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Chapter 2 Theories, Principles, Guidelines

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Chapter 2 Theories, Principles, Guidelines. High Level Theories ... Perceptual or Cognitive subtasks theories. Motor-task performance times ... Widget ... – PowerPoint PPT presentation

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Title: Chapter 2 Theories, Principles, Guidelines


1
Chapter 2 Theories, Principles, Guidelines
2
High Level Theories
  • Explanatory theories
  • Predictive theories
  • Perceptual or Cognitive subtasks theories
  • Motor-task performance times theories
  • Taxonomies

3
2.2.1 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

4
2.2.2 Keystroke-level Model and GOMS
  • Keystroke-level model Predict performance times
    for error-free expert performance of tasks
  • GOMS

5
2.2.3 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

6
Norman'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

7
Four 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

8
Four 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

9
2.2.4 Consistency Through Grammars
  • Consistent user interface goal
  • Definition is elusive - multiple levels sometimes
    in conflict
  • Sometimes advantageous to be inconsistent.

10
Inconsistent Action Verbs
  • Take longer to learn
  • Cause more errors
  • Slow down users
  • Harder for users to remember

11
2.2.4 Consistency Through Grammars
  • Task-action grammars (TAGs) try to characterize a
    complete set of tasks. E.g.

12
High-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"

13
Generates a Consistent Grammar
14
2.2.5 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

15
2.3 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.

16
Object-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

17
2.3.1 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

19
2.3.2 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

21
2.3.3 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

22
2.4 Principle 1 Recognize the Diversity
  • Know your users
  • Usage profiles
  • Novice or first-time users
  • Knowledgeable intermittent users
  • …

23
2.4 Principle 1 Recognize the Diversity
(continued)
  • Usage profiles
  • …
  • Expert frequent users
  • Layered approach to serve multiple kinds

24
2.4 Principle 1 Recognize the Diversity
  • User characteristics
  • Age
  • Gender
  • Physical abilities
  • Education
  • Cultural or ethnic background
  • Training
  • Motivation
  • Goals
  • Personality

25
2.4 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

26
2.4 Principle 1 Recognize the Diversity
  • Interaction styles
  • Direct manipulation
  • Menu selection
  • Form fillin
  • …

27
2.4 Principle 1 Recognize the Diversity
  • Interaction styles
  • …
  • Command language
  • Natural language
  • Blend is common

28
2.5 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

30
2.6 Principle 3 Prevent Errors
  • Better error messages
  • To reduce errors by ensuring complete and correct
    actions
  • Correct matching pairs
  • Complete sequences
  • Correct commands.

31
2.7 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

32
Example 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

33
Getting the user's attention
  • Intensity
  • Marking
  • Size
  • Choice of fonts
  • Inverse video
  • Blinking
  • Color
  • Color blinking
  • Audio

34
2.8 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

35
2.9 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

36
Relative Capabilities of Humans and Machines
  • lttake from box on p84gt

37
Relative Capabilities of Humans and Machines
38
Relative Capabilities of Humans and Machines
(continued)
39
Knowbots or softbots autonomous "agent"
  • knows user's likes and dislikes
  • makes proper inferences
  • responds to novel situations
  • performs competently with little guidance

40
User 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

41
Alternative to agents
  • user control, responsibility, accomplishment
  • expand use of control panels
  • style sheets for word processors

42
End Chapter 2
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