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Title: Principles of Language Use for User Centered Design of Software User Interfaces


1
Principles of Language Use for User Centered
Design of Software User Interfaces
  • Derek Brock
  • Navy Center for Applied Research in
  • Artificial Intelligence
  • Naval Research Laboratory

2
A 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

3
Whats 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

4
What 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

5
The 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

6
The 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

7
Introducing 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?

8
First 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

9
Settings
  • 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)

10
Joint 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

11
But 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

12
Characterizing 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

13
Awareness 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

14
Building 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

15
Using 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

16
For 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

17
More 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.

18
Salient 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

19
Layersconceptual 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.

20
Summary 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

21
Language 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

22
Thinking 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

23
Characterizing 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

24
Characterizing 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

25
Building 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

26
Designing 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

27
Other 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

28
Characterizing 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

29
Digressionknowledge 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

30
Building 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

31
Key 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

32
Practical 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

33
Take 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

34
Language 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.
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