order  on  her  pad.  Tony  has  identified  her  as  a  co-­‐server  for  this  check,  so  it  appears  in  both  of  their  lists  of  tables,  which  allows  her  to  enter  the  order  into  the  computer.  The  items  from  the  appetizer  menu  are  automatically  grouped  separately,  although  she  corrects  the  quesadilla  “tag”  to  an  entrée.  For  most  of  the  special  modifications  that  were  requested,  she  can  press  buttons  for  “No”,  “Mayonnaise”,  and  “ALLERGY!”,  or  “Extra”  and  “Onions”,  but  she  types  in  one  customer  request  on  the  on-­‐screen  keyboard,  and  chooses  the  “See  Server”  option  for  a  complicated  alteration.  

Once  the  party  has  finished  their  meal,  they  decide  to  pay  in  three  groups,  which  frustrates  Casey,  because  this  had  not  been  previously  specified.  Casey  assigns  ordered  items  to  different  checks,  and  her  frustration  is  eased  by  the  sorting  and  grouping-­‐by-­‐item-­‐type  functionality.  The  default  gratuity  for  a  party  greater  than  six  has  been  applied  and  divided  by  check.  Casey  accepts  and  swipes  credit  cards  in  the  built-­‐in  reader  for  two  checks,  and  makes  change  for  the  cash  payment  of  the  third.  She  happily  enters  in  the  additional  tip  (on  top  of  the  gratuity)  that  was  kindly  left  by  one  check-­‐signer,  and  moves  on  to  the  next  series  of  tables.  

Bartender  persona:  While  she  interacts  warmly  with  customers,  it  takes  a  little  while  to  get  to  know  31-­‐year-­‐old  Jessica  Fulton  behind  her  “bartender  mask.”  Since  she’s  worked  at  Nine  Toes  so  long,  she  not  only  “plays  the  game,”  but  she’s  seen  so  much  employee  turnover  that  it  takes  a  while  for  a  new  employee  to  impress  her  enough  to  have  a  real  conversation.  She  works  four  evenings  a  week,  as  well  as  one  “long  day,”  and  loves  the  freedom  and  unique  environment  her  job  offers.  She  feels  secure  in  her  job,  as  the  owner  likes  her  and  her  performance,  which  relieves  her  from  the  feeling  of  having  to  go  out  of  her  way  to  please  management  on  every  task.  

Since  she’s  in  a  comfortable  environment,  Jessica’s  primary  goal  is  to  perform  confidently  and  efficiently.  Her  “bad-­‐ass”  façade  was  nearly  shattered  the  other  day  when  she  had  to  spend  way  too  much  time  searching  the  menu  to  ring  up  a  Harvey  Wallbanger,  but  fortunately,  she  saved  face  with  a  

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clever  response.  She’s  been  frustrated  with  the  POS  system  recently,  as  she  doesn’t  understand  why  the  work  computer  can’t  operate  as  smoothly  as  her  iMac.  Like  just  now—a  few  guys  walked  up  and  asked  for  three  Allagash  Whites  on  “Smith’s  tab,”  which  is  frustrating  because  she  can’t  sort  by  name  or  search  for  specific  items  that  have  already  been  ordered.  At  least  when  it’s  a  simple  order  and  an  immediate  cash  payment,  she  only  has  to  walk  to  one  side  of  the  bar  to  make  change  from  the  register.  

When  the  bar  closes  and  everyone  finds  something  else  to  do,  Jessica  usually  sits  at  the  computer,  entering  credit  card  tips  into  the  computer.  It’s  not  fun,  but  at  least  she  gets  to  sit  down  at  the  end  of  another  night.  Plus,  it  feels  useful  and  important  to  be  the  one  to  figure  out  how  much  cash  she’ll  have  left  over  for  tomorrow  night  out  with  her  friends,  after  the  power  bill  gets  paid.  She  goes  over  to  her  best  friends/coworkers  and  idly  commiserates  about  a  couple  lousy  customers,  before  suggesting  a  nightcap  at  the  place  down  the  street.  Jessica  can’t  stay  out  too  late,  though;  she  has  to  work  tomorrow…  

 

Behavior:  good  stamina,  outgoing,  tend  to  be  more  sarcastic/cynical,  comfortable  in  setting  (no  pleasing,  work  system),  probably  slightly  tech-­‐savvy,  here  quite  a  bit  for  bills  AND  cash,  complains  about  little  things  but  doesn't  matter,  computer  =  70/10/20  drinks/food/money,  stand  at  computer  very  often  for  5-­‐10sec,  closes  and  stays  nearby  to  hang  out  

• Demographics:    o 31  years  old  o No  kids  o White  

• Goals:    o Fast  response  o Efficient,  straightforward  o Doesn’t  need  power  o Logical  workflow    o Single  quick  tasks  -­‐  Pair  of  drinks  OR  food  OR  run  card  o At  end  of  night  -­‐  entering  tips,  reviewing  records,  managing  and  splitting  money  o Want  to  feel  bad-­‐ass  and  efficient  

 

Bartender  context  scenario:  Good  thing  Jessica  set  an  alarm  for  her  nap;  it’s  time  to  wake  up  and  go  to  work.  After  cheerfully  parking  her  SUV  in  the  spot  right  out  front  (what  a  find!),  Jessica  walks  behind  the  bar  and  clocks  in  with  the  touchscreen.  She’s  the  second-­‐to-­‐last  person  on  the  schedule,  so  the  bar’s  business  is  already  in  full  swing.  

Jessica  recognizes  her  first  customer,  but  can’t  come  up  with  his  name.  He’d  like  two  Miller  Lights  and  two  Alabama  Slammers.  Jessica  confidently  pours  the  shots  with  flair,  cracks  open  two  bottles  of  Miller,  and  accepts  a  credit  card:  “Open  or  closed?”  she  asks.  To  keep  Jim  Atwood’s  tab  open,  Jessica  presses  the  appropriate  “Tab”  button,  swipes  the  card,  and  corrects  the  order  of  the  first  and  last  names  that  were  parsed  from  the  card  information.  The  system  recognizes  Mr.  Atwood’s  information  and  favorite  

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type  of  beer,  and  offers  a  25%  discount  on  his  next  round  of  Miller  Lights.  The  next  customer  that  comes  up  requests  “another  Bailey’s,”  which  Jessica  rings  up  by  searching  for  his  tab  by  the  ordered  item.  

When  Mr.  Atwood  and  his  date  come  back  to  order  some  food,  she  looks  up  his  tab  by  sorting  by  last  name  and  typing  the  first  few  letters.  He  orders  a  burger,  medium  well,  with  no  onions  and  no  aioli,  while  she  orders  the  Asian  salad  with  no  peanuts  (due  to  her  allergy),  both  to  go.  Jessica  quickly  taps  the  appropriate  modifier  keys  (which  are  easy  to  find  due  to  their  consistent  placement),  as  well  as  the  “See  Server”  key  for  the  salad  order,  because  she  only  trusts  the  kitchen  to  leave  out  the  peanuts  if  she  tells  them  in  person.  She  closes  their  tab  once  the  food  is  delivered,  and  makes  change  in  the  attached  cash  register.  Time  for  the  next  order.  

Manager  persona:  Forty-­‐one-­‐year-­‐old  Ron  Walker  likes  the  opportunity  to  run  Nine  Toes  with  an  emphasis  on  light-­‐hearted  productivity.  He’s  tried  to  run  an  overly  tight  ship  before  when  first  starting  the  position,  and  not  only  does  he  not  enjoy  the  time  spent  there,  he’s  found  that  his  employees  show  their  appreciation  for  the  chance  to  be  themselves  in  more  ways  than  one.  Being  a  jokester  at  heart  in  a  full-­‐time  salaried  position,  he  enjoys  the  time  he  spends  with  long-­‐time  employees  that  have  become  friends.  His  other  main  connection  is  with  his  two  kids,  aged  11  and  17,  whom  he’d  love  to  see  full-­‐time.  He’s  been  splitting  custody  with  his  ex-­‐wife  since  they  divorced  six  years  ago,  though  fortunately  they  have  a  relatively  functional  relationship  that  has  been  forged  through  a  mutual  love  for  their  children.  Ron  certainly  values  the  bonds  he’s  made  in  the  workplace,  as  they  have  helped  him  through  some  of  the  tough  parts  of  his  part.  

His  main  priority  is  to  please  the  owner,  but  since  he’s  got  the  basics  down  to  a  science,  there  is  no  need  to  be  overly  concerned  with  the  minutiae  of  everyday  business.  His  need  to  feel  responsible  and  in  charge  is  usually  fulfilled  through  his  tools  and  experience.  He’s  able  to  shrug  off  minor  issues,  and  is  only  frustrated  at  high-­‐level,  inefficient  patterns  that  some  of  his  daily  tasks  involve.  The  fact  that  the  POS  system  doesn’t  seem  to  help  him  through  the  workflow  for  things  like  changing  stock  and  comparing  reports  can  be  irritating,  though  he’s  never  worked  at  an  establishment  whose  computer  had  a  thoughtful  interface  like  that.  He  is  grateful  that  the  current  version  of  the  software  rarely  crashes  the  computer  and  requires  little  maintenance,  as  well  as  the  fact  that  he’s  been  able  to  understand  the  way  it  wants  him  to  carry  out  his  common  tasks.  He  would  love  for  the  computer  to  help  streamline  some  of  his  usual  responsibilities,  but  mainly  appreciates  a  system  that  “just  works”  in  a  simple,  consistent  manner.  

Behavior:  jokester,  prioritize  manager-­‐bar-­‐career-­‐young  interests,  want  to  please  owner:  love  'JUST  WORKS',  know  'what  to  do'/work  the  system,  here  every  day  on  a  salary,  don't  necessarily  notice  little  things  (higher-­‐level  view),  computer  =  handling  money/employees/supplies,  sit  at  computer  for  longer  periods,  closes  and  goes  home:  has  to  get  back  in  morning  

• Demographics: o 41  years  old  {30-­‐50} o 2  kids (17  and  11  years  old) o White

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• Goals: o Consistent  response o Simple  but  powerful o No  maintenance o Logical  workflow  for  various  admin  tasks

Changing  stock  totals Generating  reports Balancing  employees'  money

o Want  to  feel  responsible  and  in  charge

 

Manager  context  scenario:  Yawning,  Ron  flips  several  light  switches  and  presses  the  magic  button  on  the  coffeemaker.  After  checking  on  the  prep  cooks,  giving  the  restaurant  a  once-­‐over,  and  sitting  in  the  office  checking  restaurant  supply  records  and  email  for  an  hour,  the  day  begins  in  earnest.  It’s  Sunday,  so  he  helps  Jessica  set  up  the  TVs  for  NFL  football,  and  contentedly  watches  the  pre-­‐game  show.  Once  the  rush  [of  customers]  hits,  he  helps  seat  customers  around  the  restaurant  and  in  the  bar.  His  usual  expectation  is  to  be  able  to  hang  out  and  watch  his  favorite  team,  the  Philadelphia  Eagles,  while  being  periodically  summoned  for  assistance  with  the  computer.  

In  fact,  here’s  Casey  now,  wearing  a  “don’t  be  mad”  face.  She  needs  help  voiding  an  accidentally-­‐ordered  item,  as  well  as  transferring  an  item  from  one  check  to  another.  Since  she  added  these  items  to  her  “Manager  To-­‐Do  List,”  there  is  no  need  for  Ron  to  ask  “which  table,  which  item,  moving  to  which  check?”  and  he  simply  swipes  his  card  after  reviewing  the  planned  actions.  He  notices  that  there’s  food  up  in  the  kitchen  window,  and  continues  to  fill  in  the  gaps,  expediting  it  and  running  some  himself  to  the  bar  counter.    

When  he  gets  back  to  the  kitchen,  one  of  his  cooks  notifies  him  that  the  kitchen  is  out  of  Old  Bay  seasoning.  “No,  we’re  not,”  Ron  grins,  “check  on  top  of  the  fridge.  I  saw  on  the  Recommended  Order  report  that  it’d  been  a  month  since  we  last  ordered  it,  so  I  got  a  backup  in  yesterday.”  The  cook  retorts  that  they  failed  to  foresee  the  more-­‐than-­‐usual  demand  for  blueberries  that  day,  which  reminds  Ron  to  update  the  computer,  marking  this  ingredient  as  out-­‐of-­‐stock.  This  propagates  throughout  the  menu,  which  “86’s”  blueberry  pancakes  and  ice  cream  with  a  blueberry  topping,  disallowing  employees  from  ordering  these.  

Once  the  last  customers  have  filtered  out,  leaving  the  bar  in  triumph  or  disgust  at  their  favorite  teams,  Ron  ensures  that  Jessica  and  Tony  are  working  on  their  final  side  work,  or  shutdown  routine.  He  sits  in  the  office,  checking  out  the  Daily  Sales  report,  which  offers  the  option  of  comparing  today’s  outcome  with  recent  days,  as  well  as  recent  Sundays,  numerically  and  graphically.  “How  much  are  these  deadbeats  costing  me?”  he  muses  sardonically,  glancing  through  the  Labor  Cost  report.  Finally,  he  decides  that  it’s  time  to  go  home,  so  he  clicks  the  Close  Day  function,  which  displays  and  archives  final  reports.  Locking  the  doors,  he  reflects  on  the  opportunity  on  Sundays  to  get  home  early  enough  to  see  his  wife  and  kids,  and  prepares  for  another  long  week.  

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Appendix  B

Extra diagrams and figures

 

 

 

References BuyerZone.com,  Inc.  (2006).  Point  of  Sale  (POS)  System  Buying  Guide.  Retrieved  Oct  14,  2010,  from  

http://pages.ebay.com/buy/guides/point-­‐of-­‐sale-­‐pos-­‐system-­‐buying-­‐guide/