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Design Principles, Guidelines and Theories

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1 Design Principles, Guidelines and Theories
Shneiderman and Plaisant, 2 Nielsen, Neil

2 Overview Principles and guidelines
Useful in a practical sense, e.g., Apple guidelines Definition and examples Relationship to theory Design entails the interaction among theories, principles, guidelines The principles (or heuristics – “rules of thumb”) we’ll start looking at tonight will be the basis for the “heuristic design critiques you’ll be doing

3 Design for Interfaces, WWW, etc.
Design entails the interaction among theories, principles, guidelines Will come back in more detail to this, but sets stage to understand context of Yale Style Guide, which is a, well, style guide And provides “suggestions” (or prescriptions or principles or heuristics or rules of thumb or …) for how to do things This approach is not uncommon Following discussion provides background for where in the context of “Theories, Principles, and Guidelines” the “Style Guide” falls Again, much more later

4 Theories, Principles, Guidelines (quick overview)
Guidelines (most specific), e.g.: Navigating interface, organizing display Getting user’s attention, data entry Principles (less specific “rules of thumb”): “Rules that distill out the principles of effective user interfaces”, e.g., Determine users’ skill level Identify tasks Choose an interaction style “Golden rules of interface design” E.g., prevent errors, simplicity Integrating automation and human control Theories and models (explanation): Longer term goal of HCI Examples: GOMS and keystroke-level model Levels of analysis theories Stages-of-action models Consistency through grammars

5 What Guidelines, Principles, Theories?

6 What Guidelines, Principles, Theories?
Surely not, “aesthetic design”

7 What Guidelines, Principles, Theories?

8 What Guidelines, Principles, Theories?
Better “aesthetic design”

9 Guidelines, Principles, and Theories
Intuition is not bad, it’s just not all there is… Intuition, after all, comes from (successful, hopefully) training and experience The internalization of knowledge so that is automatic/integrated/… But, there is a wealth of bad interfaces Ease of system design with web and tools has made ui design accessible to a wide, and untrained (and without (proper) intuition) set of designers Guidance for designers and developers from guidelines, principles, and theories Theories Guidelines Principles

10 Guidelines, Principles, and Theories
Specific and practical Cure for design problems, caution dangers, shared language and terminology Accumulates (and encapsulates) past experience and best practices “blinking is bad, never use it” Often enforces common procedures May be: too specific, incomplete, hard to apply, and sometimes wrong Lowest level Principles Mid-level Help analyze and compare design alternatives, e.g., heuristic evaluation High level theories and models Goal is to describe objects and actions with consistent terminology Allowing comprehensible explanations to support communication and teaching Other theories are predictive E.g., reading, pointing, and typing times Theories Guidelines Principles

11 Guidelines, Principles, and Theories
Specific and practical Cure for design problems, caution dangers, shared language and terminology Accumulates (and encapsulates) past experience and best practices “blinking is bad, never use it” Often enforces common procedures May be: too specific, incomplete, hard to apply, and sometimes wrong Lowest level Principles Mid-level Help analyze and compare design alternatives, e.g., heuristic evaluation High level theories and models Goal is to describe objects and actions with consistent terminology Allowing comprehensible explanations to support communication and teaching Other theories are predictive E.g., reading, pointing, and typing times Theories Guidelines Principles

12 Guidelines - Overview Guidelines (as we use the term): Specific and Practical Lowest level design tool Apple, Microsoft early examples Most organizations have their own Often enforces common procedures, shared language consistency Interaction style and look generally May argue “too specific”, restrictive, incomplete, wrong, etc.! At best, are static But, best to provide guidance and codification for efficiency of (low level) design and implementation And consistency, within application, and across applications Part of “look and feel” Note that much of interface style and interaction are in practice included in windowing system E.g., window border style/width/color, interaction details (mouse “hotspot”)

13 Guidelines - Examples Apple Human Interface Guidelines
GNOME 2.0 Human Interface Guidelines Guidelines for User Interface Developers and Designers Guidelines on HCI

14 Guidelines – Examples, Gnome
Unix and Linux desktop suite and development platform “Standards” “Benefits”

15 Guidelines – Examples, Apple
“Benefits”

16 Guidelines – Examples, Apple
E.g., Cursor appearance Guidelines: Specific and Practical Lowest level design tool Low level enough?

17 Guidelines – Examples, Microsoft
“… good … visual and functional consistency within and across Windows-based applications”

18 Guidelines – Examples, Microsoft
Selection Low level enough?

19 Guidelines – Examples, Microsoft
Selection Low level enough?

20 World Wide Web Consortium, W3C
Guidelines Primary www organization

21 Guidelines – HCI Bibliography
Lots available online

22 Guidelines …

23 Guidelines: Navigating the Interface (From Shneiderman: supplementary, example)
Navigation in an information system is a challenge Form varies e.g., “reduce user’s workload”, “do not display unsolicited windows or graphics” E.g., guideline for National Cancer Institutes interface, such as: (From Shneiderman) Standardize task sequences Ensure that embedded links are descriptive Use unique and descriptive headings Use check boxes for binary choices Develop pages that will print properly Use thumbnail images to preview larger images

24 Guidelines: Navigating the Interface (From Shneiderman: supplementary, example)
E.g., W3 ( accessibility guidelines: Allows users with disabilities to employ screen readers and other technologies Provide a text equivalent for every nontext element For any time-based multimedia presentation synchronize equivalent alternatives Information conveyed with color should also be conveyed without it Title each frame to facilitate from identification and navigation

25 Guidelines: Organizing the Display (Smith and Mosier)
Display design has many special cases One example Called “guidelines”, … but are they “principles”, as we use the term? Smith and Mosier (1986) - five high level goals: 1. Consistency of data display E.g., standardized terminology, colors 2. Efficient information assimilation by the user E.g., familiar format, applied consistently 3. Minimal memory load on the user A common requirement E.g., menus vs. command language, help, etc. 4. Compatibility of data display with data entry E.g., consistency of format 5. Flexibility for user control of data display Customizable

26 More Guidelines: Getting User’s Attention (Wickens and Hollands)
Getting the user’s attention, e.g., Wickens and Hollands, 2000 Intensity Marking Size Choice of fonts Inverse video Blinking Color Audio

27 Guidelines, Principles, and Theories

28 Guidelines, Principles, and Theories
Specific and practical Cure for design problems, caution dangers, shared language and terminology Accumulates (and encapsulates) past experience and best practices “blinking is bad, never use it” Often enforces common procedures May be: too specific, incomplete, hard to apply, and sometimes wrong Lowest level Principles Mid-level Help analyze and compare design alternatives, e.g., heuristic evaluation High level theories and models Goal is to describe objects and actions with consistent terminology Allowing comprehensible explanations to support communication and teaching Other theories are predictive E.g., reading, pointing, and typing times Theories Guidelines Principles

29 Principles – Overview, 1 Term “principles” somewhat arbitrarily chosen … Use term “guidelines”, as in “platform specific guidelines” Use term “principles”, as in “ higher-level usability principles” Or, “usability guidelines or heuristics” More fundamental, widely applicable, and enduring than guidelines Help designers choose design alternatives Help evaluators find problems in interfaces “heuristic evaluation” Usability guidelines, or heuristics, are rules that distill out the principles of effective user interfaces. There are plenty of sets of guidelines to choose from – sometimes it seems like every usability researcher has their own set of heuristics. Most of these guidelines overlap in important ways, however. The experts don’t disagree about what constitutes good UI. They just disagree about how to organize what we know into a small set of operational rules. For the basis of this lecture, we’ll use Jakob Nielsen’s 10 heuristics, which can be found on his web site. (An older version of the same heuristics, with different names but similar content, can be found in his Usability Engineering book, one of the recommended books for this course.) Another good list is Tog’s First Principles (find it in Google), 16 principles from Bruce Tognazzini that include affordances and Fitts’s Law. In the last lecture, we talked about some design guidelines proposed by Norman: visibility, affordances, constraints, feedback, and so on. Platform-specific guidelines are also important and useful to follow. Platform guidelines tend to be very specific, e.g. you should have a File menu, and there command called Exit on it (not Quit, not Leave, not Go Away). Following platform guidelines ensures consistency among different applications running on the same platform, which is valuable for novice and frequent users alike. However, platform guidelines are relatively limited in scope, offering solutions for only a few of the design decisions in a typical UI. Heuristics can be used in two ways: during design, to choose among different alternatives; and during evaluation, to find and justify problems in interfaces.

30 Principles – Overview, 2 Plenty to choose from:
Shneiderman’s Eight golden rules of interface design Nielsen’s 10 principles One version in his book A more recent version on his website Tognazzini’s 16 principles Norman’s rules from Design of Everyday Things Mac, Windows, Gnome, KDE guidelines include principles, as well First, will look at Shneiderman’s overarching design issues: Fundamental principles: Determine user’s skill levels Identify the tasks Five primary interaction styles Prevent errors Later, Nielsen’s principles in detail And a quick look at Shneiderman’s 8 Golden and Togazzini’s 16 First Principles From MIT, 2002, class: Usability guidelines, or heuristics, are rules that distill out the principles of effective user interfaces. There are plenty of sets of guidelines to choose from – sometimes it seems like every usability researcher has their own set of heuristics. Most of these guidelines overlap in important ways, however. The experts don’t disagree about what constitutes good UI. They just disagree about how to organize what we know into a small set of operational rules. For the basis of this lecture, we’ll use Jakob Nielsen’s 10 heuristics, which can be found on his web site. (An older version of the same heuristics, with different names but similar content, can be found in his Usability Engineering book, one of the recommended books for this course.) Another good list is Tog’s First Principles (find it in Google), 16 principles from Bruce Tognazzini that include affordances and Fitts’s Law. In the last lecture, we talked about some design guidelines proposed by Norman: visibility, affordances, constraints, feedback, and so on. Platform-specific guidelines are also important and useful to follow. Platform guidelines tend to be very specific, e.g. you should have a File menu, and there command called Exit on it (not Quit, not Leave, not Go Away). Following platform guidelines ensures consistency among different applications running on the same platform, which is valuable for novice and frequent users alike. However, platform guidelines are relatively limited in scope, offering solutions for only a few of the design decisions in a typical UI. Heuristics can be used in two ways: during design, to choose among different alternatives; and during evaluation, to find and justify problems in interfaces.

31 Overarching Design Issue: Determine user’s skill levels
Or “Know thy user”, Hansen (1971) Perhaps the earliest explicitly stated design issue Design begins with understanding of user Age, gender, physical and cognitive abilities, education, cultural or ethnic background, training, motivation, goals and personality, … Also, seen these days as “universal usability” Design goals in part based on user skill level Novice or first-time users Knowledgeable intermittent users Expert frequent users And when the same user interface is used by all three groups …! Consider “multi-layer” designs

32 Overarching Design Issue Identify the Tasks
Seems obvious to begin (and complete) task identification before begin design But, in fact design often begins and task analysis continues concurrently! - iterative design - more Large, complex, cluttered interfaces vs. simple, clean, limited E.g., Yahoo vs. Google Identifying tasks and subtasks entails knowledge of task domain E.g., banking, medicine “Task Analysis” usually involves observing and interviewing users Decomposition of high level tasks Task sequences (e.g., for menu trees), atomic (1 action) elements Relative task frequencies:

33 Overarching Design Issue Choose an Interaction Style
Interaction style - a basic element of design – By what method (or style) does user interact with system 5 main interaction styles Each with advantages and disadvantages – and … such tradeoffs what design all about! Direct Manipulation Menu selection Form fillin Command language Natural language Usually blend, especially when users are diverse

34 Overarching Design Issue Choose an Interaction Style, e. g
Overarching Design Issue Choose an Interaction Style, e.g., Direct Manipulation A basic element of design – By what method (or style) does user interact with system 5 main interaction styles Each with advantages and disadvantages – and such tradeoffs what design all about! Direct Manipulation

35 Overarching Design Issue Choose an Interaction Style, e. g
Overarching Design Issue Choose an Interaction Style, e.g., Menu Selection A basic element of design – By what method (or style) does user interact with system 5 main interaction styles Each with advantages and disadvantages – and such tradeoffs what design all about! Direct Manipulation Menu Selection

36 Overarching Design Issue Choose an Interaction Style
Interaction style - a basic element of design – By what method (or style) does user interact with system 5 main interaction styles Each with advantages and disadvantages – and … such tradeoffs what design all about! Direct Manipulation Menu selection Form fillin

37 Overarching Design Issue Choose an Interaction Style
Interaction style - a basic element of design – By what method (or style) does user interact with system 5 main interaction styles Each with advantages and disadvantages – and … such tradeoffs what design all about! Direct Manipulation Menu selection Form fillin Command language

38 Overarching Design Issue Prevent Errors
Make error messages specific, positive in tone, and constructive Mistakes and slips (Norman, 1983) “Encourage” correct actions – and eliminate or reduce incorrect actions Gray out inappropriate actions Selection rather than freestyle typing Automatic completion Complete sequences Single abstract commands Macros and subroutines More later

39 “8 Golden Rules of Interface Design” Shneiderman – from text
In general, sets of principles are in close agreement E.g., Shneiderman, Nielsen, and Togazzini Schneiderman’s 8 rules (principles): Strive for consistency Cater to universal usability Offer informative feedback Design dialogs to yield closure Prevent errors Permit easy reversal of actions Support internal locus of control Reduce short term memory

40 Jakob Nielsen (and his guidelines – or principles)

41 Jakob Nielsen (and his guidelines – or principles)
Nielsen-Norman Group Consulting, etc Usability Engineering, Among best known books Recommended: Usability 101: Introduction to Usability Top Ten Mistakes in Web Design

42 Jakob Nielsen (and his guidelines – or principles)
Nielsen-Norman Group Consulting, etc Usability Engineering, Among best known books Recommended: Usability 101: Introduction to Usability Top Ten Mistakes in Web Design

43 Nielsen’s Guidelines (better, Principles) for Usable Design - Overview
Meet expectations 1. Match between system and the real world 2. Consistency and standards 3. Help and documentation User is the boss 4. User control and freedom 5. Visibility of system status 6. Flexibility and efficiency of use Handle errors 7. Error prevention 8. Recognition, rather than recall 9. Help users recognize, diagnose, and recover from errors Keep it simple 10. Aesthetic and minimalist design

44 1. Match the Real World The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. Use common words, not “techie jargon” Use domain-specific terms where appropriate Don’t put limits on user-defined names Allow aliases/synonyms in command languages Metaphors are useful but may mislead

45 2. Consistency and Standards
Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. “Principle of Least Surprise” Similar things should look and act similar Different things should look different Other properties Size, location, color, wording, ordering, … Command/argument order Prefix vs. postfix Follow platform standards Consistency Internal, external, metaphorical (or not)

46 3. Help and Documentation
Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large. Users don’t read manuals Prefer to spend time working toward task goals, not learning about system But manuals and online help are vital Usually when user is frustrated or in crisis Help should be: Searchable Context-sensitive Task-oriented Concrete Short

47 4. User Control and Freedom
Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo. Provide undo Long operations should be cancelable All dialogs should have a cancel button Users should be able to explore interface without fear of being trapped in a corner Undo supports exploration

48 5. Visibility of System Status
The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. Keep user informed of system state - Feedback Cursor change Selection highlight Status bar Don’t overdo it… Response time < 0.1 s: seems instantaneous 0.1-1 s: user notices, but no feedback needed 1-5 s: display busy cursor > 1-5 s: display progress bar

49 6. Flexibility and Efficiency - Shortcuts
Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions Provide easily-learned shortcuts for frequent operations Keyboard accelerators Command abbreviations Styles Bookmarks History

50 7. Error Prevention Error Types (3) follow (supplementary):
Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action. Selection is less error-prone than typing But don’t go overboard… Disable illegal commands Error Types (3) follow (supplementary):

51 7. Error Prevention Error Types (3) follow (supplementary):
Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action. Selection is less error-prone than typing But don’t go overboard… Disable illegal commands Error Types (3) follow (supplementary):

52 Error Types, 1/2 (supplementary)
1. “Description Error” Intended action is replaced by another action with many features in common Pouring orange juice into your cereal Putting the wrong lid on a bowl Throwing shirt into toilet instead of hamper Avoid actions with very similar descriptions Long rows of identical switches Adjacent menu items that look similar 2. Capture Error A sequence of actions is replaced by another sequence that starts the same way Leave your house and find yourself walking to school instead of where you meant to go Avoid habitual action sequences with common prefixes 3. Mode Error ….

53 Error Types, 2/2 (supplementary)
3. Mode Error Modes: states in which actions have different meanings Caps Lock Drawing palette Avoiding mode errors Eliminate modes Visibility of mode Spring-loaded or temporary modes Disjoint action sets in different modes

54 8. Recognition, Not Recall – Minimize Memory Load
Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. Use menus, not command languages Use combo boxes, not textboxes Use generic commands where possible E.g., Open, Save, Copy, Paste All needed information should be visible

55 9. Help users recognize, diagnose, and recover from errors
Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. Be precise - restate user’s input Not “Cannot open file”, but “Cannot open file named paper.doc” Give constructive help why error occurred and how to fix it Message should be polite and nonblaming Not “fatal error”, not “illegal” Hide technical details until requested E.g., “address referenced …”

56 10. Aesthetic and Minimalist Design
Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility. “Simplicity” … More later “Less is More” Omit extraneous info, graphics, features Good graphic design Few, well-chosen colors and fonts Group with whitespace Align controls sensibly Use concise language Choose labels carefully

57 Again, “8 Golden Rules of Interface Design” Shneiderman
In general, sets of principles are in close agreement E.g., Shneiderman, Nielsen, and Togazzini Schneiderman’s 8 rules (principles): Strive for consistency Cater to universal usability Offer informative feedback Design dialogs to yield closure Prevent errors Permit easy reversal of actions Support internal locus of control Reduce short term memory

58 Toggazinni’s 16 Principles
Bruce Toggazinni - Apple, Sun Anticipation Autonomy Color blindness Consistency Defaults Efficiency Explorable interfaces Fitts’s Law Human interface objects Latency reduction Learnability Metaphors Protect users’ work Readability Track state Visible navigation

59 Togazzinni’s 16 Principles An example
Anticipation Applications should attempt to anticipate the user’s wants and needs. Do not expect users to search for or gather information or evoke necessary tools. Bring to the user all the information and tools needed for each step of the process. Autonomy Color blindness Consistency Defaults Efficiency Explorable interfaces Fitts’s Law Human interface objects Latency reduction Learnability Metaphors Protect users’ work Readability Track state Visible navigation

60 Togazzinni’s 16 Principles Another example
Explorable interfaces Give users well-marked roads and landmarks, then let them shift into four-wheel drive. Sometimes, however, you have to provide deep ruts. Offer users stable perceptual cues for a sense of "home." Stable visual elements not only enable people to navigate fast, they act as dependable landmarks, giving people a sense of "home." Make Actions reversible Always allow "Undo." The unavoidable result of not supporting undo is that you must then support a bunch of dialogs that say the equivalent of, "Are you really, really sure?" Needless to say, this slows people down. Always allow a way out. However, make it easier to stay in.

61 Guidelines, Principles, and Theories
Specific and practical Cure for design problems, caution dangers, shared language and terminology Accumulates (and encapsulates) past experience and best practices “blinking is bad, never use it” Often enforces common procedures May be: too specific, incomplete, hard to apply, and sometimes wrong Lowest level Principles Mid-level Help analyze and compare design alternatives High level theories and models Goal is to describe objects and actions with consistent terminology Allowing comprehensible explanations to support communication and teaching Other theories are predictive E.g., reading, pointing, and typing times Theories Guidelines Principles

62 Theories - Introduction

63 Theories - Introduction
As noted in first lecture, … “About HCI and humans” Interaction captured in figure below with “system, task, user” So far, have talked about “interface design” of system Guidelines, principles, etc. Now will look at user Will consider theories and “models” of human Models capture elements of whatever is being modeled that are relevant to some endeavor E.g., “cognitive engineering” Task “work on task” “commands” System User “gives” “performs” “feedback” and its representation (possibly manipulable)

64 Theories - Introduction
As noted in first lecture, … “About HCI and humans” Interaction captured in figure below with “system, task, user” So far, have talked about “interface design” of system Guidelines, principles, etc. Now will look at user Will consider theories and “models” of human Models capture elements of whatever is being modeled that are relevant to some endeavor E.g., “cognitive engineering” Task “work on task” “commands” System User “gives” “performs” “feedback” and its representation (possibly manipulable)

65 Theories - Introduction
As noted in first lecture, … “About HCI and humans” Interaction captured in figure below with “system, task, user” So far, have talked about “interface design” of system Guidelines, principles, etc. Now will look at user Will consider theories and “models” of human Models capture elements of whatever is being modeled that are relevant to some endeavor E.g., “cognitive engineering” Task “work on task” “commands” System User “gives” “performs” “feedback” and its representation (possibly manipulable)

66 Theories - Introduction
On describing humans To understate, … a question of long standing … One of the big questions … Has and can be done in various ways and at different levels of analysis Moral, spiritual, …., psychological, … physiological, … chemical Reductionist Psychology focuses on the individual Many orientations through psychology’s short history Note: Clinical/personality orientations, e.g., Freud, Jung, have their own utility in explanation, but are rarely subject to scientific investigation Structural, turn of 20th century, relations among elements Gestalt, 1930’s and on, general, especially of perception, still useful Behaviorist, all S->R, which is fine for some things, but fall short for explanation of mental phenomena Information processing/Cognitive, current orientation Influences from Shannon’s ideas on information, shortcomings of behaviorism, successes in codifying information in computing “Human information processor”

67 Theories in HCI (or Interactive Systems)
Human Computer Interaction should have “theories” i.e., explanatory (and predictive) accounts, beyond the specifics of guidelines Certainly, principles might used to develop theories

68 Theories in HCI (or Interactive Systems)
Human Computer Interaction should have “theories” i.e., explanatory (and predictive) accounts, beyond the specifics of guidelines Certainly, principles might used to develop theories Or not, … In fact HCI may well not be a discipline as we think of a science May more pragmatically be viewed as “engineering” or “design”, and of “interactive systems”, at that, which more clearly draws upon more overarching theories Still, at very least, HCI will rely heavily upon theories from psychology, etc. Different types of theories (next slide): 1. Descriptive and explanatory 2. Predictive 3. Motor task, perceptual, or cognitive 4. Taxonomy (explanatory theory)

69 Types of Theories in HCI (and other things, too)
1. Descriptive and explanatory Aid in developing consistent terminology for observation, and even describing events 2. Predictive Aid in comparing high-level concepts of two designs Enable designers to compare proposed designs for execution time or error rates 3. Motor task, perceptual, or cognitive Perceptual or Cognitive subtasks theories Predicting reading times for free text, lists, or formatted displays Motor-task performance times theories: Predicting keystroke or pointing times 4. Taxonomy Order on a complex set of phenomena Facilitate useful comparisons Organize a topic for newcomers Guide designers Indicate opportunities for novel products.

70 Theories in HCI (or Interactive Systems) One view …
Is early in development of “theories” for HCI and interactive systems Still, any theory that can help in design makes a contribution For HCI, Theories should be more central to research and practice Should guide researchers in understanding relationships between concepts and generalizing results Should guide practitioners in design tradeoffs Theories should lead, rather than lag behind, practice Explaining by a “theory” what produced by a commercial product is not exactly science Theory should predict, and at least guide, practitioners Effective theories should suggest novel products and refine existing By definition, theory, taxonomy, or model is an abstraction of reality and therefore must be incomplete However, a good theory should be at least understandable, produce similar conclusions for all who use it, and help solve specific practical problems Following descriptive and explanatory theories provide a sampling: Levels of analysis theories Stages-of-action models GOMS and the keystroke-level model Consistency through grammars Widget level theories Context of use theories

71 Modeling Humans Any theory or model is an abstraction
For HCI, goals are primarily in “Computer” and “Interaction” Utility of human model lies in how well it helps with interfaces Card, Moran, and Newell (1983) Model Human Processor “Classic” example of cognitive architecture with focus on humans interacting with computers Perceptual system, motor system, cognitive system Each has own processor and memory Principles of operation dictate system behavior under certain conditions A very simple model Dix et. al use similar information processing division of elements

72 Some Terminology Sensation Perception Cognition
Transduction of energy, etc. by sensory receptors Light to neural impulses by retinal cells Forming a “mental image” or awareness and representation To “see a window” Top down and bottom up Latin – cognitio – knowledge “Higher level” mental representations and procedures Process of thought

73 Sensation and Perception Demo

74 Sensation and Perception Demo

75 Sensation and Perception Demo Same sensation, different perception

76 Model Human Processor + Attention Overview
A “useful” big picture - Card et al. ’83 plus attention Senses/input ® f(attention, processing) ® motor/output Notion of “processors” Purely an engineering abstraction More later Detail next slide

77 Model Human Processor + Attention Detail
Sensory store Rapid decay “buffer” to hold sensory, e.g., auditory, visual, input for later processing Perceptual processor Recognizes symbols, phonemes Aided by LTM Cognitive processor Uses recognized symbols Makes comparisons and decisions Problem solving Interacts with LTM and WM Motor processor Input from cog. proc. for action Instructs muscles Feedback Results of muscles by senses Attention Allocation of resources

78 Model Human Processor – Original A predictive “theory” (or model)
Card et al. ’83 An architecture with parameters for cognitive engineering … Will see visual image store, etc. tonight Memory properties Decay time: how long memory lasts Size: number of things stored Encoding: type of things stored

79 Model Human Processor – Original Parameter values for memory and processing

80 Levels of Analysis Theories Overview
Separate concepts into different “levels” 1970’s, Foley and van Dam “graphics” pioneers, … because it’s all interactive systems, e.g., “interactive computer graphics” Conceptual level: User's “mental model” of the interactive system How user (vs. designer) views system and task Semantic level: Describes meanings conveyed by user's command input and by display Syntactic level: How user’s actions (units, words) that convey semantics are assembled into a complete sentence that instructs the computer to perform a certain task Lexical level: Deals with device dependencies and how user specifies the syntax Approach is convenient for designers Top-down nature is easy to explain, captures natural design flow

81 Levels of Analysis Theories Detail
Separate concepts into different “levels” 1970’s, Foley and van Dam “graphics” pioneers, because it’s all interactive systems, e.g., “interactive computer graphics” Conceptual level: User's “mental model” of the interactive system How user (vs. designer) views system and task E.g., paint (pixels) vs. draw (objects), delete a file vs. loose the address Nature of mental model affects lower levels Semantic level: Describes the meanings conveyed by the user's command input and by the computer's output display E.g., deleting an object by a command or an undo, display is the same Syntactic level: Defines how the user’s actions (units, words) that convey semantics are assembled into a complete sentence that instructs the computer to perform a certain task E.g., deleting by selecting, moving, and confirming, or commands rm fname Lexical level: Deals with device dependencies and with the precise mechanisms by which a user specifies the syntax E.g., case sensitivity, double click interval Approach is convenient for designers Top-down nature is easy to explain and captures natural design flow Matches the software architecture Allows for useful modularity during design Was more appropriate for command line than graphical interfaces

82 Stages of Action Models Overview
More cognitively and task oriented description 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 Some correspondences to Foley and van Dam levels of analysis User forms a conceptual intention, reformulates it into the semantics of several commands, and eventually produces the lexical tokens Norman's contributions Context of cycles of action and evaluation. Gulf of execution: Mismatch between user's intentions and the allowable actions Gulf of evaluation: Mismatch between system's representation and the users' expectations Following from this, Norman suggests four principles of good design:

83 Stages of Action Models Overview
More cognitively and task oriented description 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 Some correspondences to Foley and van Dam levels of analysis User forms a conceptual intention, reformulates it into the semantics of several commands, and eventually produces the lexical tokens Norman's contributions Context of cycles of action and evaluation. Gulf of execution: Mismatch between user's intentions and the allowable actions Gulf of evaluation: Mismatch between system's representation and the users' expectations Following from this, Norman suggests four principles of good design:

84 Stages of Action Models Overview
More cognitively and task oriented description 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 Some correspondences to Foley and van Dam levels of analysis User forms a conceptual intention, reformulates it into the semantics of several commands, and eventually produces the lexical tokens Norman's contributions Context of cycles of action and evaluation. Gulf of execution: Mismatch between user's intentions and the allowable actions Gulf of evaluation: Mismatch between system's representation and the users' expectations Following from this, Norman suggests four principles of good design:

85 Stages of Action Models, 2 Detail
Norman four principles of good design The state and the action alternatives should be visible Should be a good conceptual model with a consistent system image Interface should include good mappings the reveal the relationships between stages Users should receive continuous feedback Following from this type of account, can suggest four points at which user failures might 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 desire action Users may receive inappropriate or misleading feedback Uses Order on a complex set of phenomena Facilitate useful comparisons Organize a topic for newcomers Guide designers Indicate opportunities for novel products.

86 GOMS and the Keystroke-level Model Overview
Goals, operators, methods, and selection rules (GOMS) model David Kieras and Peter Polson Levels of analysis approach Decomposes user actions into small, measurable steps In fact predicts well (which is good) for experts in practiced tasks Structure: User formulates goals, e.g., edit document and subgoals, e.g., insert word Then thinks in terms of operators “… elementary perceptual or motor or cognitive tasks, whose execution is necessary to change any aspect of the user’s mental state or to affect the task environment, e.g., press up arrow key, move hand, verify change made” Achieves goals by using a method, e.g., move cursor to desired location by following a sequence of arrow keys Selection rules are the control structures for choosing between the several methods available for accomplishing a do, e.g., delete by repeated backspace vs. deleted by selecting a region and pushing delete button Keystroke-level model, simplified version of GOMS Predict performance times for error-free expert performance of tasks Sums times for keystrokes, pointing, homing, drawing, thinking, and wait for system response Transition diagrams Natural GOMS Language (NGOMSL)

87 GOMS and the Keystroke-level Model, 2 Detail
Keystroke-level model, simplified version of GOMS Predict performance times for error-free expert performance of tasks Sums times for keystrokes, pointing, homing, drawing, thinking, and wait for system response Transition diagrams Several alternative methods to delete fields, e.g. Method 1 to accomplish the goal of deleting the field: Decide: If necessary, then accomplish the goal of selecting the field Accomplish the goal of using a specific field delete method Report goal accomplished Method 2 to accomplish the goal of deleting the field: Decide: If necessary, then use the Browse tool to go to the card with the field Choose the field tool in the Tools menu Note that the fields on the card background are displayed Click on the field to be selected Selection rule set for goal of using a specific field-delete method: If you want to past the field somewhere else, then choose "Cut Field" from the Edit menu. If you want to delete the field permanently, then choose "Clear Field" from the Edit menu. Report goal accomplished.

88 Consistency through Grammars Overview
Consistent user is important interface goal Definition is elusive - multiple levels sometimes in conflict Sometimes advantageous to be inconsistent. Inconsistent action verbs Take longer to learn Cause more errors Slow down users Harder for users to remember Consistent Inconsistent A Inconsistent B delete/insert character delete/insert character delete/insert character delete/insert word remove/bring word remove/insert word delete/insert line destroy/create line delete/insert line delete/insert paragraph kill/birth paragraph delete/insert paragraph

89 Consistency through Grammars Detail, Task-action grammars
Task-action grammars (TAGs) try to characterize a complete set of tasks. Example: TAG definition of cursor control Dictionary of tasks: 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-level rule schemas describing command syntax: task [Direction, Unit] -> symbol [Direction] + letter [Unit] symbol [Direction=forward] -> "CTRL" symbol [Direction=backward] -> "ESC" letter [Unit=word] -> "W" letter [Unit=char] -> "C" Generates a consistent grammar: move cursor one character forward CTRL-C move cursor one character backward ESC-C move cursor one word forward CTRL-W move cursor one word backward ESC-W

90 Widget-level Theories (supplementary)
In fact, significant difficulties in reducing interface interaction tasks to primitive Alternatively, might follow simplifications made in higher-level, user-interface building tools (widgets) 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

91 Object/Action Interface model (supplementary)
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 Object-action design: Understand the task. real-world objects actions applied to those object Create metaphoric representations of interface objects and actions – an art Designer makes interface actions visible to users

92 Task Hierarchies of Objects and Actions (supplementary)
Decomposition of real-world complex systems natural human body buildings cities symphonies baseball game 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 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 Interface includes hierarchies of objects and actions at high and low levels. E.g. A computer system: Interface Objects directory name length date of creation owner access control files of information lines difields characters fonts pointers binary numbers Interface Actions load a text data file insert into the data file save the data file save the file save a backup of the file apply access-control rights overwrite previous version assign a name

93 The “Disappearance of Syntax”
Users must maintain a profusion of device-dependent details in their human memory Which action erases a character Which action inserts a new line after the third line of a text file Which abbreviations are permissible Which of the numbered function keys produces the previous screen Learning, use, and retention of this knowledge 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 Modern direct-manipulation systems Familiar objects and actions representing their task objects and actions. Modern user interface building tools Standard widgets

94 Contextual Theories (supplementary)
Big idea – “Controlled experiments” and such methodologies just not right for understanding human computer interaction Rather, users have rich interactions with other people, electronic and paper resources, etc. Design can not be separated from patterns of use Users’ actions are situated in time and place User behavior highly responsive to other people and environmental contingencies Plans constantly changing Also, physical space of interaction important Consider ubiquitous, pervasive, and embedded devices Lucy Suchman Lifetime Research Award, ACM SIGCHI, 2010 Ph. D. Social/Cultural Anthropology

95 Contextual Theories (supplementary)
Designers can apply contextual theories by observing users in their environments as carry out work, play, engage socially, … Data gathering techniques Ethnographic observation, focus groups, case studies, surveys, interview data (Except things fundamentally change with electronic interaction … cf Facebook, … or do they) Contextual theories about forming intentions, goal attainment, interaction across environment, emotional states, … Elements hard to capture by other classes of theories, e.g., predictive mathematical accounts

96 End .


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