Title: Chapter 2 Theories, Principles, Guidelines
1Chapter 2 Theories, Principles, Guidelines
2High Level Theories
- Explanatory theories
- Predictive theories
- Perceptual or Cognitive subtasks theories
- Motor-task performance times theories
- Taxonomies
32.2.1 Conceptual, Semantic, Syntactic, and
Lexical Model
- Foley and van Dam four-level approach
- Conceptual level
- Semantic level
- Syntactic level
- Lexical level
- Approach is convenient for designers
42.2.2 Keystroke-level Model and GOMS
- Keystroke-level model Predict performance times
for error-free expert performance of tasks - GOMS
52.2.3 Stages of Action Models
- Norman's seven stages of action
- Forming the goal
- Forming the intention
- Specifying the action
- Executing the action
- Perceiving the system state
- Interpreting the system state
- Evaluating the outcome
6Norman's contributions
- Context of cycles of action and evaluation.
- Gulf of execution Mismatch between the users's
intentions and the allowable actions - Gulf of evaluation Mismatch between the system's
representation and the users' expectations
7Four Principles of Good Design
- State and the action alternatives should be
visible - Should be a good conceptual model with a
consistent system image - Interface should include good mappings that
reveal the relationships between stages - User should receive continuous feedback
8Four Critical Points Where User Failures Can Occur
- Users can form an inadequate goal
- Might not find the correct interface object
because of an incomprehensible label or icon - May not know how to specify or execute a desired
action - May receive inappropriate or misleading feedback
92.2.4 Consistency Through Grammars
- Consistent user interface goal
- Definition is elusive - multiple levels sometimes
in conflict - Sometimes advantageous to be inconsistent.
10Inconsistent Action Verbs
- Take longer to learn
- Cause more errors
- Slow down users
- Harder for users to remember
112.2.4 Consistency Through Grammars
- Task-action grammars (TAGs) try to characterize a
complete set of tasks. E.g.
12High-level Rule Schemas Describing Command Syntax
- task Direction,Unit -gt symbol Direction
letter Unit - symbol Directionforward -gt "CTRL"
- symbol Directionbackward -gt "ESC"
- letterUnitword -gt "W"
- letterUnitchar -gt "C"
13Generates a Consistent Grammar
142.2.5 Widget-level Theories
- Follow simplifications made in higher-level,
user-interface building tools - Potential benefits
- Possible automatic generation of performance
prediction - A measure of layout appropriateness available as
development guide - Estimates generated automatically and amortized
over many designers and projects - perceptual complexity
- cognitive complexity
- motor load
- Higher-level patterns of usage appear
152.3 Object/Action Interface Model
- Syntactic-semantic model of human behavior
- used to describe
- programming
- database-manipulation facilities
- direct manipulation
- Distinction made between meaningfully-acquired
semantic concepts and rote-memorized syntactic
details - Semantic concepts of user's tasks well-organized
and stable in memory - Syntactic details of command languages arbitrary
and required frequent rehearsal - With introduction of GUIs, emphasis shifted to
simple direct manipulations applied to visual
representations of objects and actions. - Syntactic aspects not eliminated, but minimized.
16Object-action Design
- understand the task.
- real-world objects
- actions applied to those object
- Create metaphoric representations of interface
objects and actions - Designer makes interface actions visible to users
172.3.1 Task hierarchies of objects and actions
- Decomposition of real-world complex systems
natural - human body
- Other decomposition can be into action sequences
18- Computer system designers must generate a
hierarchy of objects and actions to model users'
tasks - Representations in pixels on a screen
- Representations in physical devices
- Representations in voice or other audio cue
192.3.2 Interface Hierarchies of Objects and Actions
- Interface includes hierarchies of objects and
actions at high and low levels - E.g. A computer system
- Interface Objects
- Directory
- files of information
- Interface Actions
- load a text data file
- insert into the data file
- save the data file
20- Interface objects and actions based on familiar
examples. - Users learn interface objects and actions by
- seeing a demonstration
- hearing an explanation of features
- conducting trial-and-error sessions
212.3.3 The Disappearance of Syntax
- Users had to maintain a profusion of
device-dependent details in their human memory. - E.g. Which action erases a character
- Learning, use, and retention of this kind of
knowledge is hampered by two problems - Details vary across systems in an unpredictable
manner - Greatly reduces the effectiveness of
paired-associate learning - Syntactic knowledge conveyed by example and
repeated usage - Syntactic knowledge is system dependent
- Minimizing these burdens is the goal of most
interface designers
222.4 Principle 1 Recognize the Diversity
- Know your users
- Usage profiles
- Novice or first-time users
- Knowledgeable intermittent users
232.4 Principle 1 Recognize the Diversity
(continued)
- Usage profiles
-
- Expert frequent users
- Layered approach to serve multiple kinds
242.4 Principle 1 Recognize the Diversity
- User characteristics
- Age
- Gender
- Physical abilities
- Education
- Cultural or ethnic background
- Training
- Motivation
- Goals
- Personality
252.4 Principle 1 Recognize the Diversity
- Task profiles
- Decomposition into multiple middle-level task
actions, which are refined into atomic actions - task frequencies of use
- matrix of users and tasks helpful
262.4 Principle 1 Recognize the Diversity
- Interaction styles
- Direct manipulation
- Menu selection
- Form fillin
272.4 Principle 1 Recognize the Diversity
- Interaction styles
-
- Command language
- Natural language
- Blend is common
282.5 Principle 2 Use the Eight Golden Rules of
Interface Design
- Strive for consistency
- Enable frequent users to use shortcuts
- Offer informative feedback
- Design dialogs to yield closure
29 2.5 Principle 2 Use the Eight Golden Rules of
Interface Design
- 5. Offer error prevention and simple error
handling - 6. Permit easy reversal of actions
- 7. Support internal locus of control
- 8. Reduce short-term memory load
302.6 Principle 3 Prevent Errors
- Better error messages
- To reduce errors by ensuring complete and correct
actions - Correct matching pairs
- Complete sequences
- Correct commands.
312.7 Guidelines for Data Display
- Many organizations develop a set of guidelines
- Organizing the display
- Consistency of data display
- Efficient information assimilation by the user
- Minimal memory load on user
- Compatibility of data display with data entry
- Flexibility for user control of data display
32Example Lockheed electric-power utility control
room
- Be consistent in labeling and graphic conventions
- Standardize abbreviations
- Use consistent format in all displays
- Present a page number on each display page
- Present data only if they assist the operator
- Present information graphically where appropriate
- Present digital values only when knowledge of
numerical value is necessary and useful - Use high-resolution monitors and provide maximum
display quality - Design a display in monochromatic form, then add
color judiciously - Involve users in development of new displays and
procedures
33Getting the user's attention
- Intensity
- Marking
- Size
- Choice of fonts
- Inverse video
- Blinking
- Color
- Color blinking
- Audio
342.8 Guidelines for Data Entry
- Five high-level objectives for data entry
- Consistency of data-entry transactions
- Minimal input actions by user
- Minimal memory load on user
- Compatibility of data entry with data display
- Flexibility for user control of data entry
352.9 Balance of Automation and Human Control
- Ultimate goal simplify user's task - eliminating
human actions when no judgment is required. - Issues
- real world is open system
- computers constitute closed system
- human judgment necessary for unpredictable events
- unanticipated situations
- equipment failure
- improper human performance
- incomplete or erroneous data
36Relative Capabilities of Humans and Machines
37Relative Capabilities of Humans and Machines
38Relative Capabilities of Humans and Machines
(continued)
39Knowbots or softbots autonomous "agent"
- knows user's likes and dislikes
- makes proper inferences
- responds to novel situations
- performs competently with little guidance
40User Modeling
- keeps track of user performance
- adapts behavior to suit user's needs
- allows for automatically adapting system
- can be problematic
- system may make surprising changes
- user must pause to see what has happened
- user may not be able to
- predict next change
- interpret what has happened
- restore system to previous state
41Alternative to agents
- user control, responsibility, accomplishment
- expand use of control panels
- style sheets for word processors
42End Chapter 2