Theories, Principles, and Guidelines

  • emerging designers follow some guidance
      high level theories and models
      middle-level principles
      specific and practical guidelines
  • user interface displays could be improved
      clutter, complex and tedious procedures, inadequate functionality, inconsistent sequences of actions, insufficient informative feedback

    High Level Theories

  • explanatory
      observe behavior, conceive designs, compare high-level concepts of 2 designs, describe activity
  • predictive
      compare proposed designs for execution time or error rates, motor-task predictions (keystroking, pointing times), perceptual theories predict reading times, predicting performance on cognitive task is hard (ratio to perform tasks between novice and expert may be 100/1)

    Taxonomies

  • input devices
      direct vs indirect, linea vs rotary
  • tasks
    • structured vs unstructured, controllable vs immutable personality styles
    • convergent vs divergent, field dependent vs independent
  • technical aptitudes
    • spatial visualization, reasoning
  • user experience levels
    • novice, knowledgeable, expert
  • user-interface styles
    • menus, form filling, commands

    Many theories...

  • compete for attention
  • continuous refinements
  • extended by critics
  • applied by eager and hopeful designers
  • implementers must keep up with developments not only in s/w tools but also in theories

    Subject satisfaction

  • researchers in media and advertising recognize the difficulty in predicting emotional reactions
  • theoretical predictions are combined with intuitive judgements + extensive market testing
  • broader theories: small group behavior,organizational dynamics, sociology of knowledge
  • barriers to new technology may be analyzed via social psychology and anthropology
  • coming up with a god theory is not simple

    Conceptual, semantic, syntactic and lexical model

    Foley & Van Dam (1970)

  • conceptual: user’s mental model of the interactive system
    • a line editor models a word processor program

  • semantic: describes meanings conveyed by the user’s command i/p + comp. display
  • syntactic: how the units are assembled into a complete sentence
  • lexical deals with device dependencies + precise mechanisms by which a user specifies the syntax

    Advantages

  • the above model is clear since it is top-down
  • matches the s/w architecture
  • allows useful modularity during design
  • designers move from conceptual to lexical and carefully record mappings between these 2 levels

    Keystroke-level model

  • attempts to predict performance times for error-free task execution
  • different activities are considered: key-stroking,pointing, homing, drawing, thinking, waiting for system response
  • the sum of all insured times provides performance times
  • these models hold for experienced users and error-free performance
  • no emphasis on learning, problem solving, error handling, subjective satisfaction and retention

    GOMS:goals, operators, methods & selection rules

    Card, Moran and Newell (1980-3)

  • users formulate goals (edit documents) and subgoals (insert word) by using methods or procedures
    • move cursor by following a sequence of arrow keys

  • operators are elementary perceptual, motor or cognitive acts whose execution is necessary to change any aspect of the user’s mental state or to affect the task environment
    press up-arrow key, move hand to mouse, recall file name...
  • methods-selection rules these rules are used to choose one possible way of achieving the task

    Again on GOMS

    Kieras and Polson (1985)

  • Kieras and Polson formalized GOMS by using production rules
  • via these rules predictions of learning and performance time were given when interacting with a text editor through 5 different actions:
    • insert, delete, copy, move and transpose

    Natural GOMS

    Kieras (1988)
  • "the GOMS analysis did not explain how the notation works, it is clumsy, detached from the underlying cognitive theory"
  • GOMS was refined into Natural GOMS Language (NGOMSL)
  • Find when the task-analyst must make: a judgement call
    • assumptions about how the users view the system
    • bypass a complex hard-to-analyze task
    • check for consistency

    Method descriptions

    Elkerton and Palmiter (1991)

  • They applied NGOMSL to implement on-line Help
  • introduced method descriptions breaking down the actions necessary to accomplish a goal into steps
    • decide, accomplish, report goal accomplished
  • introduced selection rules whenever alternative methods exist
  • empirical evaluation with 28 subjects proved that NGOMSL version of help halved the time to complete information searches

    Stages of action

    Norman (1988)

  • 7 stages of action to model HCI:
    • forming the goal
    • forming the intention
    • specifying the action
    • executing the action
    • perceiving the system state
    • interpreting the system state
    • evaluating the outcome
  • similar to Foley and van Dam’s separation of concerns:
    • conceptual intention - reformulation into commands
    • syntax construction - production of lexical tokens

    Norman’s contribution

  • taking care of
    • cycles of action
    • evaluation
  • the process of action is considered dynamically (i.e. in evolution)
  • alternative models only consider what is in the user’s mind at execution time
  • Two new concepts:
    • gulf of evolution which separates user’s intentions from allowable actions plus
    • gulf of evaluation separating system’s representation from user’s expectation

    Four principles

  • Norman’s four principles for good design
    • state and action alternatives should be visible
    • there should be a good conceptual model with a consistent system image
    • the interface should include good mappings that reveal the relationships between stages
    • the user should receive continuous feedback
  • Study errors - they often occur when moving from goals to intentions to actions and to executions

    Exploring the interface

    Polson and Lewis (1990)

  • when users explore an interface and try to accomplish their goals, they pin-point 4 critical points where failures may occur:
    • users can form an inadequate goal
    • users might not find the correct interface object because of an incomprehensible label or icon
    • users may not know how to specify or execute a desired action
    • users may receive inappropriate or misleading feedback
      Franzke (1995)

    • the bottom 3 failures may be prevented by improved design or time consuming experience

    Consistency through grammars

  • consistency (coerenza!) is elusive with multiple levels
  • it may be even positive to be inconsistent !
  • a command language or set of actions should be:
    • orderly - predictable - describable by a few rules
    • easy to learn - easy to retain
  • these overlapping concepts are shown by an example showing 2 kinds of inconsistencies...

    Consistencies-Inconsistencies

    Consistent + Inconsistent AInconsistent B
    delete/insert characterdelete/insert characterdelete/insert character
    delete/insert wordremove/bring wordremove/insert word
    delte/insert linedestroy/create linedelete/insert line
    delte/insert paragraphkill/birth paragraphdelte/insert paragraph

  • all actions are the same in + but vary in version A
  • the inconsistent verbs are all acceptable but their variety suggests they will be more difficult to learn, to remember, will slow down users, will be error-prone
  • version B is more malicious: only one inconsistency (remove) but may be easier to remember...

    Task Action Grammar

    Payne and Green (1986)

  • expanding on Reisner (1981) they addressed:
    • multiple levels of consistency (lexical, syntactic and semantic)
    • aspects of completeness (complete set of tasks
  • once the full set of task-action mappings is written down, the grammar of the command language can be tested for completeness

    Command Language Grammar

  • e.g. a TAG definition of cursor control:
    • move-cursor-one-character-forward
      [Direction = forward, Unit=char]
    • move-cursor-one-character-backward
      [Direction = backward, Unit=char
    • move-cursor-one-word-forward
      [Direction =forward, Unit=word]
    • move-cursor-one-word-backward
      [Direction =backward, Unit=word]

    High rule schemas describing the commands syntax


    Rules

    These schemas generate a consistent grammar

    move cursor one character forwardCTRL-C
    move cursor one character backwardESC-C
    move cursor one word forwardCTRL-W
    move cursor one character backwardESC-W

    Again on consistency

  • notation and approach (for TAGS) are flexible and extensible
  • consistency is subtle, multiple levels, may also hinder some implementation details - Reisner (1990)
  • understanding consistency is instrumental for implentors, researchers and designers - Grudin (1989)

    Widget level theories

  • reductionism approach may be fallacious, i.e. details may become misleading in the evaluation of a GUI
  • validity of simple summations of time periods may be questionable
  • alternatively, one may use a model based on widgets (interface components)
  • layout appropriateness (frequently used widgets should be adjacent, left-to-right sequence should be matched to the task-sequence description,...)
  • higher-level patterns appear by widget composition

    Object-Action Interface Model

  • syntactic-semantic model of human behaviour - Shneiderman (1980)
  • this model describes programming, database manipulation facilities, direct manipulation
  • a distinction was made between
    • acquired semantic concepts (delete - copy)
    and
    • rote-learned syntactic concepts (function keys)
  • the first were stable in memory and well organized, the second were arbitrary and had to be rehearsed to be maintained

    Objects and Actions: differences

  • task domain concepts (stock-market portfolios)
  • computer domain concepts (folders)
    OAI model
  • GUIs have replaced command languages substituting complex syntax with direct manipulation
  • emphasis is now on the visual display of user tasks objects and actions
    • stock-market portfolios could be represented by leather folders with engraved certificates
    • actions represented by trashcans, shelf icons,etc

    Object-Action design

  • action syntax is easier than command language expressions even if precedence rules must be known (file/folder to the trashcan and not viceversa)
  • mouse clicking, mouse retention, gestures also obey rules
  • design starts with a clear identification of the task/s - including the universe of real world objects + user intentions + actions required
  • high level task objects could be stock-market statistics, a photo library, a scientific journal

    Task and Interface concepts

    TaskInterface

    OAI Model

  • the two pictures show
    • the objects of the universe (shelves, cupboards, books in a library)
    • the actions satisfying the intentions of the user
    • the objects of the interface visualizing (through pixels)
    • the actions to be performed by the user (via mouse clicks)
  • in this way, the interface is easy to learn and to use since it maps the world domain with the metaphoric domain
  • it focuses on task objects and actions and on interface objects and actions
  • OAI reflects design at high level as when programmers use widgets in usr-interface-building tools
  • standard widgets have a simple syntax:click, double-click, drag, drop
  • OAI follows the object-oriented approach

    Hierarchies

  • when problems are complex: break them down!
  • intentions may be decomposed into smaller action steps
    • building: surveying, building the frame, raising the roof
    • symphony: movements, measures, notes
    • baseball: innings, outs, pitches
  • people learn task objects & actions independently of their implementation
  • people learn by studying & practicing

    Application domains

  • designers must learn via
    • training courses
    • books
    • interviews
  • designers generate a hierarchy of objects and actions to model the user’s tasks
  • the model is the basis for designing the interface objects and actions + their representation in pixels on the screen, in physical devices or audio cues
  • users must firstly become proficient in their task domain
  • next, they may learn the equivalent computer program

    Interface objects

  • the interface includes hierarchies of objects and actions at high and low levels
  • storage is a high level concept: computers store information
    • by means of the directory and files (objects)
    • a directory is made of entries (lower level objects)
    • each entry is made of a name, length, creation date, owner, access control,...
    • each file has lines, fields, characters, fonts, pointers, binary numbers,...

    Interface actions

    both high and low level actions like
      creating a text data file
        load, insertion, save actions
        storing a file, backup on one of many disks, applying access control rights,...
    permissible file types, sizes, error conditions, responses to h/w or s/w errors
    and finally...clicking on a pull-down menu

    Familiar examples

  • a designer will build interface objects and actions based on familiar examples
  • tune those objects and actions to fit the task
  • for a real estate business, geographical maps and houses will be available as well as their properties, cost, distance, size and location (familiar concepts) will be mapped on the screen
  • to explain "saving a file", icons representing a disk drive and the directory will show where the file will be stored
  • a demonstration will be performed to enable the user a logical understanding of the process

    Metaphors

  • they map a meaning from one known domain to another one
  • they may be abstract, concrete or analogical
  • they are used to avoid long, tiresome training of new concepts
  • most icons user representations which are visual metaphors (which, in itself, is a metaphor)
  • interface objects and actions have a logical structure which is easy to memorize in a stable way

    Bottom-up modelling

  • task objects made explicit
  • user’s task actions laid out clearly
  • next, interface objects are identified
  • and interface actions follow...with the OAI model
  • many years ago users had to remember device dependent details (format instruction in Fortran, number of i/o device to be deployed,etc.)
  • or, which action deletes a character: delete, backspace, CTRL-H, CTRL-G, CTRL-D, rightmost mouse button or Escape
  • which action inserts a new line after the third text line: CTRL-I, INSERT KEY, I3, I 3, 3I,...

    Remembering...

  • problem 1: details vary across computer platforms
  • problem 2: arbitrariness of minor design features reduces the effectiveness of paired-associate learning
  • repeated rehearsals for rote memorization
  • moreover, syntactic knowledge is hampered by the lack of a hierarchical or modular structure to cope with complexity

    Example

  • within e-mail:
    • press RETURN to terminate a paragraph
    • CTRL-D to terminate a letter
    • Q to quit the e-mail subsystem
    • logout to terminate the session
  • for the novice these similar termination commands bear no logical connection

    Syntactic knowledge

  • it is system-dependent
  • different
    • keyboards, commands, function keys, sequences of actions
  • some overlap may exist (e.g. with arithmetical operations)
  • s for sending a message - s for saving a file - ...
  • to overcome these problems, new interfaces show familiar objects and actions representing the user’s task objects and actions
  • standard widgets are easily available


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