Abstract
The usability of items is connected to cognition, or how the brain processes information. Many of the related processes occur subconsciously and are guided by the mental models individuals have created based on their experiences. The better communication professional and communication students understand such dynamics, the more effectively they can create usable content for an audience. This article presents an approach, the Actualization, Recognition, Categorization, Operationalization (ARCO) method, for identifying the mental models that influence usability expectations. Individuals can use the results of this process to create content that better addresses an audience’s usability expectations.
Usability is central to effective communication, for audiences must often use content to perform particular activities (Content Strategy Basics, 2022). Essentially, the more audiences grapple with what a message conveys, the less likely they are to use the related information (Nielsen, 2012a). Yet achieving usability in today's interconnecting world is not easy. It increasingly requires a familiarity with cognition—or how the human brain perceives, processes, and acts upon information when using it. By understanding how cognitive dynamics affect communication expectations, one can create content an audience considers relatively easy to use (Boichuk, 2020). Approaches that identify these usability factors can help communication professionals, educators, and students create usable messaging for different groups.
This article presents an approach for addressing core cognitive factors that shape an audience's usability expectations. Known as the ARCO method, the approach examines the underlying cognitive processes that shape how humans use verbal, visual, and other kinds of content. Through a process, called “mapping,” the ARCO method systematically reviews the mental processes affecting how audiences focus attention, identify items, and determine the uses of objects when interacting with information. Communication professionals can apply the results of this mapping process to create verbal, visual, or multimedia content audiences can more readily use. Communication educators can also employ the ARCO method to teach students about usability as related to audience expectations for different messages. In these ways, the ARCO method helps technical communicators better identify and design for audience expectations.
Cognition and Communication
Cognition involves how the brain processes information (Cognition, 2022; What is Cognition, n.d.), and cognitive factors can affect communication practices in different ways. As a result, cognitive dynamics represent an area of continued interest for communication scholars. A growing body of research, for example, examines how social cognition influences different communication situations. These include family communication dynamics (Koerner, 2007; Koerner & Fitzpatrick 2002) as well as broader interpersonal interactions (Imhof et al., 2014; Sillars & Parry, 1982). Other scholars have examined how cognitive factors affect communication in romantic relationships (Honeycutt & Cantrill, 2014; Theiss & Solomon, 2006) as well as in interpersonal interactions involving stress and emotions (Brand, 1987; Planalp, 1993). Additionally, researchers have noted how cognitive dynamics can affect communication in health and medical contexts (Liu & Yanga, 2021; Williams-Piehota et al., 2003) and in business and entrepreneurial practices (Clarke & Cornelissen, 2011; Spinuzzi et al., 2014).
Scholars in genre studies have also explored connections between cognition and communication in certain contexts. Such work includes more subtle comments on how genre dynamics could shape cognitive expectations associated with messages (Miller, 1984; Miller & Selzer, 1985). It also includes more direct examinations of how communities condition members into developing patterns—or cognitive mechanisms—for identifying and using genres (Berkenkotter & Huckin, 1995; Spinuzzi, 2004). Additionally, some researchers have noted how conditioned perceptions influence the assumptions of what genres are and how they are used (Berkenkotter & Huckin, 1995; Spinuzzi, 2004; Virtanen, 2011). More recently, individuals have explored connections between genres and cognition in health communication contexts (Liu & Yang, 2021; Williams-Piehota et al., 2003) and in international and intercultural exchanges (Barber & Badre, 1998; St.Amant, 2019).
In the area of intercultural and international communication, scholars have examined the intersection of culture and cognition in different communication situations (Arasaratnam, 2014; Chen & Starosta, 1996; Koyanagi, 2018). These include the study of cross-cultural interactions in general as well as more specific instances (Escandell-Vidal, 2009). They also encompass the teaching of communication in international and intercultural contexts (Xiaohui & Li, 2011). Continued interest in these areas has produced texts that further explore such connections as related to academic theory (Fussell & Kreuz, 2014; Roskos-Ewoldsen & Monahan, 2007) as well as instructional practice (Sanborn & Jackson, 2018; Young, 2011).
Connections between cognition, communication, and practice have been more closely explored in the area of usability. Here, individuals have examined how the design of information affects individuals’ perceptions and uses of different products (Nielsen, 2012a; Norman, 2002). Such examinations have included more scholarly works (Cham et al., 2021; Kushniruk & Patel, 2004; Prastawa et al., 2019) covering theoretical examinations and empirical inquiries into this area. They have also included practitioner-oriented texts focused on addressing such dynamics when creating different informational products (Wendel, 2021; Yablonsky, 2020; Yocco, 2016).
This work in usability parallels research done in the affiliated field of technical communication. Such overlap includes examinations of how to integrate cognitive-based concepts and approaches from usability into technical communication practices (Albers, 2012; Cooke, 2010; Rivers, 2011). They also encompass ongoing discussions of how technical communicators can employ usability techniques to become more involved in systems and product development (Archraya, 2016; Carliner, 2000; Siau & Tan, 2005). Additionally, technical communication scholars have argued for the integration of cognitive aspects of usability into the educational processes (Cleary & Flammia, 2012; Cooke & Mings, 2005).
Within technical communication, the focus on these connections has expanded to include the adoption of cognitive-based usability approaches when studying international contexts including. Such work includes reviews localization processes, product design practices, and healthcare interactions (Batova, 2010; McDonald et al., 2012; Sun, 2012). Other technical communication scholars have noted how members of the field could adopt cognitive approaches from usability to expand more common professional practices including conducting research (McNely et al., 2015; Redish, 2010), crafting technical presentations (Garner et al., 2009), and even editing technical documents (Redish & Selzer, 1985; Soderston, 1985). More recently, technical communication researchers have begun to examine these connections as a mechanism for engaging in issues of social justice (Acharya, 2022; Cheung, 2017), exploring design thinking (Pope-Ruark et al., 2019; Verhulsdonck et al., 2021), and considering behavioral design practices (Verhulsdonck & Shalamova, 2020).
This article represents a continuation of this prior work at the intersection of technical communication, usability, and cognition. Specifically, it combines prior examinations of cognition and communication into a method for identifying the psychological dynamics affecting an audience's usability—and therefore communication—expectations. The approach described in this article involves the application of different mental models—or cognitive mechanisms—to examine how humans focus on, identify, and use different items. Technical communicators have discussed such factors per specific applications (Beck, 1994; Hailey & Hailey, 1998) or have examined such factors more generally or theoretically (Kilingsworth & Rosenberg, 1995; Winsor, 2001). Yet such dynamics have not been combined into a unified method for systematically identifying how mental models shape audience perception, comprehension, and use of information in technical communication contexts. The method described here provides such a framework. This method is also generative, for it can provide a foundation for crafting messages that better meet the cognitive dynamics affecting an audience's usability expectations for content. As such, this method can help technical communicators better understand how certain cognitive dynamics can shape communication processes. Understanding such factors requires one to consider how the conceptualization of ideas affects communication practices and related usability expectations.
Conceptualization and Communication
The human brain has limitations affecting how much sensory information it can engage with at one time (Paas et al., 2004; Sweller, 1988). To address these limitations, the brain often combines different sensory inputs into single units of information for easier processing (Cook, 2006; Pass et al., 2004; van Merrienboer & Sweller, 2010). Instead of the brain reviewing each aspect of an object as a separate item, it packages this sensory input into a single unit to process as one item versus as many different items (Sweller, 1988; Tse et al., 2007; Yamada & Itsukushima, 2013). When we look at a pen, for example, the brain does not address the related sensory input as multiple, separate items (e.g., color, size, texture, shape, etc.); rather, it combines all of that input into a single unit (i.e., a pen) for easier processing.
These units of information often take the form of mental models, which allow the brain to quickly organize sensory information into conglomerate “chunks” it can address more easily (Sweller, 1988; Tse et al., 2007; Yamada & Itsukushima, 2013). As a result, these models often affect how humans use items—including textual, visual, and multimedia content (St.Amant, 2022). The better communication professionals understand these dynamics, the more effectively they can create easy-to-use (i.e., usable) content for audiences (Meek, 2013). Similarly, the better communication students understand such factors, the better they can learn to identify and address audience expectations related to communication activities (St.Amant, 2022).
A cognitive approach to communication requires an understanding of how mental models affect the creation of content (Martin, 2021; Meek, 2013; Tyrkiel, 2021). Communication often involves two kinds of mental models. When humans think about the item central to a message, they often access an initial mental model that depicts what something looks like, sounds like, feels like, etc. (Aitchison, 1994; Meek, 2013; Rosch, 1978). When individuals think about a cup, for example, they often access a mental model for an object possessing features they associate with a cup (e.g., size, shape, texture, etc.). They next access a second mental model for how to perform an activity associated with that item (Eyal, 2014; Lindstrom, 2010; St.Amant, 2018). This second mental model allows individuals to see, hear, feel, etc. a process unfold in their mind—similar to watching a fully immersive mental movie. They then use words to describe what occurs in this second mental model, use images to depict that process, or use other media formats to re-create the dynamics appearing in that model. The audiences for such materials then uses this content to re-create a parallel mental model in their own mind (Meek, 2013; St.Amant, 2018).
Once audience members have re-created this mental model, they try to follow the process it depicts in order to perform the related activity (Meek, 2013; St.Amant, 2022). The more effectively the audience can re-create the mental model as depicted by the content creator, the better it can use that content to achieve an objective (Eyal, 2014; Meek, 2013; Lindstrom, 2010). This process of conveying and re-creating mental models can cause issues affecting the usability of content.
Models and Meaning
From a usability perspective, one needs to understand how mental models influence communication practices. The process of content creation based on mental models often involves multiple assumptions (Eyal, 2014; Tyrkiel, 2021). These include what the object central to a process resembles (e.g., “looks like”) and what using that item entails (e.g., how to use it) (Aitchison, 1994; Norman, 2002; Rosch, 1978). The sentence “Use the cup to take a drink of coffee” contains multiple assumptions including what a cup is and what features identify a cup as a cup. The sentence also contains assumptions for what a cup does (in this case, holds fluid), and how individuals use it (how to drink from a cup).
This sample sentence works—or is usable—for many readers because they have common assumptions of what these factors of cup, hold fluid, and drink encompass (Aitchison, 1994; Rosch, 1978). This commonality occurs because the audience's mental models for what a cup is and how it is used align with those of the content creator (Eyal, 2014; Lindstrom, 2010; Meek, 2013). If, however, an audience's mental models for “cup” did not contain such factors, then confusion could occur as audience members struggle to conceptualize the ideas being conveyed—for example, “What is a cup?” or “How do you drink from a cup?” (St.Amant, 2018, 2022).
The cup example reveals a core communication problem: the mental models underlying communication can differ between content creator and audience (Eyal, 2014; Meek, 2013; Norman, 2002; Tyrkiel, 2021). These differences occur because individuals learn—or develop—the mental models via experiences (Aitchison, 1994; Eyal, 2014; Lindstrom, 2010). Essentially, individuals’ experiences expose them to different items and activities during their lives. The more frequently individuals encounter a certain object or are exposed to a certain use of that object, the more those experiences shape the mental models those individuals rely on to conceptualize such items and actions (Aitchison, 1994; Tyrkiel, 2021).
Per the “cup” example: Individuals learn what a cup is, does, and how to use it via experiences where they observe others identifying the item (e.g., “This is a cup.”) and using it in certain ways (e.g., drinking from a cup). The more an individual is exposed to a hollow, cylindrical object with a handle as being a “cup,” the more their mental model for “cup” contains those expectations for the features something should have in order to be a cup. Similarly, the more individuals are exposed to examples of other persons drinking from cups, the more these activities become central to the mental model of how to use a cup. Accordingly, different experiences could result in the development of different mental models, and such variations can affect the usability of the associated content.
Consider a situation where individuals have only experienced cups being used to trap animals (e.g., placing a cup over an insect to catch it); in this instance, the phrase “Use the cup to take a drink of coffee.” might cause confusion. As the audience's mental model for the cup does not include the activity “drinking,” the notion of doing so would be new, unknown, and perhaps odd. Couple this factor with a mental model of cups used to trap animals, and the suggestion of “drink” might seem inappropriate (e.g., unsanitary) (see St.Amant, 2005). This example illustrates how differing mental models can cause communication issues that affect the usability of content.
In other cases, the audience might have been exposed to a different object associated with the term “cup”—say, a large, gilded chalice with no real opening to hold something (e.g., a trophy “cup”). In that case, the expectations of what a cup is and what features it has could differ between the content creator and the audience. Individuals whose mental model of the “cup” is a large trophy might consider it impossible to “Use the cup to take a drink of coffee,” as their mental model for a cup (i.e., its features and design) makes drinking from such a heavy, shallow object difficult to conceptualize. This situation represents another example of how differing mental models can cause usability problems (Atchison, 1994; Dube, 2021; Norman, 2002; Tyrkiel, 2021).
To address such issues, content creators must realize
Their communication practices are guided by mental models that have resulted from their own life experiences. Their mental models for conceptualizing a process might differ from those of the audience who will use the content they create. The need to identify and address their audience's mental models for a topic, item, or activity when creating related content for that audience.
By addressing these factors, individuals can create content audiences can more easily use.
The goals of a cognitive approach to communication involve
Identifying the mental models an audience uses to think about and communicate about a topic, object, or process. Using this information to develop content that aligns with the audience's mental models for that topic, object, or process.
Content creators can use an approach called “mapping”—or identifying the dynamics of an audience's mental models—to achieve these goals.
Identifying Assumptions and Expectations
Mapping audience expectations involves identifying the mental models that subconsciously guide how individuals use items (St.Amant, 2018, 2022). These processes generally occur in a particular sequence. As a result, an issue with one part of the sequence affects how (or if) the brain can engage in the next process in the sequence (Eyal, 2014; Lindstrom, 2010; St.Amant, 2019). The ARCO method helps identify the mental models and the associated subconscious dynamics driving these processes.
ARCO stands for actualization, recognition, categorization, and operationalization—four activities the mind subconsciously performs when humans interact with content, objects, or other persons (St.Amant, 2019). The ARCO method applies cognitive concepts to examine the process an audience's mind performs when individuals use something. The four cognitive activities of the ARCO method involve determining
Actualization: What individuals focus attention on when using something. Recognition: How individuals identify an item after focusing their attention on it. Categorization: How individuals determine what an identified item does and know how to use that item accordingly. Operationalization: How individuals select which potential use(s) of an item is/are appropriate in a given context.
These four processes collectively drive perception and behavior (Bargh & Morsella, 2008). They also represent core factors to address in relation to an audience's usability expectations (Norman, 2002; UXness, 2018).
As these processes occur subconsciously, individuals are rarely aware of when they perform them, nor do they usually notice how these processes occur in an interconnected sequence (Bargh & Morsella, 2008; UXness, 2018). These processes, however, affect the ease with which audiences understand and use content across various media (St.Amant, 2022; UXness, 2018). The ARCO method involves studying each process to determine how mental models affect the way(s) audiences use something (St.Amant, 2019, 2022). Foundational to this mapping is the realization that the content creator's assumptions cannot be projected onto an audience when conveying information to that audience (Meek, 2013; Norman, 2002; Tyrkiel, 2021). Rather, the content creator must interact with members of that audience—via interviews, focus groups, or a combination of both—to determine
What mental models an audience has for a topic and for the use of related content
and
How these mental models affect the way the audience uses content (Content Strategy Basics, 2022; Dube, 2021; Nielsen, 2012a).
The answers to such questions are central to an audience's perceptions of and responses to content.
Accordingly, the ARCO method involves
Identifying the audience for which content will be created. Asking audience members to participate in data-collection activities (i.e., interviews and focus groups) for a content-creation project. Using interviews and focus group data to identify the mental models audiences associated with each step in the process of using something. Reviewing these findings to develop usable content for that audience (Content Strategy Basics, 2022; Dube, 2021; Nielsen, 2012a).
By asking audience members questions associated with each step in the ARCO method, content creators can determine how mental models shape an audience's usability expectations. Content creators can then use the resulting information to develop content (e.g., text, visuals, etc.) that better meets the audience's usability expectations (St.Amant, 2019). Mapping such ARCO dynamics works as follows:
Actualization
The first step in the ARCO method is Actualization—or what do audiences focus their attention on when using something (e.g., content) (St.Amant, 2019; Tyrkiel, 2021). At this initial step, the objective is to determine what individuals focus their attention on when performing a process. Central to this first step is findability, for individuals can only use the content they can locate in a situation (Nielsen, 2012a). Usable content must therefore be something audiences can readily find when seeking information in a context. Accordingly, ARCO mapping begins with identifying how mental models influence the process individuals use when searching for items to focus their attention on.
From a cognitive perspective, the process of searching and finding generally occurs in one of two ways:
Radom Searching: If individuals do not know what they are searching for, then contrast—or how greatly an item differs from its surroundings—becomes central to focusing attention (Wolfe, 1994, 2007). In these instances, individuals do not rely on mental models to guide behavior. Rather, all stimuli are “equal” in terms of how the mind perceives them. In such situations, the stimulus that stands out most from the rest becomes the thing on which individuals focus their attention. For example, when individuals are in new and unknown surroundings and do not know what to search for, bright colors or loud noises that stand apart from the related context tend to attract attention. The central factor is that contrast—not color or design—attracts attention (Wolfe, 1994, 2007). Essentially, conventional wisdom advocating the use of bright colors to draw attention only works if that coloring allows an item to contrast markedly with its surroundings (e.g., a bright red “On” button on a dark-colored control panel). If the surroundings are also brightly colored, then it will be darker-colored items that contrast the most from—and attract attention in—that context. From a textual perspective, large print (e.g., a title or headline) only draws attention if it contrasts with smaller print around it, loud noises (e.g., computer error messages) only attract attention if they contrast with prior silence, etc. Guided Searching: In certain cases, individuals might know what they are seeking. This is the point when mental models begin to influence usability via findability. When the audience seeks out a particular thing—or knows what it is searching for, individuals access a mental model representing what the item is. This model is comprised of the characteristics of that object—or central traits the audience associates with that item. Audience members then scan their environment to find items that match the characteristics of this mental model (Wolfe, 1994, 2007). Items that have enough characteristics in common with the model will become the focus of the audience's attention—or what an audience will focus on and consider in that setting. When guided searching occurs, it is not contrast that drives how individuals focus attention. Rather, it is matching that attracts attention (Wolfe, 1994, 2007). Essentially, audiences find items that most closely match their mental model of the thing they wish to find. In guided searching, audiences often overlook high-contrast items and focus on finding a match to a related mental model. As a result, audiences might miss the intended content if it does not match the mental model that guides their search. This process is central to why audiences can overlook core content even if that content contrasts greatly from its surroundings. (Consider how slight changes in an interface's design can render it unusable to audiences familiar with prior versions of that interface.)
Identifying and addressing these initial expectations of findability is essential to creating usable content at its most fundamental level.
To determine which process an audience will use when searching, the content creator needs to ask audience members to answer questions such as
Have you ever performed this process or used this kind of item (the content to be created) before?
What did you use for this process?
How often did you perform this process and/or use this kind of content before?
Can you tell me what you searched for when starting this process? Can you describe it for me?
If yes,
Responses to these questions help content creators determine if an audience will rely on random or guided searching when using content.
If an audience has performed a process or previously used similar content, then audience members likely have an associated mental model that guides how they locate the content central to starting the related activity. If the audience is unfamiliar with such content, then mental models will likely not guide their searching behavior. Instead, they will rely on contrast to determine what to focus their attention on in order to begin an activity. By identifying such seeking and finding expectations, individuals can design content audiences can easily find in order to use it at the start of a process.
Recognition
The next step in the ARCO method is Recognition – or can individuals recognize, or identify, the item on which they have focused their attention (St.Amant, 2019). At this stage, mental models again become important. If individuals cannot identify the content that caught their attention, then they cannot use it, and the ability to recognize something is tied to mental models (Atchison, 1994; Norman, 2002; St.Amant, 2022). When humans attempt to recognize the item that caught their attention, they engage in two interconnected activities. First, they review the characteristics of that item; next, they attempt to match the characteristics, or features, of that item to those of existing mental models they have for objects (Atchison, 1994; Rosche, 1978). If a new item has enough characteristics in common with an existing mental model, then the individual will identify that item per that match. If, for example, an item has enough characteristics in common with an individual's mental model for a pen, the individual will identify that item as a pen.
The dynamics involved in this identification process are different from those that affect prior guided searching processes. Just because individuals used a mental model to locate something via guided searching does not inherently mean the individual also recognized what that item is upon finding it (Aitchison, 1994; Norman, 2002) (these are two different processes). In both guided and random searching, once the audience has focused its attention on something, that audience next needs to identify what that object of focused attention is. Again, the matching of the features of the item to those of an audience's existing mental models is central to this process. Content creators therefore need to identify the mental models an audience uses to recognizes something upon finding it regardless of the approach the audience used to locate that item (Eyal, 2014; Keränen et al., 2016; St.Amant, 2022).
In the case of visual messaging, as with images or visual features of texts (e.g., formatting of primary headings), this matching process affects if audiences recognize an item once attention is focused on it. This recognition factor can influence if individuals are able to identify what a visual message conveys (for images) or how to read a text (for primary headings). It also affects if audiences recognize certain textual content based on the visual features of that content—such as “Does this document look like an instruction set/do I recognize this document as an instruction set based on page design/layout?” At this step in the process, knowing what something is affects if and how individuals will use that item. Breakdowns at this step can affect if an audience are able to use visual, verbal, or other content. If recognition is not possible, then the related content is not usable, and audiences might abandon it and search for something else.
In the case of verbal/textual communication, a different cognitive process happens in relation to recognition. Individuals often associate each word they use with a mental model for what that word represents (Atchison, 1994; Keränen et al., 2016). That mental model is comprised of the characteristics of the item individuals associate with a given term. Problems occur if the content creator and the audience associate different mental models—or mental models with different features—with the same word used in a text. Consider if the author of a text associates a mental model of a mobile phone with the word “phone.” The audience for that text, however, associates the mental model of a rotary dial telephone with that same term. If the author of an instructional document were to write “Be sure the screen of your phone is clean and the brightness is adjusted accordingly,” the related audience might not recognize the item the author references. An inability to recognize what the author is referencing could then occur, and the related content might be of limited use to that audience.
To avoid recognition issues, content creators need to engage with the intended audience via interviews and focus groups in order to collect data on the mental models the audience associates with recognizing and understanding the content. Essentially, content creators need to map out
What mental models audiences use to recognize items central to a message What features audiences associated with recognizing such items
Can you describe an X (type of content to create) for me?
What features does it (the content/item being created) have?
Can you (if possible) draw an example of X for me?
As you describe (X), I’ll draw a picture of it; can you let me know if I need to revise or change anything as I draw this picture?”
Performing such mapping involves asking audience members questions such as
or
The objective of this questioning is twofold. First, content creators need to identify the mental model an audience associates with particular content (e.g., text, visual, multimedia content, etc.). Next, content creators need to identify the features the audience uses to identify that item per the related mental model. By mapping both factors, content creators can better determine how to design content audiences can recognize and use per their experiences and associated expectations.
Categorization
After recognizing what an item is, audience members need to categorize it—or determine what it does, for what it is used, or how it is used (Aitchison, 1994; Norman, 2002, 2005; German & Barrett, 2005). Usability issues can arise from assumptions that the recognition of an item indicates an understanding of its functions. Just because audience members recognize what something is, does not mean they inherently know what that item is or does or how to use it to perform an activity. Rather, function and use factors reflect the mental models audiences have developed from their experiences (German & Barrett, 2005; McCaffrey, 2012; Norman, 2002, 2005). As with recognition, different experiences can result in varying associations for the category to which a recognized item belongs and the related uses of an item based on that category.
Consider the key cards used to access hotel rooms in certain areas. An individual might recognize an item as a key card or conceptualize an expected depiction of a key card. This factor does not automatically mean the individual also knows how to use a key card within the context of a hotel. Based on relatively common experiences, many individuals might categorize key cards as a “key” used to open a door. Some individuals, however, might not know that certain audiences also associate hotel key cards with the category of “light switch.” This is because, in certain locations, key cards are also often inserted into a slot in a hotel room wall in order to activate the room's lights. If individuals are unaware hotel key cards can fall into the category of light activation mechanism, confusion could occur as guests try to determine why the lights in their room do not work.
For content creators, the factor to map is how audience members categorize items central to a document or message (Norman, 2002, 2005; St.Amant, 2022). Essentially, are audience members familiar with the particular function of something as presented in the associated content? If so, they could have an existing mental model to guide the use of that item. Relatively little, if any, content, would then be needed to explain such uses (e.g., “Use your key card to open your hotel room door and activate the room's lights”). If not, then content creators need to make audience members aware of that use (i.e., a new category for considering the item). Doing so involves creating content that explains previously unknown uses of an item to the related audience: For example, “Use your key card to activate the lights in your room. To do so, place your key card in the slot to the right of your door as indicated in the image below” (German & Barrett, 2005; Norman, 2002, 2005; St.Amant, 2022).
To map an audience's contextualization expectations, content creators need to interact with audience members via the questions:
What does X (type of content or design) do?
Can you describe that process for me?
Content creators can use the resulting answers to identify the uses audiences associate with certain content or the topic covered in that content. The mapping of such factors helps determine if audiences expect or require certain category-related content to use documentation or associated items.
Operationalization
The final step in the ARCO method is Operationalization—or determining the specific way audiences will use items in a context (St.Amant, 2019). Individuals often associate different categories—or uses—with an item (e.g., using a key card to open a door and to activate the lights in a room). The operationalization stage of the ARCO method maps factors that prompt individuals to select a specific use of an item or of content from all other possible uses of that item or content (e.g., the intended use of a written text, an infographic, a website, etc.).
At the operationalization stage, context—or the setting individuals are in when using an item/content—becomes important (Soegaard & Dam, n.d.; User-Centered Design Basics, 2022). A particular mental model, called a script, plays a central role at this point in the process. Scripts are the mental models humans have for how to engage in activities that are regularly performed in a certain location (Schank & Abelson, 1977; Tomkins, 1978, 1987). Once individuals know where they are, the script for how to act and interact in that location is activated, and individuals begin to engage with other persons and to use objects as depicted in that script (St.Amant, 2018, 2022). For example, once individuals recognize they are in a restaurant, their mind accesses the script for “restaurant.” That script guides them in how to find a table, order a meal, receive and eat that meal, and then pay and exit the restaurant. This script also contains other mental models the audience uses to recognize and interact with individuals (e.g., waitstaff) and items (e.g., menus) in that setting.
This behavior occurs subconsciously as individuals reflexively follows the behavior noted in the script for that location. As a result, scripts restrict the perceptions and uses of items to those functions associated with the location depicted in the script. This is why audiences seem to inherently know the specific use of objects in a location vs. struggle to determine the appropriate use of that item. So, at the operationalization stage, individuals know the specific way to use items they have focused their attention on and identified in a location.
Content creators thus need to map an audience's script for a location to understand how mental models shape the use of items and content in that setting (St.Amant, 2018, 2022). Such mapping involves
Determining the location where individuals will use a document or other communication materials (e.g., infographics, interfaces, etc.) Identifying if individuals have a script for such contexts, and if so Noting what items individuals expect to use, and how, in that setting (i.e., identifying other mental models the audience relies on locate, identify, and use items in that setting). No existing script for how to use certain content in a location A script that associates a different use of that content in a location Provides individuals who have no existing script with a new one that explains how to perform a process in a location Augments an audience's existing scripts to help individuals more readily use the content as intended by the content creator.
Where do you perform X (intended activity associated with content)?
Can you describe that environment to me? If possible
Can you sketch out that setting for me?Or Can I sketch this setting as you describe it, and you let me know if I need to change anything?
How do you perform this process in that setting? Can you describe how you perform this process?
How do you use this kind of content in that setting?
If mapping indicates the audience has a script that matches the objectives of the content creator, chances are the audience will use items as the content creator intends. If, however, research indicates audiences have
or
then the content creator must clarify the intended use of that content in the related context (e.g., “This digital guide is designed to help you install this software on your office computer. To use this digital guide to install the software in your office, you need to perform the following steps: …”). Such clarification either
or
Identifying and mapping an audience's script for a process (or identifying the lack of such a script) involves asking audience members the following questions:
Where do you usually do updates of that software?”
The answers to these questions help identify the setting individuals associate with using content. These answers also help determine how associated scripts can affect the use of and design expectations for that content used in that setting.
Applications and Testing
The ARCO method of mapping audience expectations helps communication professionals and communication students identify factors that affect how audiences use content. Both practitioners and students can review the results of ARCO mapping to understand the mental model(s) shaping an audience's usability expectations for content. These results can help
Identify if an audience is familiar with certain content (or not) as well as identify the behavior audience members might use to locate and focus attention on content Determine what mental models an audience might use to identify content and also determine the features the audience uses to identify such content Note both the uses an audience associates with identified content and if audience members are familiar with the intended use of that content Recognize both the location in which audiences will use content and the expectations the audience has for using content in that setting (St.Amant, 2018, 2019, 2022).
Communication professionals and communication students can apply this information to create content that meets an audience's usability expectations as related to mental models.
Initial content created from ARCO mapping, however, might not accurately reflect an audience's mental models (Nielsen 1997, 2010; Pernice, 2018). Certain information might have been missed during data collection in interviews and focus groups, or the interpretation of that data might require adjustment. For these reasons, individuals who use the ARCO method to create content should always test that content before finalizing it. Such testing must
Involve members of the intended audience (i.e., users of that content) (Tullis & Albert, 2013). Follow ARCO factors to identify the mental models affecting the use of content (St.Amant, 2019).
Testing results can then be used to revise ARCO-related materials in order to better reflect the mental models affecting an audience's perceptions of usable content.
This testing should involve the content creator asking members of the intended audience to try using draft content to achieve a particular objective associated with that material (e.g., try to use draft instructions to perform that related task). This testing should take place in the setting audience members identified as where they perform that content-related activity (Context of use, n.d.; Tullis & Albert, 2013). These tests should also use think-aloud protocols to assess the usability of that draft content. Such protocols involve asking audience members to try using draft content to perform a particular activity (e.g., “Using this draft guide, try to update your office's computer software”) (Gibs, 2008; Nielsen, 2012b). As test subjects attempt to perform this activity, the content creator would
Observe audience members as they use draft content to perform the process Record the audience member's activities (via written notes, video recording, audio recording, or a combination of these methods) Record comments audience members make as they use draft content to perform a process. Should speak/talk out loud as they use the draft content and specifically state
What they are about to do and why throughout the process What are their reactions and perspectives throughout the process Cannot ask questions about using the draft content or performing the process Can stop the process at any time, but should note why they abandoned that process. What aspects of the content were effective and easy to use? What aspects of the content were ineffective, confusing, or difficult to use, and why?
What suggestions do you have for how to revise those items?
At the start of this testing process, audience members would be told that they
Once audience members complete or abandon the process, the observer would ask them a series of final questions (see Pernice, 2018) including
Content creators can use the results of these observations and question sessions to identify where content needs revision and how to revise it per an audience's usability expectations (Tullis & Albert, 2013). If time permits, the content creator should follow this same process to evaluate revised content in order to assess how effectively it meets the audience's usability expectations (Morales, 2020).
Final Thoughts
Competition for attention is fierce in the modern marketplace (The Economist, 2017). In this context, usability can provide organizations with an edge to stand out from their competitors (Ćwik, 2021; March, 1994). By understanding the cognitive dynamics shaping audience expectations, professional communicators and communication students can create content that addresses such factors. The ARCO method described here represents a mechanism both groups can use to map the mental models underlying such expectations. ARCO mapping results can then help with developing content that better addresses audience usability expectations in different contexts.
Footnotes
Declaration of Conflicting Interests
The author(s) declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Funding
The author(s) received no financial support for the research, authorship, and/or publication of this article.
