Title: Principles of Language Use for User Centered Design of Software User Interfaces
1Principles of Language Use for User Centered
Design of Software User Interfaces
- Derek Brock
- Navy Center for Applied Research in
- Artificial Intelligence
- Naval Research Laboratory
2A different design perspective
- Designing a software user interface is like
writing a reference book with many chapters and
subsections - The Designer is the author
- Users are the readers
- Interaction starting points in the user
interfacemenu choices, documents, tool bar
icons, etc.are like chapters and subsections - The authors goal in each chapter or subsection
is to provide readers with - Clear and useful expositions
- Pointers to dependent and related references
3Whats the point?
- Software is designed by people to be used by
people - The purpose of a user interface is to coordinate
what the designer thinks users need to
understandand doto use the software - But few users can read a designers mind
- Any form of coordination between people requires
some form of communication - Successful communication requires
- Collaboration (a willingness to work together)
- Meaning and understanding
- The use of various kinds of signals
- A shared basis for the use of those signals
4What goes on when we read a book?
- A successful communication takes place
- The author and the reader carry out a kind of
collaborationboth have to work at it - The authors meaning (ideally) becomes the
readers understanding - A variety of linguistic and nonlinguistic signals
are usedtext, diagrams, illustrations, etc. - The author and the reader begin with a communally
shared basis for the signals used - which becomes a personally shared basis when the
communication is complete
5The same ideas apply to software use
- When software use is successful
- The designer and the user carry out a kind of
collaborationagain, both have to work at it - The designers meaning (ideally) becomes the
users understanding - A variety of linguistic and nonlinguistic signals
are usedlabels, icons, actions, sounds,
messages, etc. - The user also makes use of input signalsmore on
this later - The designer and the user begin with a communally
shared basis for the signals used - which becomes a personally shared basis when the
communication is complete
6The larger picture
- Signal use is really language use
- People use language to do things with each other
- Peoples language use skills are their greatest
resource whenever meaning and understanding are
involved - The design of human-computer interaction is a
representation problem that primarily involves
the designers meaning and the users
understanding - The principles of language use are a foundational
framework for this design problem
7Introducing the study of language use
- This is not the study of linguistics
- Linguistics is the study of the development and
structure of languages, particularly spoken and
written languages - Instead, its the study of whats involved in how
people use signals to do things together - How do people convey and grasp each others
intentions? - How do people succeed in coordinating this?
- How does this work when people arent
face-to-face? - What are the cognitive and social processes
involved? - How is language used in different conceptual
domains of action?
8First concepts and terms of art
- Language use requires participants and raises the
notions of speaker and addressee - In addition to signals, language use always
involves speakers meaning and addressees
understanding - Joint actions are atomic instances of language
use - They are not composed of disjoint actions that
are simply carried out by speaker and addressee
independently - But, instead, are the coordinated result of
actions that speaker and addressee carry out
together, as a dueteven when this must happen
across time and space - Joint activities emerge from sequences of joint
actions - Interactive joint activities can never be fully
planned in advance - This is the proper level for specifying roles,
social purposes, goal hierarchies, etc. - Language use always takes place in a setting
- Settings shape how language is used
9Settings
- The notion of a setting in language use combines
notions of scene and medium - Scenewhere the language is used
- Mediumthe manner of language use (e.g., spoken,
written, recorded, gestural, a mixture, etc.) - Settings range in type, in their properties, and
in what they require of people and the roles each
person plays - The fundamental paradigms are
- Face-to-face settingsconversation, lecture,
wedding - Written settingsbooks, letters, movies, recorded
music - A joint activitys setting determines how joint
actions are coordinated and what skills are
needed - Face-to-face settings are the most basic (or
natural) - Written settings are the most demanding (or
contrived)
10Joint actions
- Complete joint actions involve the coordination
of a causally related ordering of cognitive,
physical, and perceptual subactions (speakers ?
addressees) - Proposing an intention ? considering it
(engagement) - Conceptually signaling the intention (meaning) ?
recognizing it (understanding) - Presenting the signal ? identifying it
- Executing the presentation ? attending to it
- All coordinated joint actions between people
require these subactions in some form some
examples - A handshake, paddling a canoe, dancing, making
music, etc. - Asking for directions, posting a notice, driving
in traffic, etc. - To coordinate these subactions as parallel parts
of the whole, people depend on their intuitions
of downward evidence and upward completion
11But wait
- How are signals used to convey meaning and
achieve understanding? - How can a speaker be confident a particular
signal will convey his or her intended meaning - How does an addressee converge on the intended
meaning represented by the signal - It turns out this is a deep problem for computer
science, but something that nature has solved
rather well - Meaning and understanding depend on the notion of
common ground
12Characterizing common ground informally
- Common ground is knowledge people intuitively
assume they can use with each other on a presumed
basis of shared information - The idea is that when Alan and Zoe go to a movie
- afterwards, they can presume they had mostly
similar experiences of its content - and can assume that each will now understand the
others use of this newly shared information - Shared experience naturally becomes a shared
basis of information - In fact, this is exactly how people introduce and
then use new ideas with each other - But even more is implied by this notion of a
shared basis
13Awareness of a shared basis is the essence of
common ground
- Verification or inference of similar experiences
also builds shared bases - Alan and Zoe dont even need to see a movie
together to use their knowledge of it with each
otherthey can simply find out if they have both
seen it - Common ground acquired in this way often contains
many discrepanciesbut all common ground contains
discrepancies - And note Alan and Zoes separate knowledge of a
movie isnt common ground at all until they have
evidence that confirms theyve both seen itthat
their knowledge is actually shared - In general, people can usually account for what
they take to be common ground
14Building common ground
- Common ground is built in joint activities
- People expect each other to reason similarly and
to maintain a similar awareness of what they are
doing together - People expect each other to be engaged
- Common ground in joint activities can be divided
into at least three parts - Knowledge initially taken to be held in common
- Knowledge of the activitys current state
- Knowledge of what has conspicuously taken place
so far - When common ground is missing, meaning and
understanding immediately break down - But people are very good at repairing
misunderstandings and filling in missing common
ground - Building common ground is a lifelong social and
personal process
15Using common ground in joint actions posing
coordination problems
- People implicitly justify their common ground by
using what they take to be shared references to
it - Shared references are simply signals that refer
to elements of common ground they function as
coordination devices - Joint actions involving meaning and understanding
are really coordination problems people pose and
agree to solve together - People use coordination devices to pose
coordination problems, focus their intent, and to
indicate their solution - Most coordination problems in language use are
familiar and most are readily solved - To make a coordination problem easy to solve
- It should have a straightforward solution when it
is posed - Its coordination devices should fully indicate
the solution - The solution should be obvious from what is
common ground
16For example
- What does Zoe do if she and Alan are sharing
popcorn at the movies and she wants a sip from
Alans drink? - She can signal Alan either by asking him for a
sip or by simply pointing to his drink in a way
that draws his attention - By asking or gesturing, Zoe makes a clear and
obvious shared reference to her common ground
with Alan - Either ploy is an excellent coordination device
because - Zoe has a straightforward solution in mind that
Alan can fulfill - Either device explicitly indicates her solution
- Her solution is obvious given her common ground
with Alan - In agreeing to Zoes coordination problem, Alan
correspondingly expects that - Zoe has an intended solution in mind (what hes
supposed to do) - Her signal contains enough information to solve
the problem - He can figure out the solution on the basis of
what is obvious in their common ground
17More about coordination problems
- Codifying the joint premises for solving
coordination problems - Solvability (a straightforward solution exists)
- Sufficiency (the solution is fully indicated)
- Salience (the solution is obvious from common
ground) - Working out coordination problems is a dominant
part of peoples language use skills. - These skills have their origins in the perceptual
richness of face-to-face settings - In choosing the right shared basis to use as a
coordination device, joint salience is usually
the most important consideration. - Appealing to this aspect of peoples attention in
context greatly increases the likelihood of their
converging on the intended solution.
18Salient signals
- Signals that make salient coordination devices
with respect to common ground include - Actions (including sounds and gestures)
- These command perceptual attention
- External representations
- These are physical aspects of a language use
setting that have conceptual meaning(s) for a
joint activity for example - Playing cards, the elements of a board game,
ceremonial objects, etc. - External representations enjoy perceptual
immediacy - Conventions of use
- Conventions are representations of standing
solutions to frequently occurring coordination
problems - When a convention is used as a coordination
device, addressees usually know how to proceed
immediately - Languages are full blown systems of conventions
- Conventions of use give written settings their
power
19Layersconceptual domains of action
- Layers are shifts in the conceptual domain of
action (and/or its setting) that shape the focus
of common ground for purposes of solving
particular kinds of coordination problems in
joint activities - Layers depend on peoples abilities to change
perspective - Storytelling illustrates the basic paradigm
- Primary layer
- A storyteller and an audience use language in a
real world setting as themselves - Secondary layer
- The characters of the story use language in the
story world setting - Note that the audience has no trouble shifting
its common ground into the story world - Further layers within the story may arise
- Layers can involve play acting, removes in space,
time, and reality, persons not present, changes
in setting, etc.
20Summary of language use principles
- Language use takes place in settings (e.g.,
face-to-face, written) that shape its
coordination and its required skills - Language use is a joint activity it is
participatory as opposed to an individual
activity - Joint actions are the unit of language use
- They involve cognitive, physical, and perceptual
levels of subactions - They are coordination problems
- Coordination devices are signals people use to
pose, focus, and solve coordination problems - The joint premises for solving coordination
problems are solvability, sufficiency, and
salience - Salient sources for coordination devices include
actions, external representations, and
conventions of use - Layers are conceptual shifts of perspective in
joint activities that shape the focus of common
ground
21Language use in human-computer interaction
- Speaker and addressee in human-computer
interaction are designer and user - Software use is their joint activity
- This joint activity fully involves designers
meaning and users understanding - Software use takes place in a written setting and
makes use of an important secondary layer - Joint actions are the unit of software use
- An entire class of joint actions in software use
are called user interactions - User interactions and other joint actions in
software use are simply coordination problems - Designing an effective system of coordination
devices highlights the problem of building common
ground
22Thinking about software as awritten setting
- As with any written setting, a software user
interface is designed and produced in advance of
when it is taken up by its user - It is useful to think of a written setting as a
type of pre-coordinated joint activity - Conventional written settings build common ground
through a static, serial narrative whose domain
typically defines a secondary layer of action - The written setting of software use differs from
this paradigm in three important ways - It has a non-serial narrative
- Its presentation is dynamic (non-static)
- Its secondary layer of action places the user in
a type of face-to-face interactive setting
23Characterizing the first two layers of software
use
- In the primary layer of software use
- The designer and the user pursue their joint
activity (software use) as themselves in a
written setting - In effect the user reads the designers
presentationthe display portion of the user
interface - In the secondary layer of software use
- The user participates in a face-to-face
interaction with the computer (as opposed to the
designer) - Particularly because of the change in setting,
each layer makes different demands of the users
language use skills
24Characterizing the primary layer of software use
in language use terms
- The design poses a fixed set of coordination
problems - Most software uses a cafeteria paradigm for user
interaction - This paradigm implies a non-serial narrative
- The design pre-coordinates the joint activity,
but the user has opportunistic control of how the
software use proceeds - The user interface generalizes to a huge menu of
starting points - The presentation uses a language of coordination
devices made up of a variety of linguistic and
nonlinguistic signals, - These include elements of natural language,
visual artifacts, and behaviors (i.e., actions
and procedures) - Many elements of this language are (rightly)
presumed to be conventions - The presentation serves, in part, as an external
representation of the joint activity - Manipulable display elements are generally given
specific conceptual meanings in the context of
the software use
25Building common ground in the primary layer of
software use
- In a cafeteria-style presentation
- Both the designer and the user strive to find and
build common ground, but - The designers control over the process of
building a complete body of common ground with
the user in the planned manner of a serial
narrative is sacrificed - The users common ground with the designer builds
contingently (irregularly) on the basis of - Opportunistically solving coordination problems
posed in the interaction design - And, more generally, opportunistically becoming
familiar with the presentation language - Despite the presentations non-serial narrative
- Over time, users generally develop a sense of
where common ground is missing and will look for
it unless the effort proves to be too costly
26Designing coordination problems in the primary
layer of software use
- Coordination problems in a software design
deliberately anticipate the users domain goals - But addressees knowledge in written settings can
never fully anticipated - Users would benefit from an account of what the
software can and cannot do - All coordination problems posed by a design
should honor users expectations of salience,
sufficiency, and solvability - From a practical standpoint, this is not always
possible - Nontrivial designs generally involve
multidimensional conceptual dependencies - Opportunistic user control pre-empts the
designers control over the introduction of
critical material - When users are unfamiliar with relevant
supporting concepts, they may not know what to do
through no fault of their own - Working solution identify where common ground
may be missing and provide users with immediate,
context dependent access to it
27Other primary layer issues in software use
- Serial narratives naturally correspond to the
third part of common groundpeoples record of
what has openly occurred so far in their joint
activity - Serial narratives in hard copy are
- Intuitively indexed viewed as external
representations, they easily represent their
current state in this way - Readily open to review when misunderstandings,
questions, or lapses of memory arise - These advantages are de-emphasized in the written
setting of software use - The presentation may not always represent the
current state of the joint activity - External representations in the presentation are
generally dynamic (non-static) and actions are
evanescent - Cafeteria organization of entry points obfuscates
the users intuitive ability to index the
presentation and/or locate particular functions - Little or no narrative record is kept for the
user to consult
28Characterizing the secondary layer of software
use in language use terms
- What we call human-computer interaction takes
place in the secondary layer of software use - In this layer, the user participates in a direct
interaction with the computer (as opposed to the
designer) - The interaction is designed to resemble a joint
activity in a face-to-face setting - But this setting is not equivalent with a
face-to-face setting between people - The user and the computer use different
communication languages - and their perceptors are mismatched
- External representations in the presentation are
technically available to the computer but are
generally unused by the system to justify common
ground beyond, at most, small numbers of
interactions - Joint actions between the user and the computer
are designed to closely resemble joint actions
between people
29Digressionknowledge people accumulate about
activities in general
- Claim In any interactive activity, the knowledge
people accumulate and are able to justify
corresponds structurally to the three parts of
common ground - Knowledge initially held about the activity
- Knowledge of the activitys current state
- Knowledge of what has conspicuously taken place
so far in the activity - This accumulated knowledge of an activity
- Is common ground when the interaction takes place
between people and shared informational bases
exist to justify it as common ground - Is only an individuals conception of the
activity when the interaction takes place with
elements of the environment that accrue no such
knowledge - Is part common ground and part individual
conception in human-computer interaction
30Building common ground in the secondary layer of
software use
- When the user engages the computer through a
software user interface - The interaction is designed to resemble a joint
activity in a face-to-face setting - The user actively keeps track of contingent
interaction knowledge corresponding to three
parts of common ground as well as informational
bases to justify it - At most, software keeps track of some of the same
knowledge and shares informational bases in
limited, ad hoc ways, such as undo mechanisms and
other kinds of interaction histories - Contingent interaction knowledge the software
fails to be able to justify and use cannot be
construed as common ground in the secondary
layers joint activity - Consequently, some of the users most valuable
face-to-face language use skills go largely unused
31Key points about language use for the design of
software user interfaces
- The written setting of software use differs from
conventional, serially narrated written settings
in several critical ways - Its non-serial narrative structure builds common
ground irregularly and introduces problems
associated with conceptual dependencies - Dynamic and evanescent aspects of the
presentation and its cafeteria organization
reduce its hard-copy utility for the user for
purposes of reviewing the software use - User interactions and other joint actions in
software use are simply coordination problems - Almost all display elements of a user interface
should be understood as coordination devices - Users expect all coordination problems posed by a
design to honor the joint premises of salience,
sufficiency, and solvability - Strategies for the accumulation of common ground
with the user in the secondary layer remain ad
hoc, at best
32Practical language use advice for user centered
design
- Focus on coordination problems from a primary
layer perspective - Identify coordination problems where common
ground may be missing for the user - Provide the user with immediate links to context
sensitive help make it easy for the user to
return from help to the task - Provide explanatory drop-down labels for icons
(tool tips) and other external representations
do this even for cases where a terse standing
label may be initially insufficient - Give users a simple, point-of-interaction
facility for annotating their software use - Provide a hyperlinked index to the softwares set
of functions (this can be part of a help
mechanism) - Provide a deep undo mechanism
- Be aware of the disorienting effect of interface
clutter, the value of meaningful organization,
the harm of unexplained evanescent behaviors, and
the inevitable wrath of the user
33Take home messages
- When the normal function of common ground in a
language use setting is impaired, people are
forced to work harder cognitively to accomplish
their goals - Designers of software user interfaces must strive
to compensate users for a paradigm that, in
primary layer of software use, inherently builds
irregular common ground - Building true common ground between the user and
the computer in the secondary layer of software
use awaits the future
34Language useful references
- Brock, D. (2002). A language use perspective on
the design of human-computer interaction.
Proceedings Workshop on Cognitive Elements of
Effective Collaboration. Arlington, VA Office of
Naval Research, Code 342. - Alterman, R. and Garland, A. (2001). Convention
in joint activity. Cognitive Science (25)4,2001. - Clark, H. H. (1996). Using language. New York,
NY Cambridge University Press. (??read this if
nothing else!) - Hutchins, E. (1996). Cognition in the wild.
Cambridge, MA MIT Press. - Norman, D. A. (1992). Turn signals are the facial
expressions of automobiles. Reading, MA
Addison-Wesley. - Norman, D. A. and Draper, S. W., eds. (1986).
User centered system design. Hillsdale, NJ
Lawrence Erlbaum. - Winograd, T. and Flores, F. (1986). Understanding
computers and cognition. Reading, MA
Addison-Wesley.