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Interactive System Design

The document is a preface and foreword for the book 'Interactive System Design' by William M. Newman and Michael G. Lamming, which focuses on the importance of human-computer interaction (HCI) in system design. It emphasizes the need for a multidisciplinary approach to design, integrating various methods and concepts to create effective interactive systems that support human activities. The book aims to provide a comprehensive framework for designers and students to understand and tackle the challenges of designing user-centered systems.
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© All Rights Reserved
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
16 views516 pages

Interactive System Design

The document is a preface and foreword for the book 'Interactive System Design' by William M. Newman and Michael G. Lamming, which focuses on the importance of human-computer interaction (HCI) in system design. It emphasizes the need for a multidisciplinary approach to design, integrating various methods and concepts to create effective interactive systems that support human activities. The book aims to provide a comprehensive framework for designers and students to understand and tackle the challenges of designing user-centered systems.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

William M.

Newman
Michael G. Lamming iwa
ADDISON-WESLEY
Digitized by the Internet Archive
in 2012

[Link]
g y
DESIGs U m
William M. Newman
Michael G. Lamming
Rank Xerox Research Centre, Cambridge

ADDISON-WESLEY

Harlow, England • Reading, Massachusetts • Menlo Park, California • New York


Don Mills, Ontario • Amsterdam • Bonn • Sydney • Singapore
Tokyo • Madrid • San Juan • Milan • Mexico City • Seoul • Taipei
© 1995 Addison-Wesley Publishers Ltd.
© 1995 Addison-Wesley Publishing Company Inc.
Pearson Education Ltd
Edinburgh Gate
Harlow
Essex CM20 2JE
England

Visit us on the World Wide Web at: [Link]

All rights reserved. No part of this publication may be reproduced, stored in a


retrieval system, or transmitted in any form or by any means, electronic, mechan-
ical, photocopying, recording or otherwise, without prior written permission of
the publisher.

The programs in this book have been included for their instructional value. They
have been tested with care but are not guaranteed for any particular purpose. The
publisher does not offer any warranties or representations, nor does it accept any
liabilities with respect to the programs.

Many of the designations used by manufacturers and sellers to distinguish their


products are claimed as trademarks. Addison-Wesley has made every attempt to
supply trademark information about manufacturers and their products men-
tioned in this book. A list of the trademark designations and their owners appears
on page, xxxiv.

Cover designed by Designers & Partners of Oxford


incorporating design drawings for a memory aid by M. Flynn and M. G. Lamming
and printed by The Riverside Printing Co. (Reading) Ltd.
Typeset by VAP Group Ltd, Kidlington.
Printed and bound in Great Britain by Biddies Ltd, [Link]

First printed 1995, Reprinted 1996, 1998 and 2000

ISBN 0-201-63162-8

British Library Cataloguing-in-Publication Data


A catalogue record for this book is available from the British Library.

Library of Congress Cataloging-in-Publication Data

Newman, William M., date-


Interactive system design / William M. Newman, Michael G. Lamming.
p. cm. index.
Includes
ISBN 0-201-63162-8
1. Human-computer interaction. 2. System design. I. Lamming,
Michael G. II. Title.
QA76.9.H85N48 1995
004.21 '019-dc20 95-3377
CIP
9 8 7 6 5 4
04 03 02 01 00
To Aniko
and Phyllis
FOREWORD

Ever since people first started building computers they have been design-
ing mechanisms for interacting with them. But it is a surprisingly recent
development that human-computer interaction (HCI) has become a focus
of interest in its own right, rather than a peripheral add-on to the 'real'
business of computational science and design. Not so long ago, concern
with what was called 'human factors' was limited to some thoughtful pro-
grammers and a few psychologists who happened to study how people
used complex devices. With the advent of the personal computer, a trend
that had been building for many years came to centre stage, bringing
interactions into the spotlight. Processing power and programming con-
venience were no longer the central arenas of competition in the software
industry. The look and feel of a product became its dominating character-
istic, and fortunes were made and lost because designers understood (or
failed to understand) how their software would be encountered by users
in their own context, not a context of data processing and computation.
The HCI world came into its own with the graphical user interface
(GUI), showing that it could be relevant to the design of successful pro-
ductivity software. Today the market is shifting yet again. Computers are
proceeding through the phase where software emphasis has been on pro-
ductivity and business, into a consumer phase in which purchase and use
choices are driven by feelings of engagement and appeal. The focus con-
tinues to shift away from the computer towards the human side of the
equation. The emphasis is on design, with all of the human aspects it
brings into focus.
The shift from a machine-centred to a human-centred perspective cre-
ates difficulties for teaching HCI as a part of computer science. The style
of teaching that has worked well for more traditional areas of computing
doesn't translate easily to the more open-ended problems of designing for
people. Rather than being able to offer carefully staged incremental exer-
cises that have correct answers, we are faced with the difficulties of devel-
oping a professional sense of design, in which problem formulation is as
important as problem solving, in which aesthetics plays a role along with
function, and in which there is rarely a correct solution.
It is tempting to continue teaching what is most easily conveyed, care-
fully explaining the detailed principles of windows and menus, the mech-
anisms of selection and command execution, and the world of GUI
widgets. But this would be shortsighted. Though it is always necessary for
the designers of software and its interactions to have a mastery of current

VII
viii FOREWORD

mechanisms and techniques, it is never sufficient. The majority of today's


students will not be working in a world bounded by current familiar
examples. They will design interactions that move beyond the desktop
and even beyond the extended desktops of PDAs and wall-sized white-
boards. The human-computer interface of the future will not be perceived
as the interface to a computer, but as a pervasive part of the environment
we all inhabit.
Our challenge, then, is to find ways to convey to today's students of
software design the underlying concepts and competencies that will not
be bound either to the current GUI or to the specific details of its succes-
sors. Newman and Lamming offer a significant new step in that direction.
This book embodies some critical principles of learning that have all too
often been overlooked in our computing curricula:

(1) Learning happens most effectively in the process of encountering real


situations.

(2) Real situations demand the integration of multiple disciplines and skills.
(3) Generalization of learning happens through the interplay of theory and
practice.

The first of these is at the heart of teaching in traditional design-oriented


disciplines, which emphasize the study of classical examples and engage-
ment in projects. Budding architects are introduced to the great genres of
the past: the Greek temple, the Gothic cathedral, the modern and post-
modern skyscraper. They learn what is important (and what is possible)
by understanding how each of these very different traditions has dealt
with the same fundamental problems in its own way. For, after all, people
and their needs are very much the same from millennium to millennium.
The same is true in HCI - we need to ground the discussion in experience
of systems that have been built and tested and in the methods that have
been found to work well in practice. Newman and Lamming have based
their book on a rich array of real-world examples and methods from
which the student can learn the emerging traditions of our young field.
The second point is almost a defining element of the discipline: HCI
does not lie within the traditional boundaries of computer science or
human factors. It also touches on many of the disciplines that have dealt
systematically with human activity, including philosophy, psychology,
anthropology and the social sciences. We need not turn computer
students into amateur professionals in all these areas, but it is critical to
provide a basic familiarity with the key insights and methods that each
discipline has to offer for software interaction design. The premium is on
integration, and only by introducing each of the components can we fos-
ter the judgement that is needed in making design decisions. This book
draws on a wide range of disciplines, and goes into depth in those areas
FOREWORD ix

where the authors see a need for the software designer to know how the
methods can really be applied in practice.
Finally there is the interplay between practice and theory - practice
showing where the hard problems lie, and theory giving tools to solve
those problems.
Deep learning takes place in the interplay between the engagement of
experience and the articulation of a structured analysis. The student
encounters a real problem, a real setting, which offers possibilities that are
not yet formulated into requirements and specifications. In the process of
struggling to define the problem and its possible answers, the student
makes use of the tradition that has developed for finding appropriate dis-
tinctions and laying out the essence of the problem. This provides a foun-
dation on which rigorous analyses and methods can be brought to bear.
Newman and Lamming offer formal methods of analysis that the student
can use effectively, to complement the less structured and more experien-
tial aspects of design.
Of course, no book alone can achieve these educational goals. The
kind of knowledge we want our students to achieve is not 'book know-
ledge'. The teaching methods and activities of our departments will have
to shift to a design-oriented approach, and this will take a continuing
evolution of our educational structure. I am glad that this book is avail-
able to serve as a resource in that evolution, helping to make it possible to
bring our theory into practice.

Terry Winograd
Stanford University, January 1995
PREFACE

Interacting with computer technology has become an essential part of


everyday life. Computer-based interactive systems provide support to an
ever widening range of human activities, some as simple as checking one's
bank balance, others as complex as flying a passenger aircraft. It is becom-
ing increasingly important that these systems should be usable, reliable
and cost-effective, and this means ensuring that they are well designed.
We have written this book for those involved in the design of inter-
active computer systems and for those who are learning to become
designers. In it we present a range of methods essential to solving the
problems encountered in designing systems that are interactive by nature.
Principal topics covered include problem definition, user study methods,
systems analysis and design, requirements definition, prototyping, and a
range of methods for designing and evaluating user interfaces.
A major objective of ours has been to provide readers with a framework
that can link together all aspects of designing computer-based
systems for human use. In other words, we are offering a means of inte-
grating methods specific to interactive systems (such as user interface
design) with methods of a more general nature such as systems analysis and
requirements definition - methods normally treated as a part of software
engineering. We do this to make sure that the sets of methods are not treat-
ed each in isolation, but are collectively given the attention they deserve.
We are trying here to address a serious problem facing the computer
industry and the institutions that train the industry's future designers.
Basically, system design methods have changed much less rapidly in the last
two decades than the systems themselves and the ways these systems are
used. It is still common for software to be designed with little or no attention
to the human activity it supports. There is an overall tendency to treat inter-
active system design as a 'special case' of software design. These practices are
inappropriate in an era when interactive systems have become so wide-
spread, and when virtually every software system built has an interactive
user interface of some kind. It would be better, we think, if interactive systems
were treated as the norm, and so we offer here a way of treating them as such.

Challenges
There are many challenges in writing a book of this kind. We will high-
light three in particular, concerning the designer's need for self-sufficiency,
underlying concepts and access to real-world data.

XI
xii PREFACE

We want our readers to gain familiarity with a full range of methods,


so that they can tackle entire problems in interactive system design on their
own if necessary. Unless they can achieve this degree of self-sufficiency they
will rely on the help of experts to deal with interactive aspects of system
design. This is risky, because experts are not always around to help when
interactive systems are designed. Furthermore, when experts are brought
into the team the designer is always better off knowing something of their
area of expertise. This is why we include topics that some might consider
specialized, such as Chapter 8's usability analysis methods and Chapter
10's statistical techniques for checking the validity of evaluations.
We are also concerned to make sure that the reader has an adequate
foundation of underlying concepts to carry out design. The challenge here
has been to extend the theoretical base of system design. The largely
mathematical body of theory supporting computer science is simply in-
adequate todeal with interactive situations. The solution to this problem
is usually to draw on psychological theories, but these are of limited use
in collaborative situations where people interact with other people as well
as with computer systems. We have therefore taken a multidisciplinary
approach, offering a model of human performance based primarily on
cognitive theory, but supplemented with concepts drawn from recent
sociological and anthropological research.
Our third concern is to place system design in a context of real-world
human activity. Success in design involves understanding the context into
which the designed artefact will be introduced - the 'outer environment'
of design identified by Herbert Simon (1981). By tradition, the context for
which software is designed is simply another software system. An oper-
ating system, for example, is designed to be 'used' by application pro-
grams. When interactive systems are designed, however, the context of
use is the human activity that the system will support, and this is much
more difficult to understand. Indeed it is hard to find well-documented
examples of real-life activity. We have nevertheless managed to collect
together a number of examples, covering a broad spectrum from air traf-
fic control to police work and collecting payment on unpaid bills. We use
these examples to help the reader gain a broader and deeper understand-
ing of the kinds of activities that interactive systems can support.
Our whole approach is thus centred around the need to design sys-
tems that support human activity. This is not greatly different from the
'user centred' approach advocated by other writers. The point we empha-
size is the need to understand and support the tasks and processes that
users perform; this is the way to ensure understanding and support of the
users themselves.

Readership
The book's overall purpose is to assist readers in becoming effective sys-
tem designers. It should be of value, therefore, to practitioners and
PREFACE xiii

students alike. As regards practitioners, our primary readership includes


designers themselves, software engineers, system analysts, researchers
and human factors engineers. We would expect parts of the book to
appeal to a wider set of practitioners, however, including product man-
agers, technical writers, marketeers, and indeed anyone closely associated
with the development of interactive systems. The first seven chapters are
oriented particularly towards this wider readership.
In the teaching context the book can serve a number of functions.
Taken as a whole, it can serve as a text for courses on user interface design
and human-computer interaction (HCI), for it covers all of the major top-
ics generally included in such courses. The full set of topics, shown below
in Figure 0.1, will typically be spread over an entire semester.
The first six or seven chapters can be used more widely, as shown in
the darker shaded areas of the diagram. They can be used, for example, to
introduce a course on software engineering, or (with Chapters 8 and 9) to
teach a short course on interactive system design to non-majors. None of
the material in the book is of a highly technical nature. The later chapters
go into design methods in greater detail, however, and are likely to appeal
more to students who are majoring in computer science or information
science.

Structure
The book is divided into four parts. It starts with a set of four chapters on
foundational topics. These are followed by three chapters on system
design and three more on evaluation. By this route the book covers the
basic framework of design before turning to user interface design, which
is covered in the final five chapters.
Each part of the book is organized around a set of methods and con-
cepts. We think it best to recommend methods only if they have worked
well in practice. Therefore we include methods that we personally have
found useful in our design work. For the most part these methods have
been developed elsewhere and have been thoroughly tried and tested by
teachers and practitioners. Some of the concepts and representations are
our own, however, because we could find nothing else capable of doing
the job.
In Part I, for example, we begin with an introductory chapter and
then focus on Problem definition, the topic of Chapter 2. We emphasize
here the need to identify the design problem, and to distinguish this from
the situation of concern that gives rise to designing the system. We intro-
duce a number of key concepts, including usability factors and represen-
tations ofhuman activities, and we suggest the use of a single-sentence
problem statement to bring together the components of the design prob-
lem.
Also in Part I, Chapter 3 (the Human Virtual Machine) introduces a
number of important theoretical concepts. Our primary purpose here is to
4 ^
XIV PREFACE 3 ^
2 ^
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Part 1
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machine processes
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Part 2 User
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methods & design 1\ definition
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readings

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8 study
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Interactive
System
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Human-
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11 K 77^, 14 15 study

Part 4 User Conceptual


design
Tx Use of Case
interface action mental
Inter-
notations styles models methods guidelines
Users'

Figure 0.1 The chapters of the book and the courses in which they may be used. r\

offer a model of the workings of the 'machine' that performs human activ-
ities. Many aspects of human behaviour can be explained by the psycho-
logical theory of human information processing, but in order to cover
behaviour in social settings this theory needs to be supplemented with
findings drawn from anthropological and sociological research.
The remaining chapter in Part I, Chapter 4, provides an explanation
of how the methods in the book link together and how the various design
representations form the essential links.
Part II is concerned with system design, and in its initial Chapter 5 we
therefore explain how to gather data about human activity in preparation
for design. This leads into the important material of Chapter 6, systems
analysis and design, which explains how observations of human activity
are transformed into outline designs. It explains the nature of the analysis
PREFACE xv

that takes place here, a topic that has rarely received much attention. This
chapter is essential reading for anyone wanting to understand how analy-
sis contributes to system design, and how interactive system design
relates to software engineering. In the following Chapter 7 we cover
requirements definition, and forge the link with software engineering
more strongly. We explain the need to define, in a set of requirements, a
usable functional form; we also explain why this can sometimes lead to
writing voluminous sets of requirements.
Part III complements Part II; it explains how, in the course of design,
interactive systems are evaluated in terms of their usability. Methods for
checking usability are presented under two headings. Chapter 8 covers
methods for evaluation 'on paper', before the design has been imple-
mented. These methods are important because they can be applied early
in the design and can sometimes save a great deal of unnecessary proto-
typing effort.
Chapter 9, prototyping and evaluation, plays a central role in Part III.
It covers a number of methods for evaluating working prototypes, all of
them following a general six-step evaluative process. This chapter intro-
duces the concept of documenting the evaluation in terms of the perfor-
mance requirements that the system is to meet, and it suggests a 'pro
forma' notation for doing this. Chapters 8 and 9 may be considered for
inclusion in a course organized around Parts I and II of the book. In
Chapter 10 we explain how the results of prototype evaluation are
checked for statistical significance, and offer a few simple methods.
In Part IV we cover user interface design. At the outset, Chapter 11
offers a number of different notations for describing user interfaces, and
Chapter 12 explains the role of interaction styles and illustrates several
different styles by means of a worked example. We place particular
emphasis on conceptual design, by which an appropriate mental model
is chosen for adoption by the user. We devote two chapters, 13 and 14, to
this topic, presenting a range of design methods in Chapter 14. Chapter 15
covers the use of guidelines, explaining how to make use of sources of
design knowledge and how to apply guidelines to answering questions of
detailed design.
A number of case studies are included in the book. Some are used as
linking material between the chapters; others illustrate methods, e.g., of
evaluation and of choice of interaction style. Two detailed case studies are
included at the ends of Parts III and IV respectively. The first describes a
major exercise in analysing and evaluating the usability of a telephone
operator's workstation, while the second covers a programme of research
leading to the development of a portable memory aid.

Supplements
An Instructor's Manual is available for adopters of the text. It includes notes
on how to design a course based on the book, notes on teaching from each
xvi PREFACE

chapter and nearly 400 overheads organised by chapter. To receive a copy,


contact your local Addison Wesley Longman Sales Representative.

Further information about the book is available at:


http :/ / [Link] / cseng / authors / newman / intsysdes / [Link]
Please note that this material is constantly being updated.

Acknowledgements
We have been fortunate to receive a great deal of support and assistance
during the four-year gestation period of this book. Our colleagues at the
Rank Xerox Research Centre, Cambridge, have been a constant source of
insight and learning, and the management of the Research Centre have
remained patient and supportive despite our repeated inability to
complete the writing task within the time allotted. We are particularly
indebted to Bob Anderson, Manager of RXRC Cambridge, without whose
support the book could not have been written. We are also most grateful
to Richard Harper, who helped us to fashion the book's coverage of soci-
ological aspects of system design.
The book benefited greatly from the reviews conducted along the
way, and we would like to thank those who reviewed the book in its var-
ious stages of development: Bob Anderson, John Bates, Dik Bentley,
Marge Eldridge, Stu Card, George Coulouris, Jean Dollimore, Paul
Dourish, Jonathan Grudin, Richard Harper, Bill Hefley, Brian Inwood,
Allan MacLean, Gary Perlman, Richard Rubinstein, Abigail Sellen and Ian
Sommerville. We would like to thank Mike Flynn and Maureen Stone for
their help in providing illustrations. We are most grateful to Mike
Atwood, Wayne Gray and Bonnie John for their assistance with Case
Study A. We were also greatly helped by the feedback we received from
the students we taught from early versions of the book, at Cambridge
University, Queen Mary Westfield College, the Joint Research Centre,
Ispra, and ACM SIGCHI '92.
Many people assisted us with the mammoth task of getting the manu-
script into its final form. We are especially grateful to Christine King at the
Rank Xerox Research Centre, and to the Centre's administrative staff. We
would also like to thank Simon Plumtree for his constant advice, and all
other staff of Addison-Wesley who helped shepherd the book through
editing and production. Finally, we express our deep gratitude to our
families, whose tolerance, forebearance and support has meant so much
to us while this book was taking shape.
William Newman
Mik Lamming

Cambridge, 1995
ACKNOWLEDGEMENTS

The publisher wishes to thank the following for their permission to repro-
duce photographs, figures and quotations:

Chapter 1
Figure 1.1(a): Cinema trix Inc., Novato CA. Figures 1.1(b) and 1.1(c): Rank
Xerox Ltd.

Chapter 2
Figure 2.7: Rank Xerox Ltd. Figure 2.10: from Stifelman L. J., Arons B.,
Schmandt C. and Hulteen E. A. 'VoiceNotes: A Speech Interface for a
Hand-Held Voice Notetaker.' (1993) Proceedings of InterCHI '93 Human
Factors in Computing Si/stems (April 24-29, Amsterdam, Netherlands)
ACM/SIGCHI, NY.

Chapter 3
Figure 3.1: from Greatbatch D., Luff R, Heath C. and Campion P. (1993)
'Interpersonal Communication and Human-Computer Interaction: An
Examination of the Use of Computers in Medical Consultations.' Intnl. }.
of Interacting with Computers, Vol. 5, pp. 193-216. By permission of the pub-
lishers, Butterworth Heinemann Ltd. ©. Figure 3.2: based on Landauer T.
K. and Nachbar D. W. (1985). 'Selection from alphabetic and numeric
menu trees using a touch-screen: Breadth, depth and width.' Proceedings of
CHI '85 Human Factors in Computing Systems (San Francisco CA, April
14-18) ACM/SIGCHI, NY. Figure 3.3: from Barnard P. (1991) 'Bridging
between Basic Theories and the Artifacts of Human-Computer
Interaction.' In Carroll J.M., ed. Designing Interaction: Psychology at the
Human-Computer Interface. Cambridge: Cambridge Univ. Press. Figure 3.4:
from Card S. K., Moran T. P. and Newell A. (1983) The Psychology of Human
Computer Interaction. Hillsdale NJ: Lawrence Erlbaum Associates. Pages 53
and 54: quoted from Goodwin M. H. (1991) 'Assembling a Response:
Setting and Collaboratively Constructed Work Talk' by permission of the
author. Figure 3.7: from Norman D. A. (1986) 'Cognitive Engineering.' In
User Centered System Design (Norman D. A. and Draper S. W., eds.), pp.
31-65. Hillsdale NJ: Lawrence Erlbaum Associates. Figure 3.8: based on
Norman D. A. (1986) 'Cognitive Engineering.' In User Centered System
Design (Norman D. A. and Draper S. W., eds.), pp. 31-65. Hillsdale NJ:
Lawrence Erlbaum Associates. Page 61: quoted from Lewis C. H., Poison
P. G., Rieman J., Wharton C. and Wilde N. Cognitive Walkthroughs: A

XVII
xviii ACKNOWLEDGEMENTS

Method for Theory-Based Evaluation of User Interfaces. CHI '92 Tutorial


Notes, copyright Clayton L. Lewis and Peter G. Poison, by permission of
the authors.

Chapter 4
Figure 4.4(b): from Goodwin C. and Goodwin M. H. (in press) 'Seeing as
Situated Activity: Formulating Planes.' In Middleton, D., and Engestrom,
Y. Cognition and Communication at Work. Copyright Cambridge Univ.
Press, reprinted with the permission of Cambridge University Press.
Figure 4.4(c): from Card S. K., Moran T. P. and Newell A. (1983) The
Psychology of Human Computer Interaction. Hillsdale NJ: Lawrence
Erlbaum Associates. Figure 4.4(d): Kenneth E. Kendall/Julie E. Kendall,
Systems Analysis and Design, 2/e © 1992, p. 144. Reprinted by permission
of Prentice-Hall, Englewood Cliffs NJ.

Chapter 5
Figure 5.3: from Bingham J. and Davies G. (1992) Systems Analysis.
Reprinted with the permission of Macmillan Press. Figure 5.4: from
Suchman L. and Wynn E. H. (1984) 'Procedures and problems in the
office.' Office: Technology and People, vol. 1, p. 133, 1984. Reprinted by per-
mission ofElsevier Science B.V. Figure 5.5: from Heath C, Jirotka M., Luff
P. and Hindmarsh J. (1993). 'Unpacking Collaboration: The Interactional
Organisation of Trading in a City Dealing Room.' Proc. Third European
Conf on Computer-Supported Cooperative Work - ECSCW '93. Reprinted by
permission of Kluwer Academic Publishers. Figure 5.7: Rank Xerox Ltd.
Figure 5.8: from Preece J., Rogers Y, Sharp H., Benyon D., Holland S. and
Carey T. (1994) Human Computer Interaction. Wokingham: Addison-
Wesley. Copyright © 1994 The Open University.

Chapter 6
Figure 6.5: From Programmers at Work. Copyright © 1986 Microsoft Press.
Reprinted with permission of Microsoft Press. All rights reserved. Figure
6.11: quoted from Lewis C. H., Poison P. G., Rieman J., Wharton C. and
Wilde N. Cognitive Walkthroughs: A Method for Theory-Based Evaluation of
User Interfaces. CHI '92 Tutorial Notes, copyright Clayton L. Lewis and
Peter G. Poison, by permission of the authors. Figure 6.15: from Hopkin
V.D. (1988) 'Air Traffic Control.' In Human Factors in Aviation (Wiener E. L.
and Nagel D. C, eds), pp. 639-663. San Diego CA: Academic Press.

Chapter 7
Figure 7.3(a): from Programmers at Work. Copyright © 1986 Microsoft
Press. Reprinted with permission of Microsoft Press. All rights reserved.
Figure 7.3(c): Copyright © North West Regional Health Authority.
ACKNOWLEDGEMENTS xix

Chapter 8
Table 8.1 and Figure 8.5: from Card S. K., Moran T. P. and Newell A. (1983)
The Psychology of Human Computer Interaction. Hillsdale NJ: Lawrence
Erlbaum Associates. Table 8.3: from Nielsen J. and Molich R. (1990).
'Heuristic evaluation of user interfaces.' Proceedings of CHI '90 Human
Factors in Computing Systems (April 1-5, Seattle, WA) ACM/SIGCHI, NY.

Chapter 9
Figures 9.6, 9.7, 9.8, 9.9 and 9.10: HyperCard II.l © 1987-1990 Apple
Computer Inc. All Rights Reserved. Used with permission. Figure 9.12:
from Bly S. and Minneman S. (1990) 'Commune: A Shared Drawing
Surface.' Proc. COIS '90, Conference on Office Information Systems
(Cambridge MA, April 25-27, 1990) pp. 184-192, by permission of ACM.
Page 207: excerpted with permission from 'An Interview with Wayne
Rosing, Bruce Daniels and Larry Tesler.' BYTE Magazine, February 1983 ©
by McGraw-Hill Inc., New York NY. All rights reserved. Figure 9.13: from
Pedersen E. R., McCall K., Moran T. P. and Halasz F. G. (1993) 'Tivoli: An
Electronic Whiteboard for Informal Workgroup Meetings.' Proceedings of
InterCHI '93 Human Factors in Computing Systems (April 24-29,
Amsterdam, Netherlands) ACM/SIGCHI, NY.

Chapter 10
Figures 10.13 and 10.14: from Ballas J. A., Heitmeyer C. L. and Perez M.
A. (1992) 'Evaluating Two Aspects of Direct Manipulation in Advanced
Cockpits.' Proceedings of CHI '92 Human Factors in Computing Systems (May
3-7, Monterey, CA) ACM/SIGCHI, NY.

Case Study A
Figure A.8: from Gray W. D., John B. E. and Atwood M. E. (1993). 'Project
Ernestine: Validating a Goms Analysis for Predicting and Explaining Real-
World Task Performance.' Human Computer Interaction Vol. 8, pp 237-309.
Hillsdale NJ: Lawrence Erlbaum Associates.

Chapter 11
Figure 11.5(a): James Martin, Design of Man-Computer Dialogues, © 1973, p.
101. Adapted by permission of Prentice-Hall, Englewood Cliffs NJ. Figure
11.7: from Goodwin C. and Goodwin M. H. (in press) 'Seeing as Situated
Activity: Formulating Planes.' In Middleton, D., and Engestrom, Y.
Cognition and Communication at Work. Copyright Cambridge Univ.
Press; reprinted with the permission of Cambridge University Press.
Figure 11.8, dialog box on page 284, icon in Figure 11.9: Systems software
© Apple Computer Inc. 1983-1992; All Rights Reserved. Used with per-
mission.
xx ACKNOWLEDGEMENTS

Chapter 12
Figure 12.2: from Apple Human Interface Guidelines: The Apple Desktop
Interface (page 21), © 1987 by Apple Computer, Inc. Reprinted by permis-
sion of Addison-Wesley Publishing Company, Inc. Figure 12.6: from
NCSA Mosaic™ from the Software Development Group at the National
Center for Supercomputing Applications. Figure 12.15: Ben Shneiderman,
Designing the User Interface, Second Edition (p. 121), © 1992 by Addison-
Wesley Publishing Company Inc. Reprinted by permission of the
publisher.

Chapter 13
Figure 13.7: Copyright © 1933, 1961 James Thurber. From My Life and Hard
Times, published by HarperCollins. Figure 13.9 desktop: Systems software
© Apple Computer Inc. 1983-1992. All Rights Reserved. Used with per-
mission. Microsoft Word icons reprinted with permission from Microsoft
Corporation. MacPaint icon: MacPaint software is © 1989 Claris
Corporation. All Rights Reserved. Figure 13.10: from Young R. M. (1983)
'Surrogates and Mappings: Two kinds of conceptual models of interactive
devices.' In Mental Models (Gentner D. and Stevens A. L., eds.), pp. 35-52.
Hillsdale NJ: Lawrence Erlbaum Associates. Figure 13.11: Copyright
Thomson Training and Simulation. Figures 13.12 and 13.13. Microsoft
Word icons reprinted with permission from Microsoft Corporation.
Figure 13.14: from Moray N. (1992) 'Mental Models of Complex Dynamic
Systems.' Mental Models and Everyday Activities, Proceedings of 2nd
Interdisciplinary Workshop on Mental Models, © 1992 Neville Moray.
Figure 13.15: from Lee J.D. (1992) Trust, Self Confidence, and Operators'
Adaptation to Automation, Ph.D. Thesis, Univ. of Illinois, © 1992 John D.
Lee.

Chapter 14
Page 353, quotes: from Norman D. A. (1986) 'Cognitive Engineering.' In
User Centered System Design (Norman D. A. and Draper S. W., eds.), p. 47.
Hillsdale NJ: Lawrence Erlbaum Associates. Figure 14.5(a) desktop:
Systems software © Apple Computer Inc. 1983-1992. All Rights Reserved.
Used with permission. Microsoft Word icons reprinted with permission
from Microsoft Corporation. Figure 14.5(b): by permission of the Syndics
of Cambridge University Library. Figure 14.5(c): from Rasmussen J. and
Goodstein L. P. (1988) 'Information Technology and Work.' In Handbook of
Human-Computer Interaction. (Helander M., ed.), pp. 175-201. Reprinted
with permission from Elsevier Science B. V. Figure 14.6: Systems software
© Apple Computer Inc. 1983-1992. All Rights Reserved. Used with per-
mission. Figures 14.9, 14.10 and 14.11: MacDraw software is © 1989-1992
Claris Corporation. All Rights Reserved. Page 370: guidelines from
Mayhew D. J. (1992) Principles and Guidelines in Software User Interface
Design. Englewood Cliffs NJ: Prentice-Hall, reprinted with permission of
ACKNOWLEDGEMENTS xxi

the publishers. Page 370: guidelines from Apple Human Interface


Guidelines: The Apple Desktop Interface (page 3), © 1987 by Apple
Computer, Inc. Reprinted by permission of Addison-Wesley Publishing
Company, Inc.

Chapter 15
Figure 15.1(a) and guideline on page 396: Ben Shneiderman, Designing the
User Interface, Second Edition (p. 72), © 1992 by Addison-Wesley Publishing
Company Inc. Reprinted by permission of the publisher. Figure 15.1(c):
from Mayhew D. J. (1992) Principles and Guidelines in Software User Interface
Design. Englewood Cliffs NJ: Prentice-Hall, reprinted with permission of
the publisher. Figure 15.1(e) and (f): from Apple Human Interface Guidelines:
The Apple Desktop Interface (page 43), © 1987 by Apple Computer, Inc.
Reprinted by permission of Addison-Wesley Publishing Company, Inc.
Figurel5.3(a). Microsoft Windows screen shots reprinted with permission
from Microsoft Corporation. Figure 15.3(b): Systems software © Apple
Computer Inc. 1983-1992. All Rights Reserved. Used with permission.
Figure 15.5: Copyright owned by Sun Microsystems, Inc. Used herein by
permission. All other rights reserved. Page 377: guideline from The
Windows Interface, An Application Design Guide. Copyright © 1987, 1992
Microsoft Corporation. Reprinted with permission of Microsoft Press. All
rights reserved. Page 377: guideline from Mayhew D. J. (1992) Principles
and Guidelines in Software User Interface Design. Englewood Cliffs NJ:
Prentice-Hall, reprinted with permission of the publisher. Pages 378, 380,
guidelines: Copyright owned by Sun Microsystems, Inc. Used herein by
permission. All other rights reserved. Page 379, guideline from Mayhew
D. J. (1992) Principles and Guidelines in Software User Interface Design.
Englewood Cliffs NJ: Prentice-Hall, reprinted with permission of the pub-
lisher. Table 15.1: Ben Shneiderman, Designing the User Interface, Second
Edition (pp. 72-73), © 1992 by Addison-Wesley Publishing Company Inc,
reprinted by permission of the publisher; and from Nielsen J. and Molich
R. (1990). 'Heuristic evaluation of user interfaces.' Proceedings of CHI '90
Human Factors in Computing Systems (April 1-5, Seattle, WA)
ACM/SIGCHI, NY. Pages 398-399: guidelines from Mayhew D. J. (1992)
Principles and Guidelines in Software User Interface Design. Englewood Cliffs
NJ: Prentice-Hall, reprinted with permission of the publisher. Page 405,
guidelines: Copyright owned by Sun Microsystems, Inc. Used herein by
permission. All other rights reserved. Pages 405-406, guidelines; page
407, Figure 15.22; and pages 408-409, guidelines; all from The Windows
Interface, An Application Design Guide. Copyright © 1987, 1992 Microsoft
Corporation. Reprinted with permission of Microsoft Press. All rights
reserved. Figure 15.21: from NCSA Mosaic™ from the Software Dev-
elopment Group at the National Center for Supercomputing App-
lications. Figure 15.23. Microsoft Windows screen shots reprinted with
permission from Microsoft Corporation. Plate 8: from Stone M. C, Cowan
W. M. and Beatty J. C. (1988) 'Color gamut mapping and the printing of
xxii ACKNOWLEDGEMENTS

digital color images.' ACM Trans, on Graphics, Vol. 7 no. 4 (October 1988).
pp. 249-292. Plate 9: from Lamming M.G. and Rhodes W. R. (1990) 'A
Simple Method for Improved Color Printing of Monitor Images.' ACM
Trans, on Graphics, Vol. 9 no. 2 (October 1990). pp. 346-375.
Case Study B
Figures B.2 and B.3, Table B.l: Rank Xerox Ltd. Figure B.5: from Newman
W. Mv Eldridge M. A. and Lamming M. G. (1991) 'Pepys: Generating
Autobiographies by Automatic Tracking.' Proc. Second European Conf. on
Computer-Supported Cooperative Work - ECSCW '91. Reprinted by permis-
sion of Kluwer Academic Publishers. Figures B.6, B.8, B.9, [Link], B.12, icon
and screen designs on pages 434-439: Rank Xerox Ltd.
CONTENTS

Foreword VII

Preface XI

part i The framework


chapter 1 Introduction 3
1.1 Interactive systems 3

1.2 Success in interactive system design 4


1.2.1 What are interactive systems? 6
1.2.2 Why do we design them? 6
1.2.3 How do we know if we have succeeded? 7
1.2.4 What happens if we fail? 8
1.2.5 How do we maintain a track record of success? 109
1.2.6 Creativity in engineering design
1.3 The nature of the methods we use 10
1.3.1 Analysis and synthesis 11
1.3.2 The supporting activities 11
1.4 In conclusion 12
13
Further reading
15
chapter 2 Defining the problem
2.1 Introduction 15
16
2.2 The problem statement
2.2.1 The one-sentence problem statement
2.2.2 Whose problem are we solving? 17
17
18
2.3 The situation of concern and the course of action 19
2.3.1 Human activity as the causal link 20
20
2.4 The activity to be supported
2.4.1 Tasks: Units of goal-directed activity
2.4.2 Designing a tool to support the task 22

XXIII
xxiv CONTENTS

2.4.3 Processes: Linking tasks to achieve longer-term goals 23


2.4.4 Formation of processes: The effect of multiple dependencies 24
2.4.5 How we discover processes 26
2.4.6 Designing systems to support processes 27
2.5 The user 29
2.5.1 Addressing the general needs of the human user 29
2.5.2 Addressing specific user needs 29

2.6 Usability 30
2.6.1 Usability factors 30
2.6.2 Our choice of usability targets 31
2.6.3 Improving levels of performance 32
2.7 The form of the solution 32
2.7.1 Describing the form of solution 32
2.7.2 What we define in the problem statement, and why 33
2.7.3 Exploiting in-house expertise or technology 34
2.7.4 Innovative forms of solution 36

2.8 Conclusion: What follows after problem definition? 37


Exercises 38

Further reading 39

chapter 3 The Human Virtual Machine 41


3.1 Introduction 41

3.2 Types of theory useful in system design 42


3.2.1 Explanatory theories 42
3.2.2 Empirical laws 44
3.2.3 Dynamic models 44
3.2.4 The Human Virtual Machine 46

3.3 Psychological models of human information processing 48


3.3.1 Information processing subsystems 48
3.3.2 Cycle times and task performance 50

3.4 Sociological and anthropological theories of human behaviour 53


3.4.1 Cognitive versus social perspectives 53
3.4.2 Factors that distinguish the social perspective 54
3.4.3 Examples of theories of social behaviour 55

3.5 Theories of the organization of human activity 57


3.5.1 Problem-solving models 58
3.5.2 Norman's model of task performance 59
3.5.3 A theory of exploratory learning 61
CONTENTS XXV

3.6 Sociological theory of group organization 62


65
3.6.1 Modelling users' reasoning about choice of tools
3.7 Conclusion
67
Exercises
67
Further reading 68

chapter 4 Design processes and representations 69


4.1 Introduction 69
70
70
4.2 Understanding design
4.2.1 The multiple processes of interactive system design
4.2.2 Design representations 71
72

4.3 Studying the user 75

4.4 Modelling the user's activity 78


78
4.5 Developing the specification
79
4.5.1 The problem statement as a specification
4.5.2 The requirements document
4.5.3 Subdivision of the design 80
4.5.4 Designing the user interface 80

4.6 Analysing the design 83


4.6.1 Analysis of the organization of activities 83
4.6.2 Analysing performance levels 84

4.7 Empirical evaluation 85

4.8 In summary: The processes of design 86

Exercises
87
Further reading
87

part ii System design


chapter 5 User study methods
5.1 Introduction 91
5.1.1 When do we conduct user studies? 93
92
91
93
5.1.2 How do we ensure quality?
5.1.3 Data collection methods
5.2 Interviews 94
5.2.1 The basic method 94
XXVI CONTENTS
96
5.2.2 Effective interviews
5.2.3 Recording the interview 99
5.3 Observation 99
5.3.1 Video recording 99
100
5.3.2 Concurrent verbal accounts 100
5.3.3 Passive observation
5.3.4 Ethnographic field study 101
103
5.3.5 Action research

5.4 Questionnaires 103


5.4.1 Questionnaire design issues 103
5.4.2 Questionnaires by electronic mail 105
5.5 Conclusion 107
Exercises 107

Further reading 108

chapter 6 Systems analysis and design 109


6.1 Introduction 109
6.1.1 The processes of systems analysis and design 110
6.1.2 The place of prototyping and evaluation 111

6.2 Approaches to modelling the user's activities 114


6.2.1 Task-oriented modelling and analysis 114
6.2.2 Process-oriented methods 114
6.2.3 Activity models, normative and descriptive 114
6.2.4 How we use models of activities 115
6.3 Methods based on task models 117
6.3.1 Hierarchic task models 117
6.3.2 Analysing the task model 119
6.4 Task analysis and design: An example 120
6.4.1 First attempt: Studying the activity 120
6.4.2 Modelling the activity 120
6.4.3 Synthesizing an initial solution 120
6.4.4 Specifying the initial solution 122
6.4.5 Analysing the initial solution 123
6.5 Systems analysis methods 124
6.5.1 The need for systems analysis 124
6.5.2 Viewpoints 124
6.6 Software systems analysis 125
6.6.1 Data modelling 125
CONTENTS xxvii

6.6.2 Data-flow diagrams 126


6.6.3 Analysis 126
6.6.4 Analysis of the Commission study 128
6.6.5 Allocating functions from the system model 129

6.7 User-participative methods 131


6.7.1 The method in outline 131
6.7.2 Participative design at the Commission 133
6.7.3 User-participative methods: Pros and cons 136
6.8 Summary 137
Exercises 138

Further reading 139

chapter 7 Requirements definition 141


7.1 Introduction 141

7.2 How requirements serve design 142


7.2.1 Support for validation 143
7.2.2 Support for verification 143
7.3 Defining requirements 144
7.3.1 Who reads requirements documents? 144

7.4 Defining requirements for interactive systems 147


7.4.1 Continuing the Commission example 147
7.4.2 Defining the functional form 149
7.4.3 Identifying the users 149
7.4.4 Setting performance requirements 151
7.4.5 Requirements for other layers of technology 154
7.5 Validating requirements 156
7.5.1 Analytical methods of validation 156
7.5.2 Building and testing prototypes 157
7.5.3 On documenting the prototype's design 157
7.6 Requirements and innovation 158

7.7 Verification against performance requirements 159


7.8 Conclusion 160

Exercises 160

Further reading 161


XXVIII CONTENTS

part 111 System evaluation


165
chapter 8 Usability analysis and inspection 165
8.1 Introduction

8.2 Answering usability questions 166


166
8.2.1 Two approaches to measuring usability

8.3 Analysis as a two-stage process 167


168
8.3.1 Determining the sequence by walkthrough 168
8.3.2 Determining the sequence empirically
8.3.3 Folding in the usability analysis 169
8.3.4 Methods of analysis 169
169
8.4 Analysis techniques based on the Goms model
8.4.1 The Goms model 170
8.4.2 Keystroke-Level Analysis 171
176
8.5 Analysis by Cognitive Walkthrough
8.5.1 The underlying model of exploratory learning 178
177
8.5.2 Cognitive Walkthrough: An example
8.6 Heuristic Evaluation 182
183
8.6.1 The method of evaluation

8.7 Conclusion 186


186
Exercises

Further reading
187
189
CHAPTER 9 Prototyping and evaluation 189
9.1 Introduction
190
9.2 Evaluation in support of design: The formative approach
9.2.1 Evaluating against requirements 190
9.2.2 The summative approach, and its drawbacks 191
9.2.3 Methods of formative evaluation 192
9.2.4 Choosing between the methods 193

9.3 Conducting the investigation 194


9.3.1 The basic stages of evaluation 194
9.3.2 Experimental design and analysis 195
9.3.3 Documenting the planned investigation and its result 196
9.3.4 Documenting with the aid of pro formas 197

9.4 Prototyping 198


9.4.1 Prototyping in interactive system design 199
CONTENTS xxix

9.4.2 Prototyping tools 200


9.4.3 An overview of HyperCard 200
9.4.4 HyperCard programming: The HyperTalk language 202
9.5 Learning while prototyping 203

9.6 Informal testing of prototypes 204


9.6.1 Goals of informal testing 204
9.6.2 Conducting the investigation 205
9.7 Iterative field tests 208
9.7.1 Participative evaluation 208
9.7.2 Stages in field testing 209

9.8 Case study: Evaluating a meeting support tool 210


9.8.1 Setting up the experiment 210
9.8.2 The pro forma plan 211
9.8.3 Results 212

9.9 Conclusion 212

Exercises 213

Further reading 214

chapter 10 Experiments in support of design 215


10.1 Introduction 215

10.2 The purpose of controlled experiments 216


10.2.1 Evaluation when usage is predictable 216

10.3 Populations and samples 218


10.3.1 Populations 218
10.3.2 Samples and sample means 219
10.3.3 Confidence levels 219

10.4 The design of two-sample experiments 220


10.4.1 Measurements in the context of task performance 221
10.4.2 The variables in the experiment 222
10.4.3 Nuisance variables 223
10.4.4 The stages of the experiment 223
10.5 Establishing confidence levels 224
10.5.1 Normal distributions 225
10.5.2 Population variance and standard deviation 227
10.5.3 The null hypothesis 229
10.5.4 Some simple methods of statistical analysis 230
XXX CONTENTS

10.6 Basic calculations of variance and standard deviation 231


10.6.1 Sums of squares of differences from the mean 231
10.6.2 Degrees of freedom 232
10.6.3 Variance and standard deviation of a sample 233
10.7 Comparisons of two samples: The f test 233

10.8 Using f values to derive confidence intervals 236

10.9 Chi-square analysis of categorical data 239


10.10 Illustrations of the methods: Testing the ticket machine 240
10.10.1 The question of speed of operation 241
10.10.2 The question of preferred journey type 242

10.11 Case study: Evaluating a cockpit display 243


10.11.1 The design problem: Reducing automation deficit 243
10.11.2 The experiment 244
10.12 Conclusion 246

Exercises 247

Further reading 248

case Evaluation and analysis of a telephone


study a operator's workstation 249

part iv User interface design


chapter 11 User interface notations 271
11.1 Introduction 271

11.2 The use of representations in design 272


11.2.1 The roles of representations 272
11.2.2 Representational strategies 274
276
11.2.3 Strategies for describing the user interface
276
11.3 User actions: Defining input syntax
278
11.4 Appearance: Describing system output

11.5 Describing interactive objects 279

11.6 Describing methods of operation 284


11.6.1 An example: Extracting methods from
285
Object State Transition Charts 285
11.6.2 Describing action sequences with the UAN
CONTENTS xxxi

11.7 Describing by prototyping 287


11.8 Conclusion 290

Exercises 290

Further reading 291

chapter 12 Interaction styles 293


12.1 Introduction 293
12.1.1 What are interaction styles? 294

12.2 Three categories of style 294


12.2.1 Key-modal interaction styles 295
12.2.2 Direct-manipulation styles 296
12.2.3 Linguistic styles 297
12.3 A survey of interaction styles 299
12.3.1 The example: Purchasing from a hardware catalogue 299
12.4 Menu-based interaction 300
12.4.1 Principles of menu-based interaction 301
12.4.2 Variants of menus 301
12.4.3 Hypertext embedded menus and the World Wide Web 301
12.4.4 Properties of menu-based interaction 303
12.5 Question and answer 305
12.5.1 Properties of question and answer 306

12.6 Function-key interfaces 307


12.6.1 Principles of function-key interfaces 307
12.7 Voice-based interaction 309

12.8 Graphical direct manipulation 311


12.8.1 Properties of graphical direct-manipulation interfaces 312
12.9 Forms fill-in 313
12.9.1 Properties of forms fill-in 315
12.10 Command-line interaction 315
12.10.1 Properties of command-language interaction 316
12.11 Text-based natural language 317
12.12 Choice of interaction style 319
12.12.1 Narrowing down the choice 319
12.12.2 Style-specific design knowledge 320
12.12.3 Combining styles and maintaining consistency 320
XXXII CONTENTS

Exercises 321

Further reading 322

chapter 13 Conceptual design: The user's mental model 323


13.1 Introduction 323

13.2 Understanding software systems 324


13.2.1 Programmers' misunderstandings 324
13.2.2 Users' problems with conceptual mismatch 325
13.2.3 The problem of learning on the job 325

13.3 The user's mental model 326


13.3.1 Runnable mental models 326
13.3.2 Running a mental model: A simple example 329
13.3.3 How the system image helps form mental models 331
13.4 The form of the mental model 331
13.4.1 Recurring forms of mental model 333
13.4.2 State transition models 333
13.4.3 Object-action models 333
13.4.4 Mapping models 335
13.4.5 Analogical models 336

13.5 Mental models of complex systems 338


13.5.1 Lattices of causal relationships 338
13.5.2 Mixed forms of mental model 342
13.5.3 Running different forms of mental model 342

13.6 The interaction cycle and the user's understanding 343


13.6.1. In conclusion: How we tackle conceptual design
problems 345
Exercises 346

Further reading 346

chapter 14 Conceptual design: Methods 347


14.1 Introduction 347

14.2 The intended mental model 348


14.2.1 How the choice of mental model influences design 348
14.2.2 Retrofitting the mental model 349
14.2.3 The intended mental model and the style of interaction 349
14.2.4 In summary 350

14.3 Hiding the system model 350


14.3.1 In summary 353
CONTENTS xxxiii

14.4 Designing the system image 353


14.4.1 The user interface as the presenter of the system image 353
14.4.2 Maintaining the currency of the system image 355
14.4.3 Maintaining system-image consistency 356
14.4.4 Progressive reinforcement of the system image 357
14.4.5 In summary 357
14.5 Walkthrough analysis 358
14.5.1 Cognitive Walkthroughs: The technique in outline 358
14.5.2 Extending the walkthrough technique 358
14.5.3 In summary 368

14.6 Conceptual design heuristics 369


14.6.1 A sample of conceptual design heuristics 369
14.6.2 In summary 371
Exercises 372

Further reading 372

chapter 15 Designing to guidelines 373


15.1 Introduction 373

15.2 Guidelines: What are they, and why do we need them? 374
15.2.1 Why do we need guidelines? 374

15.3 How we use guidelines 375


15.3.1 The roles of guidelines 376
15.3.2 Limitations of guidelines 379
15.3.3 Contexts of guideline use 382

15.4 General design principles 383


15.4.1 General principles 384

15.5 An example: The design of the Economic Update system 386


15.5.1 The Economic Update problem 386
15.5.2 Applying general principles 387
15.5.3 Applying other categories of guideline 388
15.6 Guidelines for the design of effective displays 388
15.6.1 Screen design guidelines 388
15.6.2 Graphic design guidelines 389
15.6.3 Applying screen design guidelines to the
Economic Update application 389
15.7 Guidelines for the use of colour 392
15.7.1 Colour terminology 392
15.7.2 Choice of colours 392
XXXIV CONTENTS

15.7.3 Colour vision limitations 393


15.7 A Colour vision impairment 393
15.7.5 Accuracy in colour rendering 394
15.8 Guidelines in support of interaction styles 395
15.8.1 The contribution of research 395
15.8.2 A voice-based Economic Update interface 398
15.9 The use of style guides 400
15.9.1 Style guidelines for the World Wide Web 401
15.9.2 Style guides for windowing environments 402
15.9.3 Designing the components of windowed applications 405
15.9.4 Designing drop-down menus for a windowed Economic
Updates system 406
15.10 Conclusion 409

Exercises 410

Further reading 410

CASE
study b Designing a human memory aid 411

Design problems 441

Bibliography 445

Index 457

Trademark notice
Apple, the Apple logo and Macintosh are trademarks of Apple Computer, Inc., registered in the United
States and other countries.
Cinematrix is a trademark of Cinematrix Inc.
HyperCard and HyperTalk are trademarks of Apple Computer, Inc., registered in the United States and
other countries.
Lotus and 1-2-3 are registered trademarks of Lotus Development Corporation.
MacDraw, MacDraw design and MacPaint are registered trademarks in the United States and other coun-
tries and the MacPaint design is a trademark of Claris Corporation.
Microsoft and Visual Basic are registered trademarks and Windows and Windows NT are trademarks of
Microsoft Corporation in the USA and other countries.
NCSA Mosaic™, Mosaic™ and the Spinning Globe logo are trademarked by the Board of Trustees of the
University of Illinois.
OSF and OSF/Motif are trademarks of the Open Software Foundation Inc.
Tivoli is a trademark of LiveWorks Inc.
Open Look and UNIX are registered trademarks of UNIX System Laboratories Inc. in the USA and other
countries.
X Window System is a trademark of the Massachusetts Institute of Technology.
/
PARTI
To Do
tJV\ Ul^pLi

I
ij&%~
1 Introduction

2 Defining the problem

3 The Human Virtual Machine


Q \4 Design processes and
representations

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>4
^•M
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NaJL
CHAPTER 1

Introduction

Chapter objectives:
This chapter introduces the topic of interactive system design. Its aims are:
To explain what interactive systems are
To explain what it means to design a successful interactive system
To emphasize the need for sound engineering methods of design
To indicate the range of methods needed in interactive system design, and the
contributions they make.

1 .1 Interactive systems
In today's world, interacting with computer-based devices and systems is
commonplace. Even home TV sets and wristwatches contain large
amounts of software. Interacting with computers, once just a privilege of
the professional and clerical workforce, is now something that everybody
does. The designers and builders of interactive systems have been pro-
pelled into positions of real influence in society. It is imperative they do
their job well.
This book is about doing interactive system design and doing it well.
INTRODUCTION

1 .2 Success in interactive system design


What does it mean to do a good job of designing an interactive system?
This question has a long answer and a shorter one. The long answer
unfolds, piece by piece, in the course of this book. It reveals a wide range
of methods for solving design problems, and a supporting framework of
processes and representations.
Even this cannot be a full answer, however. Even in a book ten times
as long it would be hard to provide readers with a complete set of design
methods; for the field of interactive computing has now expanded to the
point where no one person can know all about it. And it is still expand-
ing, faster than ever. It has become a focal point for technological innova-
tion on a massive scale. Every year, new ideas for interacting with
computers are made public. A few are illustrated in Figure 1.1.
The shorter answer to the question breaks down into answers to sev-
eral subsidiary questions:

• What are interactive systems?


• Why do we design them?

4 V

wm/t p M L. if -

■» <*

(a)

Figure 1.1 Novel uses of interactive technology: (a) audience participation with the aid of
the Cinematrix system, which can sense bi-coloured wands held up by partici-
pants (courtesy Cinematrix Inc.); (b) the DigitalDesk, which allows the user to
interact with paper documents and with electronic documents projected from
overhead (Wellner, 1991, courtesy Rank Xerox Ltd); (c) a hand-held memory aid,
capable of assisting the user in retrieving details of past events (Lamming and
Flynn, 1994, courtesy Rank Xerox Ltd).
SUCCESS IN INTERACTIVE SYSTEM DESIGN

• How do we know if we have succeeded?

• What happens if we fail?


• How do we maintain a track record of success in design?
• How can we also retain our creativity?

(b)

(c)

Figure 1.1 Continued


INTRODUCTION

By addressing each question briefly, we will begin to see what inter-


active system design is about. We will see that it relies on the use of a wide
range of design methods, each of which makes an essential contribution
to the progress of design.

1 .2.1 What are interactive systems?


As its name indicates, an interactive system supports communication in
both directions, from user to computer and back. It does this in a way that
enables it to follow the pace and direction of the user's activity. The user
takes actions such as pressing buttons, pointing with a 'mouse' or typing
in text. The system reacts accordingly, perhaps by displaying information,
perhaps by activating machinery or performing some other useful service,
perhaps just by waiting for the user's next action. All of this takes place
via the system's user interface, the part of the system that provides access
to the computer's internal resources.
The most crucial property of any interactive system is its support for
human activity. This is what makes it worth having. It may enable us to do
things faster, with fewer errors, with less prior learning, with greater
resultant quality, or perhaps just with greater fun and satisfaction. These
are some of the benefits that justify the money spent on it. But if instead
it interferes with our activities it becomes a source of trouble. We must
spend more time doing the same amount of work or clearing up problems
that the system has caused, and sooner or later we must discard the sys-
tem or replace it with a better design.

1 .2.2 Why do we design them?


The need to replace an obsolete or inadequate system is a common reason
for embarking on a design exercise. But we get drawn into design activities
for many other reasons besides. We may identify a human problem that
needs solving, such as a disadvantaged group of people. We may see an
opportunity for commercial profit. We may be students, tackling design
problems in order to learn how to design. Or we may simply be designers
by profession, serving on teams whose task is to produce a new artefact; it
is our job to produce a satisfactory solution to the design problem.
Whatever the circumstances that draw us into interactive system
design, there is always a context for which the system is targeted.
Checkland has called this context the situation of concern (Checkland
and Scholes, 1990). There is something unsatisfactory about this situation,
and we need to find a means of resolving it. We need to reduce the plight
of disadvantaged people, or perhaps we just need to plug a gap in the
company's product line. We see a way of doing this by means of a new
interactive system, such as a computerized water-purifier or an electron-
ic game, and therefore we set about designing it.
SUCCESS IN INTERACTIVE SYSTEM DESIGN 7

Of course, there are often several different ways of resolving a situa-


tion of concern. A water pipeline might do the job better than an interac-
tive purifier, and a game licensed from another supplier might generate
more profit than a new design. We shouldn't adopt the system-design
route blindly, ignoring these alternatives.
Ultimately we design interactive systems because we see activities
that they can support, and we can tell that this will lead to resolution of
the situation of concern. We can see that this is the most cost-effective way
of getting there. The support of people's activities provides the missing
link between an unsatisfactory situation and its resolution. It engages us
in interactive system design.

1 .2.3 How do we know if we have succeeded?


As designers, we want to know if we have done a satisfactory job. This is
not just a matter of feeling good or justifying our designer's pay. If we do
not know how well we have done, we cannot tell whether we are making
progress from one job to the next - we are designing 'blind', unable to see
whether one method works and another doesn't.
The true measure of design success is, of course, the resolution of the
situation of concern. But there are several reasons why we might like to
use other measures. For one, we won't find out right away whether our
design has resolved the situation. We will have to wait, perhaps several
years, perhaps indefinitely. For another, the situation may take an unex-
pected turn for reasons that have nothing to do with our design. Political
or economic factors, not design quality, may determine the outcome.
We need an interim, localized measure of design success. We find it in
measuring how well our system supports people in their activities. If
these activities are worth doing they are worth doing well, and if our sys-
tem enables people to perform them better, to a degree that justifies the
cost of the system, we can consider the design a success.
For this reason, interactive system design is concerned with ways of
measuring how well people perform activities with the aid of systems.
There is no single way of measuring this; indeed the factors that con-
tribute to a well-performed activity are numerous. They include, at a very
minimum, the speed with which the activity is performed with the aid of
the system, the ease with which people can learn to use it, and the num-
ber of errors that occur. Our collective term for them is usability factors.
A short list of them is shown in Figure 1.2.
System design is not concerned only with achieving usability.
Systems need to be robust, easy to maintain, easy to upgrade, secure
against intruding 'hackers', socially acceptable. At the same time, they
need to meet cost targets. Only if they measure up in these respects too
can they be considered truly well engineered. We need to keep these fac-
tors in mind too as we design interactive systems. But methods for
INTRODUCTION

• The speed of performance of the activity, which affects how many


people are needed to perform it
• The incidence of errors while performing the activity

• The users' ability to recover from errors that occur


• The magnitude of the users' task in learning to use the system
• The users' retention of learned skills
• the
The situation
users' ability
of useto customize the system to suit their way of working or
• The ease with which people can reorganize activities supported by the
system - their own activities and other people's
• Users' satisfaction with the system.

Figure 1.2 A short list of usability factors, indicators of how well a system supports the per-
formance ofactivities by users.

achieving all of these properties in systems lie outside the scope of this
book. This book is about the special methods needed when interactive sys-
tems are designed.

1 .2.4 What happens if we fail?


There is always an element of risk in design. We set our sights on pro-
ducing adesign that will have the desired effect; by diligent design we hit
the target most of the time, but occasionally we miss. What happens then?
Failures in interactive system design often go unnoticed. An interac-
tive system may have serious design flaws that undermine its usability, but
its users will still manage to steer around these flaws and get their work
done (Zuboff, 1988). They will often gain satisfaction from their ability to
devise work-arounds for system problems; if they cannot make the system
work, on the other hand, they are quite likely to attribute this to their own
stupidity (Norman, 1988). To the outside world, the only evidence of
design failure is the frequency with which systems are said to be 'giving
trouble today' or are 'out of action at the present moment', phrases com-
monly used to hide that fact that usability problems have struck again.
Although design failures can remain hidden from the public eye, this
is not always the case. Eventually a design problem will cause a failure
that even the best work-arounds cannot hide. A frequent source of these
failures is lack of attention to preventing user errors.
A widely used text editor uses the character '.'to select the line of text
that is currently being edited, and ',' to select the entire document. These
are on two adjacent keys of the keyboard, so it is highly likely that the
wrong key will sometimes be pressed. The results can be unfortunate - we
can easily destroy the entire file of text when we mean to delete one line.
SUCCESS IN INTERACTIVE SYSTEM DESIGN 9

If we are trying to correct the text A heavy poll is expected to read A heavy
turnout is expected by substituting the text turnout for poll, and we type a
comma instead of a period, we will change poll to turnout throughout the
document. An instance of such a mistake was reported in the British
press: all of the election documents for a candidate named Pollack were
printed with the name Turnoutack instead. A 'computer failure' was
blamed (Neumann, 1991).
The results of failures in interactive system design are rarely amusing
for those directly affected. An ambulance dispatch system, introduced in
London in 1992, caused long delays in ambulances reaching the scenes of
emergencies, and had to be taken out of service within days of its intro-
duction. There were many flaws in its design, some of them in the user
interface. The inquiry report mentions, among possible contributing fac-
tors, the failure of ambulance crews to press the correct status button on
their mobile control panels, or pressing them in the wrong order. In
another passage it describes a problem with the display of messages to
control-room staff:

The number of exception messages increased rapidly to such an extent that


staff were unable to clear the queue. As the exception message queue grew
the system slowed. The situation was made worse as unrectified exception
messages generated more exception messages. With the increasing number of
'awaiting attention' and exception messages it became increasingly easy to
fail to attend to messages that had scrolled off the top of the screen (London
Ambulance Service, 1993).

An especially tragic case occurred in 1988 when the USS Vincennes shot
down an Iran Air A300 Airbus, with 290 people aboard. The Aegis
weapons system aboard Vincennes had sophisticated software for identify-
ing and tracking potentially threatening targets, but was unable to provide
the crew with up-to-date altitude information on its large-screen display.
Instead, altitude had to be read from other consoles, and in the confusion
of the situation an incorrect reading was taken. The Airbus, which had lev-
elled off at 12 500 feet, was taken to be an F-14 fighter descending towards
the Vincennes from 9000 feet. Ironically, an escort ship to the Vincennes,
using older equipment, was able to read the plane's altitude quite correct-
ly as 12 500 feet, but could not intervene in time (Lee L., 1992).

1 .2.5 How do we maintain a track record of success?


We would like to know that every design we undertake has a good chance
of success, and that failures of the kind just described will not occur. The
best way to guarantee this is to go about the design in an organized way,
making systematic use of the practices and methods that successful
designers have used in the past.
We can benefit from taking a broad look at how design is done. We
need not limit ourselves to interactive system designers. We can learn, for
10 INTRODUCTION

example, from the methods of architects, industrial designers, electronic


circuit designers, bridge builders and many others.
In particular, we can benefit from looking at how engineering design is
done. Engineers have a professional concern with organizing the design
and construction of artefacts that affect our surroundings (see Rogers,
1983). In many branches of engineering, designers regularly achieve the
kind of track record of success that we strive for in the computer field.
They build skyscrapers that survive earthquakes, ships that stay afloat,
phone systems that can connect you to anywhere, anytime. If we want to
be just as successful, we must learn how to work as engineers.

1.2.6 Creativity in engineering design


But can we retain our creativity as system designers if we operate as engi-
neers? Won't our ability to innovate be affected? The answer is that engi-
neering, too, is about creativity and innovation. It is about making it
easier to do some of the laborious aspects of design, such as analysing
performance, testing for safety or ease of use, integrating together com-
ponent parts, tracking down obscure pieces of design knowledge. When
these aspects of design are made easier it becomes easier to be creative,
because there is less effort involved in turning novel ideas into reliable
products, and less danger of spending time exploring dead ends.
When engineers innovate, however, they need a broader range of tools
and methods than when they follow well-trodden paths. They need meth-
ods for studying unfamiliar application domains and for making sense of
what they have observed there. They need ways of describing novel solu-
tions to design problems. They need to know how to test new designs,
even when it is not clear how they will be used. Sometimes they need to
become researchers in order to fill a gap in the available engineering
knowledge. In addition, they need to know when to use one method rather
than another, because each has its strengths and weaknesses.
If we have such a set of methods at our disposal, we can approach the
design of interactive systems in an organized way, whether or not we are
adopting an innovative approach. We can maintain a more consistent
level of quality in our designs, and see progress as we move from one
design project to the next.

1 .3 The nature of the methods we use


There is no single 'methodology', or sequence of steps, that leads to a suc-
cessful outcome in interactive system design. Such is the breadth of appli-
cations for interactive technology, we cannot assume that the method we
applied successfully to one design problem will apply to another. Instead
we need to gain an understanding of the problem, and then address it
with the available methods, applying them where they are needed.
THE NATURE OF THE METHODS WE USE 11

1 .3.1 Analysis and synthesis


One thing we always experience during design is a need to shift con-
stantly between two kinds of design activity, analysis and synthesis.
During analysis we test the design to determine whether it is meeting our
targets for usability and software quality. During synthesis we shape the
design, drawing on fresh ideas and on solutions to similar problems that
have worked well in the past. We try to devise an effective user interface
through which the user can access the system's functionality.
Analysis is a key component of the process, for it enables us to under-
stand how the system is likely to affect the user's activity. Will things get
done faster and with fewer errors? Or will things be much as before? To
answer these questions we try to gain a clear picture of how the user's
activity will be performed; we build a model of the performed activity,
from which we can take performance measurements and make assess-
ments of usability. These measurements and assessments in turn feed into
the enhancement of the design. The two-stage process, shown in Figure
1.3, is repeated many times over during the course of design.

1.3.2 The supporting activities


A variety of design activities support this two-stage process. Some are
concerned with user studies, some with evaluation, some with user inter-
face design. They mostly cluster around one or other of the two main
steps in the cycle, in support of analysis or synthesis. There is no clear
dividing line, however; some activities spread across the whole cycle.
In Figure 1.4 this supporting role of design methods is shown over-
laid on the basic diagram of Figure 1.3. Only those methods concerned
specifically with the interactive properties of the system are shown here.
The methods are labelled with names that correspond to the topics cov-
ered in this book.

Q
nced
Enhance rv hdaesign

Model of how the user's


activity will be performed

Figure 1.3 The basic iterative step of interactive system design, in which the current design -
En
is analysed in order to build a model of how the user is expected to perform
their activity with the system's support. This enables assessments to be made of
the design's usability, which feed into the enhancement of the design. Then the
process repeats.
12 INTRODUCTION

Conceptual design

Usability analysis Choice of style

User study
Activity Requirements definition

„ model Cj]
Current ed
design Analyse — ^ LJ lJ Lj 1 Enhance rV hdaenscign
. _J □
Problem definition Use of notations

Systems analysis and design

Controlled experiments Use of guidelines


En-
Empirical evaluation

Figure 1.4 The design activities that contribute to the basic iterative cycle.

Figure 1.4 conveys the way in which this collection of methods sup-
ports interactive system design. Each of the methods is available for use
throughout the design process, although some of them tend to get used
early and others later on. Depending on the nature of the design problem,
each one plays a greater or lesser role. Every iteration in the design will
involve the use of one or more techniques for analysis, and one or more
for enhancing the design further. As we gain familiarity with the methods
we become more adept at choosing when to apply them; this makes us
more effective as designers.

1.4 In conclusion
These, then, are some of the issues raised by the need to do a good job of
designing interactive systems, and by the availability of a range of meth-
ods for use in design. We shall be discussing the methods, and how they
are applied, in the chapters that lie ahead. We shall also be referring back
to many of the issues raised here - the focus of design on situations of con-
cern, the concept of usability, the risks of design failure, and the need to
apply sound engineering practices.
Most of all, we will be concerned with understanding how to support
people's activities. This is the central purpose of designing interactive sys-
tems. Itis also a factor that makes their design challenging and endlessly
absorbing, for people's activities are highly complex and infinitely varied.
As technologies advance, new opportunities are created to provide them
with better support than before. We are assured of an unending supply of
design problems to exercise our design skills.
FURTHER READING 13

Further reading
Rogers G. F. C. (1983). The Nature of Engineering: a Philosophy of Technology .
Macmillan
A short but insightful account of engineering practice and its approach to
innovative design.
Lee L. (1992). The Day the Phones Stopped. New York: Donald I. Fine Inc.
An absorbing account of some of the ways in which computer failures,
including interactive system design failures, affect our lives.
London Ambulance Service (1993). Report on the Inquiry into the London
Ambulance Service. Available from: Communications Directorate,
South West Thames Regional Health Authority, 40 Eastbourne
Terrace, London W2 3QR
A cautionary tale for interactive system designers. The report was issued after
an inquiry into a dispatch system that failed almost immediately after its
introduction. It includes a detailed account of the course of the system's
development and the problems encountered along the way.
CHAPTER 2

Defining the problem

Chapter objectives:
Interactive system design is concerned with solving problems, and before we
proceed any distance into design we need to know what the problem is. This
chapter explains:
• The nature of the design problems we are likely to encounter
• The range of tasks and processes that interactive systems can support
• The importance of usability in measuring how well a system supports the user's
activity

• How we focus on a particular form of solution


• How to write a one-sentence problem statement.

2.1 Introduction
Designing an interactive system leads us into many challenging areas of
work. There is a need - as later chapters in this book will explain - to per-
form studies and analyses, define requirements, design user interfaces,
build prototypes and conduct evaluations, to name just a few activities.
Each one plays a crucial part in the overall design of the system.
To make sure that all of this effort is well spent, we must state quite
clearly what problem we are trying to solve. We must define the objectives
15
16 DEFINING THE PROBLEM

of the design project. Then, with a clear problem statement to guide us,
we can keep track of progress as we home in on a satisfactory solution.
When we lack such a problem statement, our project can drift dangerous-
ly off-course, leaving us perhaps with a solution to the wrong problem or,
worse still, with no solution at all.
This chapter provides an introduction to the task of preparing a prob-
lem statement - a definition of design objectives. The topic of 'defining
the problem' brings us face to face with four fundamental issues in inter-
active system design:

Identifying the human activity that the proposed interactive system will
support;
Identifying the people, or users, who will perform the activity;
Setting the levels of support that the system will provide, otherwise
known as the system's usability;
Selecting the basic form of solution to the design problem.

Of course, by defining these four aspects of the problem we don't settle


them once and for all. On the contrary, each issue evolves into a major
area of design work. The human activity supported by the system
becomes a focus of study and a target for change; so does the person per-
forming [Link] of support are defined with increasing precision so as
to provide yardsticks for evaluation. And the form of solution, initially
described in just a few words, gradually expands into a statement of
requirements, which in turn leads to a specification of the design and, ulti-
mately, to a working interactive system.

2.2 The problem statement


The problem statement defines the objectives of design. It may be as short
as a single sentence, e.g., 'Design a cash-operated machine for quick, easy
purchase of railway tickets by passengers.' A design problem such as this
will usually arise out of a situation that needs changing; for example,
queues of passengers at ticket counters are getting too long. We call this
the situation of concern, and the purpose of the interactive system is to
resolve it (Checkland and Scholes, 1990). In order to define the design
problem we must identify a human activity or activities that the system
can support (in this instance, ticket purchase by passengers). We will also
want to specify what it means to achieve an adequate level of support; for
example, ticket purchase must be rapid and easy. Finally, we must ensure
that there is a means of providing an interactive solution to the design
problem.
THE PROBLEM STATEMENT 17

Form of solution Level of support

Design a cash-operated machine for quick, easy


purchase of railway tickets by passengers

\
Supported activity Performers of activity (users)

Figure 2.1 The one-sentence form of the problem statement, showing the four essential
components defining the supported activity, the user, the level of support and
the form of solution.

2.2.1 The one-sentence problem statement


Problem statements vary in length and detail. Sometimes they run to half
a page or so, perhaps identifying each of the separate activities that the
system must support. In this chapter we will use a concise, one-sentence
form of statement that provides a place for each of the essential compo-
nents. This form is shown in Figure 2.1.

2.2.2 Whose problem are we solving?


The design problems we tackle may arise out of situations that are them-
selves problems. Thus the problem of designing a ticket machine arises
out of the problem of long queues at ticket counters. Another design prob-
lem we will discuss in this chapter is the provision of interactive work-
stations to support telephone assistance operators (the people who
answer when we dial 0). This design problem arises out of the phone com-
pany's problem of rising operating costs. In each case there's a causal link
between the overall situation of concern - long queues, rising operating
costs - and the design problem we tackle.
A major purpose of problem definition is to transform the situation of
concern into a design problem, that is, to find the causal link between one
problem and the other. In this way we can focus on the kind of problem we
designers are equipped to solve, a problem in interactive system design. It is
this design problem that we attempt to solve. If we can identify the design
problem correctly at the outset, then designing and building the system
should enable someone to resolve the situation of concern. It is important to
recognize that this 'someone' may not be a member of the design team. Often
it is more appropriate to regard this person or organization as the client for
the design - a point to which we will return at the end of this chapter.
18 DEFINING THE PROBLEM

In the next section we will look more closely at how the situation of
concern gives rise to a definition of the problem. Later sections discuss
each of the four main components of the problem statement.

2.3 The situation of concern and the course of


action
As we have seen, design problems arise out of situations of concern.
Within such a situation there are things that aren't quite right. Perhaps
there is a problem that must be sorted out or things that people need, or
perhaps there is an opportunity that will be lost unless it is seized with-
out delay. Whatever the source of concern, it needs to be resolved; that is,
something about the situation needs to be changed. This will involve an
appropriate course of action, applied to particular components of the sit-
uation (Figure 2.2).
We have already seen an example of a situation of concern, in the form
of long queues of railway passengers at ticket counters. The course of
action adopted here is the provision of ticket machines. It applies to a par-
ticular component of the situation; that is, passengers' purchase of tickets.
The other example given of a situation of concern related to control-
ling operating costs in a phone company. Many factors contribute to these
costs, including employee salaries, capital investment in switching and
transmission equipment, interest on borrowing, employee travel expens-
es, and so forth. We could tackle the situation of concern in a wide variety
of ways. For example, we could look for ways to reduce borrowing by
selling off some of the company's assets. We could explore ways to cut the
cost of employee travel. Neither of these is likely to involve the use of
interactive systems. But if we were to look at the company's salary bill,
and were to find that the cost of assistance operators' wages had been

Components The components


of the situation changed

Figure 2.2 How a situation of concern is resolved, by applying a course of action to one or
more components of the situation. Based on Checkland and Scholes, 1990.
19

THE SITUATION OF CONCERN AND THE COURSE OF ACTION

rising sharply, we might consider the use of interactive technology to


bring this cost down.
An important point is emerging here: problems in interactive system
design arise when we see ways to resolve a situation of concern through the
use of interactive technology. The design problem becomes one of changing
particular components of the situation so that the desired overall change
is achieved. There is a causal link between altering the component and
altering the situation as a whole - changing one will lead to changing the
other. Problem definition involves identifying this causal link.

2.3.1 Human activity as the causal link


As we saw in Chapter 1, interactive systems support human activity
directly; they are able to provide this support as the activity is being car-
ried out. Hence if we want to find a way to use interactive technology to
resolve a situation of concern, we look for activities that the technology
can support. These activities provide the causal link.
Figure 2.3 shows how interactive systems achieve the changes we
seek. They replace or augment existing support systems, which them-
selves may or may not be interactive. In this way, an interactive system
can improve the performance of certain human activities that are affecting
the situation of concern. As a result, the situation itself improves.
In order to define the design problem, therefore, we must identify the
activity or activities to support. There may be many activities affecting the

The activities,
with performance
improved
Current Interactive support
support

oo

s
The course of action

Current
technology
New, interactive
technology y
Figure 2.3 Changing
mance thatthe means theof situation
address support produces
of [Link] improvements in activities' perfor-
20 DEFINING THE PROBLEM

situation of concern, and the choice may not be an easy one. Even in the
simple case of railway ticket purchase there is a choice of at least four
activities to support:

• Ticket purchase by passengers


• Ticket preparation by clerks
• Payment handling by clerks

Record keeping by clerks.

Whatever the range of activities, we need to study each activity in


turn, with a view to applying interactive technology so as to bring about
the necessary overall changes.

2.4 The activity to be supported


We make a crucial step towards defining the problem when we select the
activity or activities to be supported. Our aim here is to identify people's
activities whose performance we can improve so as to resolve the situa-
tion of concern. There are two basic approaches: we may focus our atten-
tion on individual tasks, or look more broadly at linked sets of tasks
representing processes.
In this section we will discuss tasks and processes, viewing them from
two angles each. First, we will look at how we identify the activity in
question - how we discover it amongst the complex, infinitely varying
activities that we see people performing. Second, we will discuss what it
means to support the activity. By treating these two aspects of tasks and
processes we will be in a position to discuss, in the following sections,
how we assess the level of support that the system needs to provide, and
what we should say about the form of solution.

2.4.1 Tasks: Units of goal -directed activity


A task is a unit of human activity, carried out in order to achieve a spe-
cific goal. The performance of a task usually involves a sequence of steps,
each step contributing in some way towards achieving the task's goal
(Diaper, 1989b). The fact that tasks have separate goals helps us to distin-
guish between one task and the next.
An example of a task, illustrating how each step contributes towards
achieving a common goal, is the purchase of a railway ticket. The follow-
ing list shows a sequence of steps that a railway traveller might carry out;
the steps in the ticket-purchase task are shown emphasized:

Study list of train departures.
Mentally note time and platform number of next train.
THE ACTIVITY TO BE SUPPORTED 21

Stand in line at ticket counter.

On reaching counter, state destination and journey type.


Receive quote for price of ticket.
Pay money.
Receive ticket and change.
Walk over to drinks machine.
Insert money.
Press button for black coffee.

Wait for cup to drop and contents to be poured.


Remove cup from machine.

When we study people's activities we can often separate one task


from another by looking for changes of goal. During a task's performance,
each step will tend to contribute in some way towards achieving the task's
goal. Steps
other tasks. that don't appear to contribute are likely to represent parts of
In the above list, we can see that each of the emphasized steps con-
tributes insome way to the goal of purchasing the ticket. The preceding two
steps cannot be linked directly to the ticket-purchase goal, and we conclude
that they belong to another task whose goal is to find the next train. Likewise
the last five steps contribute to the goal of obtaining a cup of coffee.
We can describe tasks in terms of the goals they achieve and the steps
they involve. One way to do this is to write a list of steps under the head-
ing of the task goal, as shown in Figure 2.4(a); a second method is to use
a graphical notation such as that of Figure 2.4(b). Both of these are exam-
ples of hierarchic task description that show each step as a contributor to
a 'parent' goal.
It is important to realize that the sequences of steps we observe are
only instances of the many different sequences that people may follow in
performing tasks. During the task's performance, all sorts of situations
can arise; for example, the previous user of the drinks machine may have
left the machine with money in it, or the cup may tip over while it is being
filled. These situations will affect the sequence of steps. Suchman has
used the term situated action to draw attention to the way in which the sur-
rounding circumstances affect the course of action (Suchman, 1987).
The circumstances at the outset of the task are particularly important,
because there is often a choice of methods for performing the task (for
example, using the drinks machine versus going to the snack bar). We
need to understand what causes people to choose one method rather than
another, because we are aiming to design a means of support that people
will prefer to the means they already have.
22 DEFINING THE PROBLEM

1 Find time of next train


1 .1 Study list of train departures
1 .2 Mentally note time and platform number of next train
2 Purchase ticket
2.1 Stand in line at ticket counter
2.2 On reaching counter, state destination and journey type
2.3 Receive quote for price of ticket
2.4 Pay money
2.5 Receive ticket and change
3 Obtain cup of coffee
3.1 Walk over to drinks machine
3.2 Insert money
3.3 Press button for black coffee
3.4 Wait for cup to drop and contents to be poured
3.5 Remove cup from machine.

(a)

Obtain cup cup


Find time Purchase
of train ticket Pay of coffee

I I money
Take Press Wait
Study Note State money Walk to Insert Take
time, Stand ticket, coffee
list in line Get change machine
ation until
platform destin- button
quote
poured
(b)

Figure 2.4 Hierarchic task descriptions, (a) using a text notation, (b) using a diagrammatic
notation.

2.4.2 Designing a tool to support the task


Many of the individual tasks that people perform can be supported with
the aid of interactive technology. We could probably think up an interac-
tive solution to assist each of the tasks shown in Figures 2.4(a) and 2.4(b).
However, every task we observe already has its existing means of 'sup-
port', even if this is as simple as a printed list of train departures. An inter-
active solution should be demonstrably better than available means of
support, otherwise people won't use it.
Designing a means of support for an individual task is a matter of
designing a tool for use in the task's performance. We are designing some-
thing that people can pick up or switch on, and then later put down or turn
off, just like a hammer or a vacuum cleaner. The tool's design should reflect
this. The person performing the task should be able to access the tool, turn
it on and use it, all within the time-frame of the task's performance.
Since people are often free to choose which tools they use, there is no
23
THE ACTIVITY TO BE SUPPORTED

guarantee they will accept a new interactive tool when it is offered to


them. Instead, the new tool will have to compete with the tools already
available. If people perceive the new tool as inferior to those already avail-
able, they probably won't use it. But if the tool enables tasks to be per-
formed better or faster, people who use it once will probably use it again
- at least, until someone comes up with an even better design!

2.4.3 Processes: Linking tasks to achieve longer-term goals


In a great many of the situations of concern we encounter, we don't find
individual tasks that need support. Rather, we find people performing
tasks that are part of a linked series, distributed over time and possibly
involving a number of other people. These linked tasks represent a
process, sometimes called a business process in organizational settings.
Like single tasks, entire processes can be supported by technology, and
this is often an effective way of resolving situations of concern.
Processes are performed with a view to achieving goals, sometimes
very similar to the goals of individual tasks. For example, when a mail-
order company receives an order, it sets in motion a process whose goal -
delivering the product in return for the customer's money - is basically
the same as the goal of the clerk who sells a railway ticket. Unlike selling
tickets, however, handling mail orders involves a number of separate
tasks, carried out at different times and often by different people. If we
ignore for the moment the tasks that arise in exceptional conditions (for
example, cancellation of orders), we will find that the main tasks are:

Task 1: Checking the customer's credit status


Task 2: Checking the availability of the product
Task 3: Accepting the order, provided it checks out
Task 4: Shipping the product
Task 5: Invoicing the customer
Task 6: Filing paperwork in readiness for arrival of payment
Task 7: Checking the amount on the filed invoice when payment is received, and
marking the invoice paid
Task 8: Issuing a receipt to the customer
Task 9: Banking the payment
Task 10: Filing paperwork for the completed transaction
>
->

24 DEFINING THE PROBLEM

->
-+
1 : Credit
check -> 10: File
5: Issue
invoice
work

>< 6: File 7: Check >k


JK
3: Accept work
2: Check
inventory order 4: Ship payment paper-

product paper-
V
8:receipt
Issue 9: Bank

payment
Figure 2.5 The mail-order process, shown as a simple sequence of tasks.

Once the final set of paperwork has been filed and the money banked,
the mail-order process has achieved its goal and can be terminated. Figure
2.5 shows how the ten tasks might be performed in simple sequential
order.

2.4.4 Formation of processes: The effect of multiple dependencies


Why do processes like this exist? Why is a whole series of tasks sometimes
needed to achieve virtually the same result as a single task? If we want to
apply interactive technology to the support of processes, we should
understand how they are formed in the first place.
When we look at the individual tasks that make up a process, we will
see that each one depends in some fashion on a crucial resource, some-
times known as the task object (Carey et ah, 1989). This dependency places
constraints on the performance of the tasks - on when they can be per-
formed, bywhom, in what sequence. A familiar example is our depen-
dence, when we telephone somebody, on that person's availability at the
other end. Here the person is the crucial resource; if he or she isn't avail-
able we must leave a message or try again later, and thus we enter into the
process of playing 'telephone tag'. The more an activity depends on
resources in this way, the more difficult it is to perform as a simple task,
and the more likely it is to break up into several linked tasks and thus
transform into a process.
Tasks depend on resources of several different kinds. There are those
lying within the domain of information systems and those that lie outside
(Carey et al., 1989). Those outside include inanimate objects such as machin-
ery (Moray, 1992); they also include people (Suchman, 1987). It may be help-
ful, therefore, to distinguish between task resources of three main kinds:
THE ACTIVITY TO BE SUPPORTED 25

• Files, lists and databases that provide permanent storage for the infor-
mation involved in task performance;
• People with specific skills or responsibilities;
• Other ongoing processes including physical processes in the real world,
functioning of machinery and plants, and so on.

Dependency on one such resource doesn't necessarily make a task


into a process. Indeed it is common for individual tasks to have such a
dependency, or focus. The three railway-station tasks of Figure 2.4 focus
respectively on a list (of departures), a person (the ticket clerk) and a
machine (dispensing drinks). Once this resource has been 'captured', the
task can be carried out without interruption.
Processes are likely to form when the activity has multiple dependencies
- when the focus of attention shifts from one resource to another. If the
next resource isn't immediately available, the activity must suspend. The
person performing the activity must either sit and do nothing, or leave the
activity in suspense and return to it later when the resource is available.

How the mail-order process is formed


The mail-order activity shows a number of dependencies that might cause
suspension, and these are what lead to the formation of a process. Here
are the main dependencies:

Task 1: Checking the customer's credit status depends on access to the accounts-
payable file showing invoices not yet paid.
Task 2: Checking the availability of the product depends on access to the inven-
tory of goods in stock.
Task 4: Shipping the product depends again on access to the inventory in order
to update it.
Task 6: Filing paperwork, to be checked when payment is received, depends on
access to the accounts-payable file.
Task 7: Checking the amount on the filed invoice, when payment is received, and
marking the invoice paid, depends first on the customer's response to the
invoice, and then on access to the accounts-payable file.
Task 10: Filing paperwork for the completed transaction depends on access to the
completed-sales file.

A common technique for reducing the delays caused by multiple


dependencies is to have different people perform tasks in parallel. Thus
Task 1 might be performed by a credit assistant and Task 2 by the stores
clerk. But this would introduce another dependency:
26 DEFINING THE PROBLEM

Accounts receivable

ends
Process

Inventory

Figure 2.6 Process flow chart for mail-order, drawn using the notation of a Data Flow
Diagram.

Task 3: Accepting the order, provided it checks out, will depend on receiving
responses from the credit assistant and stores clerk.

Ultimately the mail-order process may come to depend on three or


four different people, and on three or more files or databases. A chart of
the process is shown in Figure 2.6.

2.4.5 How we discover processes


If we study people in organizations and look at the tasks they perform, we
will find that many of the tasks are parts of processes. We will see the var-
ious tell-tale features of process performance that arise from task depen-
dencies:

Use of files and databases, some of them shared between people;


Communication between people, including indirect communication by
means of forms, messages, voice-mail and other documents;
Synchronization with real-world physical and mechanical processes;
Suspension while waiting for information to become available, for peo-
ple to respond, or for real-world processes to reach the appropriate state.

As an illustration, Figure 2.7 shows a sequence of tasks performed by


a detective, as observed by a research team (Thornton and Harper, 1991).
All of the tasks, except phoning home at 11:13 and taking lunch at 12:05,
have the marks of tasks forming parts of processes. Some of the tasks are
THE ACTIVITY TO BE SUPPORTED 27

10:35 Make telephone inquiries about a fraud case.


10:47 Visit the communications room to make sure a message has been
passed on to a uniformed colleague.
10:54 Make a telephone inquiry about a rape case, trying to contact a
doctor.
11 :03 Answer telephone for colleague, take details to pass on.
11 :05 Another officer asks the detective to accompany him in making an
arrest; they discuss the case but decide not to proceed with the
arrest.
11:13 More telephone enquiries regarding fraud case; phone home.
11 :40 Answer phone to take details for another officer.
11 :45 Another uniformed officer comes in to discuss a case.
11 :50 Telephone inquiry regarding fraud case.
12:05 Lunch.

Figure 2.7 Observations of a detective's work over a 90-minute period, based on Thornton
and Harper (1991). Times are in hours:minutes.

performed in support of other officers' work processes, such as the mes-


sages taken at 11:03 and 11:40. One particular process, the investigation of
a fraud case, shows up several times.
Building a complete picture of a process involves lengthy investiga-
tions, possibly relying on observations as in this example, from which the
connections between tasks are gradually pieced together. This is itself a
kind of detective work. Methods for studying and modelling processes
will be described in Chapter 5.

2.4.6 Designing systems to support processes


Much of the computer industry's business lies in developing systems to
support work processes. The effectiveness of these systems lies not only
in their provision of tools to perform tasks faster and better, but also in
their support for the links between tasks and for the information
resources that the tasks share. The tasks are supported in a systematic
way, rather than piecemeal, by technology that truly represents a system.
When we set out to design a system to support a process, therefore,
we look beyond merely improving the performance of tasks. One option
we may have is to automate tasks, that is, replace them by software that
performs the task automatically. This is an effective technique for saving
labour costs, and thus for addressing situations of financial concern.
Flight-deck automation has been very successful in this respect, automat-
ing many of the flight engineer's tasks and thus permitting the reduction
of flight crews from three people to two.
28 DEFINING THE PROBLEM Log

Handle
order
1
1 1 1 1 1
Accept mailbag Debit
Credit- Check Fetch Pack Affix Place in
card inventory credit-card
order label transac
check product product account tion

Figure 2.8 Reducing mail-order to a simple task.

A more general approach to process support is to reduce dependen-


cies. This may not necessarily reduce the number of steps performed, but
it may enable them to be linked more closely, and the whole process may
be faster and more streamlined as a result.
It is feasible, for example, to support the mail-order process interac-
tively so that it can be performed by just one person. If the customer pro-
vides a credit-card number, this can be checked online by the mail-order
clerk, and so can the inventory, so that the order can be accepted on the
spot. If the stock of products is kept close by, the same clerk can go and
fetch the product, pack it in an envelope, affix a label printed by the sys-
tem and put it in a mailbag. Meanwhile the system can debit the cus-
tomer's credit-card account and log the transaction. The process has been
reduced, in effect, to the single task shown in Figure 2.8.
Many of the interactive systems now in current use have succeeded in
making processes simpler; some of them have even reduced processes to
single tasks. Starting a car, for example, is simply a matter of turning a
key, thanks to electronic ignition. In the days of vintage cars it was a true
process, involving a series of steps such as retarding the ignition, adjust-
ing the mixture, pumping fuel into the induction manifold, cranking the
engine, and so on, with suitable pauses between steps (Wheatley and
Morgan, 1964). Other examples of processes that have been simplified by
interactive technology include:

• word processing, which enables the writer of a report to prepare a suc-


cession ofdrafts without the need to suspend while the report is retyped
in the typing pool;

• software development, which once involved batch processing - submit-


ting a program to the computer centre on punched cards to be run as part
of the next batch - but which now permits a complete cycle of testing,
debugging, source editing, recompiling, loading and running to be per-
formed interactively as an uninterrupted sequence;
• international telephone dialling, which still occasionally involves the
process of 'booking' a call via the operator, but which can increasingly be
performed as a single task by the caller;
THE USER 29

online airline and hotel reservation systems, which enable us to book a


flight or a vacation in minutes; these are tasks that once involved process-
es lasting days or weeks;
paging devices, which allow telephone calls to be routed directly to the
nearest phone, thus avoiding telephone tag.

2.5 The user


In conjunction with identifying the supported activity, we need to give
thought to who will perform it. In other words, we need to identify the
user of the proposed interactive system. By bringing the user into the
design problem, we can focus properly on the user's needs, both general
and specific.

2.5.1 Addressing the general needs of the human user


What does it mean to address the needs of the user? To a large extent, the
answer lies in supporting the activity or activities users perform. We must
not forget, however, that using an interactive system is a human activity.
When we come to define how the system will be used, we need to make
sure that this usage is consistent with the human user's physical and cog-
nitive abilities, and with the social environment he or she inhabits.
Otherwise we may make unreasonable demands on the user, and create a
system that is intrinsically unusable.
A first step towards understanding how to address the user's needs
is to take account of human performance and behaviour in general. This
means looking at what is known about humans as physical, cognitive and
social performers. Psychological research can tell us a great deal about the
limits of human performance, and sociological and anthropological
research can supplement this with observations about human behaviour
in social settings. Out of this research have emerged models of human
behaviour that can be useful in testing ideas for system designs. The next
chapter is devoted to looking at general models of human behaviour, suit-
able for use in interactive system design.

2.5.2 Addressing specific user needs


Human beings also make specific demands and bring specific capabilities
as potential users of new systems. They may have acquired particular
skills and expertise, and the system's design should recognize this; it
should use the terminology they know, and enable them to be creative
and apply problem-solving or analytical skills. In a work environment,
people have responsibilities, and need systems that help them to meet
these responsibilities. A system that fails in this respect may not get used.
30 DEFINING THE PROBLEM

In some situations people will undergo training to use the systems, while
in other cases they will receive no prior training and must be able to oper-
ate it in a 'walk-up-and-use' fashion.
The reason for identifying specific users at the time of problem defin-
ition isto ensure that adequate attention is paid to their particular skills,
expertise, responsibilities, training, and working environment. We group
these aspects of the user under the heading of 'user needs'. By pointing
out, in the problem statement, that the system is to support 'purchase of
tickets by passengers' or 'handling of collect calls by telephone assistance
operators', we draw attention to the requirement to study and analyse user
needs. In Chapters 5 and 6 we will look in detail at how this is done.

2.6 Usability
Designing an interactive tool or system is not just a matter of supporting
a chosen activity. There is a need to achieve an improvement in the activ-
ity's performance, sufficient to resolve the situation of concern.
Throughout design, therefore, we pay close attention to the system's like-
ly influence on performance of tasks and processes. We start paying atten-
tion to this right at the outset, making sure that the problem statement
makes due mention of targets for activity performance.
The central issue here is the system's usability. This is a collective
term for all aspects of an activity's performance that can be affected by the
use of technology (Whiteside et a\., 1988). The individual aspects are
known as usability factors. Each one provides a measure of a particular
aspect of the performance of activities when supported by the system.

2.6.1 Usability factors


What sorts of factors are we concerned with under the heading of usabil-
ity? To answer this question, we need to consider which aspects of activi-
ty performance are affected by the introduction of systems. A list of the
main usability factors will normally include the following:

• The speed of performance of the activity, which affects how many peo-
ple are needed to perform it;
• The incidence of errors while performing the activity;

• Users' ability to recover from errors that occur;


• The magnitude of the users' task in learning to use the system;
• Users' retention of learned skills;

• Users' ability to customize the system to suit their way of working or the
situation of use;
USABILITY 31


The ease with which people can reorganize activities supported by the
system - their own activities and other people's;

Users' satisfaction with the system.

Most usability measures depend on the activity performed. This is


especially true of factors such as speed of performance and ease of learn-
ing. The only effective way of specifying a system's speed of use is to
define the activity to be performed and the speed of completing it.
Likewise, setting targets for ease of learning makes a lot more sense if we
specify what we want the user to learn to do. Learning to use a word
processor, for example, varies in difficulty depending on whether you just
want to type simple letters or you want to prepare complex, multi-column
documents with illustrations.

2.6.2 Our choice of usability targets


In defining the design problem we will usually identify the principal
usability factors we are concerned with. We will specify, for example, that
purchase of railway tickets is to be faster than before, or that there will be
fewer cases of people buying the wrong kind of ticket. We may set specif-
ic levels of performance to be achieved (for example, ticket purchase time)
or we may leave these to be determined at a later stage in the design. The
important question during problem definition is, what are the key fac-
tors? What aspects of activity performance are affecting the situation of
concern?
In many cases, speed of performance is the key usability factor. There is
a need to get the activity done faster or with fewer people. Incidence of
errors is also likely to be of importance, because of the trade-offs with per-
formance speed. Under pressure to increase speed, users may make more
errors (Mayhew, 1992); and if they detect the errors they make, they will
lose time in correcting them.
Ease of learning is sometimes a key factor because of the time and
money involved in training. Consider the cost of training a thousand
employees of an organization to use a new word processor. A two-day
training course will cost 2000 days lost from work; that's ten working
years!
In setting usability targets, it helps to consider whether we are sup-
porting tasks or processes. Are we concerned, for example, with the time
users devote to performing the activity, or the total elapsed time the activ-
ity takes? In the case of a simple task, such as buying a railway ticket, the
two times are much the same. In the case of a process, such as mail order,
the times are likely to be quite different, because several people may be
involved and there will be lengthy periods of process suspension.
32 DEFINING THE PROBLEM

2.6.3 Improving levels of performance


We are usually concerned with improving the performance of activities, for
this is how we hope to resolve the situation of concern. We cannot set tar-
gets for usability levels, therefore, unless we know what levels are already
being achieved. Nor can we set targets unless we know what levels of
improved performance are achievable.
There is a need to understand how tasks and processes are being per-
formed at present, in order to assess the usability of the current support
system. Of course, we may find ourselves trying to measure the 'usabili-
ty' of low-tech or even non-tech systems, such as pen and paper or face-
to-face conversation. This should not make any difference; we can
measure speed of performance, errors, and so on, whether or not the
activity is computer-supported.
There is also a need to set realistic targets for the levels of performance
we can achieve with the new system. Defining the design problem is not
just a matter of deciding how big an improvement is necessary in order to
resolve the situation of concern. Suppose we cannot achieve it? Suppose,
for example, we need to reduce training time to half a day, but the train-
ing course ends up taking a full day after all? These kinds of mistakes
cause one situation of concern to be replaced with another.
Setting realistic targets is largely a matter of familiarity with the prob-
lem. When we tackle a new and unfamiliar problem, we may not know
what levels of performance are easily achieved. It is all too easy to accept
the challenge of meeting a target, and then find that it is impossible to
meet. A lot depends on the form of solution we adopt. This brings us to
the final topic in problem definition.

2.7 The form of the solution


By choosing interactive technology as a means of alleviating the situation
of concern, we have already begun to focus on a form of solution. In effect,
we have chosen the first four words of the problem statement to be,
'Design an interactive system . . .' or 'Design an interactive tool . . .'. Often
the problem statement will say no more than this about the form of solu-
tion; after all, to say more would be to commence the design activity itself.
There are circumstances, however, in which the problem statement needs
to say more about the solution. We will look at some of the reasons in this
final section.

2.7.1 Describing the form of solution


What would it mean, anyway, to say more about the form of solution?
What sorts of details would we add? We have been talking throughout
this chapter about the support that the interactive system will provide to
THE FORM OF THE SOLUTION 33

people's activities. To define the form of solution means to specify how


this support is to be made available.
Provision of interactive support involves numerous layers of technol-
ogy and resources, including:

• The user interface with which the user interacts directly;


• The application software that supports the user interface;
• The operating system that provides standard services to both the user
interface and its supporting software;

• System resources accessed via the user interface and supporting soft-
ware: information storage, communication, printing, and so on;
• The hardware that supports all of these resources.

In the course of solving the design problem we will specify every


layer of the design in sufficient detail for implementation to be carried
out. We will probably pay most attention to the user interface, because
this has a particularly direct impact on interactive support. We will need
to pay attention also to the design of the interactive software. As regards
the remaining layers, we are likely to look for existing solutions - existing
operating systems, file systems, networks, workstations, and so on - so
that we don't have to design these too.

2.7.2 What we define in the problem statement, and why


At the problem definition stage, it is necessary only to define the con-
straints that apply to the choice of solution. These constraints may arise
for various reasons, including market pressures, opportunities to exploit
available technology or expertise, and the need for compatibility with
specific software or hardware. They may apply to any layer of the solu-
tion, leading us to specify, for example:

an interactive tool that adheres to Apple Macintosh user interface stan-
dards;

a system that makes use of proprietary speech-recognition software (an
example we discuss further below);

a system that runs in the Microsoft Windows NT operating system envi-


ronment;

a tool that can be run in the Windows NT, Apple Macintosh or X Windows
environments;

a system that can be linked to other applications currently in use within


the user organization;
34 DEFINING THE PROBLEM

• a system for monitoring the status of a particular process plant;


• a system for linking together particular people at three specific sites;

• a system to run on a particular 'palmtop' computer with two megabytes


of memory.

Constraints on the form of solution sometimes arise out of the situa-


tion of concern. Thus if the current version of a product is losing market
share because of incompatibility with standard hardware or software, this
may lead to setting up a project to develop a compatible version.

2.7.3 Exploiting in-house expertise or technology


A common reason for choosing a particular form of solution is to exploit
intellectual property - to make use of technology that is 'owned' by the sys-
tem developers, or to which they have preferential access rights. Intellectual
property rights come about in various ways, e.g., through in-house research
and development or through licensing agreements. When investments of
this kind have been made, there may be a need to exploit them commer-
cially. Again, this can become a cause for concern all of its own.
To take an example, let us look in more detail at the particular case of
speech recognition mentioned in the above list of constraints. Suppose a
consumer-products company has bought a licence to use some powerful
software for storing and matching recorded voice records. A situation of
concern is thus created - the company needs to find a way of exploiting
its newly acquired technology. How should it go about defining the
design problem? One approach might be to make a list of all of the human
activities in which speech plays a key role, just as we listed all of the activ-
ities involved in railway ticket purchase; but this list would be tediously
long, covering activities all the way from answering the telephone to
negotiating a corporate takeover.
There is an opportunity here to take a more direct route towards
defining the problem, as shown diagrammatically in Figure 2.9. The
designed artefact needs to take advantage of the company's expertise in
consumer products and access to speech-recognition software; this much
can be taken for granted. The form of the solution can thus be narrowed
to 'a consumer product incorporating speech-recognition software'. This
in turn has the effect of narrowing the range of human activities worth
considering. The eventual choice might be to support the recording and
playback of voice notes, that is, to solve the following problem:

Design an interactive hand-held consumer product to support the quick and


easy storage and retrieval of voice notes.

Figure 2.10 shows a device designed to solve this particular problem


from Stifelman et ah (1993). It allows voice notes such as 'Call Tom' to be
THE FORM OF THE SOLUTION 35

XX
The activities,
activities with performance
improved

S s
The course of action

Current A consumer product


technology
incorporating speech
recognition software
Figure 2.9 The first stage in defining the problem in a case where the nature of the solution
is constrained.

Figure 2.10 Hand-held voice-note recorder, from Stifelman et al. (1993).


36 DEFINING THE PROBLEM

recorded, and includes the capability to organize notes into categories.


For example, the user can speak into the device as follows: 'Calls . . .
records . . . call Tom.' This will store the note in the 'Calls' category. Later,
when he says 'Calls', the device will play back the notes in this category,
including 'Call Tom'.
2.7.4 Innovative forms of solution
Novel forms of solution, like the device shown in Figure 2.10, are often
discovered in the course of trying to fit technologies to activities. This is
one way in which innovation can occur, that is, in which ideas can be
transformed into artefacts and processes of practical use in society. It is
common to take an innovative approach to the design of interactive sys-
tems, that is, to try a new form of solution rather than enhance one that is
already in established use. In the computer business, with technology
advancing rapidly and with hardware still falling in cost, existing forms
of solution can become obsolete in a year or two. Designers often choose
an innovative approach for this reason.
It is important to recognize that there is often a choice between trying
something new and enhancing something that already exists. Innovation,
although often the more attractive choice, often is also the most expen-
sive, risky and time-consuming. The initial idea or invention doesn't
become a working product overnight; it involves many stages of investi-
gation, prototyping, testing, redesign, field trial, and so on, before it is safe
to place in the hands of users. We may wish to take a position, when
defining the design problem, on whether it should be solved by enhanc-
ing an existing form of solution or trying a new one. We will look briefly
at the points in favour of each.

When it is enough to enhance an existing form of solution


Generally speaking, solving the problem with an existing form of solution
is preferable to solving it by inventing a new one, if an existing solution
can be found that will do the job. With an existing solution as a starting
point, many of the design decisions are easier, the outcome is easier to
predict, and thus the degree of risk is less. In an engineering sense, we are
choosing to use the 'normal technology' that has been proven to work in
the past, abandoning it in favour of new 'radical technology' only if we
must (Kuhn, 1962; Constant, 1980).
An example of a situation that has favoured the enhancement of exist-
ing solutions is the support of telephone assistance operators, already
mentioned several times in this chapter. It is common for these operators
to use interactive workstations to control the switching of calls and to
retrieve essential information, e.g., about billing rates (Gray et al.f 1992).
Enhancements to workstation software are often required in order to
achieve improvements in productivity and to extend the range of services
supported. However, it is preferable to find a solution similar to the
CONCLUSION: WHAT FOLLOWS AFTER PROBLEM DEFINITION? 37

system currently in place, if at all possible. In this way, operators require


less retraining, and use can be made of existing system components, such
as billing-rate databases and digital switching systems.
If we were to tackle this situation, we would need to say little or noth-
ing about the form of solution, because we could assume that it would be
based on existing designs. We could simply state that the solution should
take the form of an 'enhanced workstation':

Design an enhanced workstation that enables a skilled operator to handle a


full range of telephone-assistance calls, in an average of 2 seconds less
time than at present.

Case Study A tells the story of how such a design problem was tackled.

When innovation is needed


Innovation in system design often becomes necessary when existing solu-
tion strategies begin to run out of steam. Every form of solution has its
limits, and as it approaches these limits it demands more and more design
effort to wring out each improvement in performance. Eventually the
pay-off from enhancement is so little that it is better to invest the effort in
trying something new.
An example of applying innovation to overcome inherent perfor-
mance limits can be seen in the design of tollbooths for bridges and toll
roads. How do we increase the flow of traffic through the tolls without
installing more booths and toll collectors? One solution is to provide
unmanned exact-change lanes with chutes to collect coins thrown by dri-
vers. However, there is a limit to the speed at which drivers can deposit
coins while passing through an exact-change lane, and this sets an upper
limit to possible enhancements. Hence the introduction of the infrared
pass card which enables drivers to pass through tolls at up to 100 kph.
When there is a need to take a radical approach to solving a design
problem, we may decide to identify the approach in the problem statement:

Design a tollbooth for road traffic based on smart cards and remote sensing
techniques, to enable passage by drivers through the tollbooth at speeds of
up to 100 kph.

2.8 Conclusion: What follows after problem


definition?
In this chapter we have focused on the various aspects of drawing up a
problem statement. We have seen how this starts with the identification of
a situation of concern, and the discovery of a causal link connecting the
situation to a human activity that can be enhanced by the use of interac-
tive technology, thus addressing the situation of concern. We have seen
38 DEFINING THE PROBLEM

how the definition of the problem divides into specifying four compo-
nents: the supported activity, the user, the level of support provided, and
the form of solution.
What follows next? Clearly, the next stage is to design the solution,
with a view to implementing and installing it. A design project therefore
gets under way, with the ultimate goal of seeing an interactive system
installed, and the situation of concern thus addressed. In this way the pro-
ject serves those who must deal directly with the situation of concern;
they become the client for the system that will ultimately be delivered.
During design, each of the four parts of the problem statement needs
to be expanded and reformulated. The supported activity needs to be
defined and understood well enough to know how the interactive system
will support it. In conjunction with this, the levels of support will need to
be defined more precisely. This should help the client to see that the situ-
ation of concern will indeed be resolved.
The primary focus of the ensuing design work will be on the solution
itself - on the user interface and the underlying layers of supporting tech-
nology. The next step will normally be to specify the solution more fully,
so that it is possible to see just how it will address the situation of concern,
and at the same time to see that a solution is technically feasible. This step
represents only the first step towards completing the design of the system,
but it is an important one because it specifies the requirements that the
design must meet, making it clear to both client and designer that these
requirements are a valid restatement of the original problem. The topic of
requirements definition is taken up in Chapter 7.

Exercises
(1) What are the three kinds of resource on which tasks depend? Think of
examples of systems in which these dependencies can be seen.
(2) What distinguishes tasks from processes? What causes processes to form
in place of simple tasks? How can we reverse this, and turn processes
back into tasks?

(3) What are the four essential components of a problem statement?


(4) What is wrong with each of the following problem statements?
(a) Find a way to help delivery drivers to reach their destinations without getting
lost so often.

(b) Design an interactive system for genealogical researchers.

(c) Design a system to support concert pianists in giving recitals.

(5) Figure 5.7 shows the full day's transcript from which the excerpt in Figure
2.7 was taken. Find other examples of tasks and processes in Figure 5.7.
FURTHER READING 39

(6) Make a list of as many usability factors as you can. How many of these
could you measure quantitatively?

(7) Write problem statements for the design of a mail-order system in the fol-
lowing situations of concern: (a) sales volume has grown to a point where
one person can no longer handle orders; (b) sales volume has fallen, and
the company can afford to employ only one person in its mail-order
department.

(8) Think of three systems that don't work well for you (for example, fax
machines, automated tellers) and write problem statements to define
how the systems should be redesigned.

(9) Suppose you have identified a need to support the activity of rapid trans-
lation of unknown words while reading a foreign language document.
How many possible forms of solution can you think of? How would you
choose between them? What other aspects of the problem definition
would contribute to making the choice?

(10) 'If the design problem can't be described in a single sentence, it isn't
worth solving.' Discuss.

Further reading
Checkland P. and Scholes J. (1990). Soft Systems Methodology in Action.
Chichester: John Wiley
Valuable for its explanation of how systems problems arise from situations of
concern, and for its broad coverage of problem-solving strategies. Most of the
material is not specific to computer-based solutions, but an appendix dis-
cusses IT system design.

Woodmansee G.H. (1984). The Visi On™ experience - from concept to


marketplace'. In Human Computer Interaction - Interact '84 (Shackel B.,
ed.), pp. 871-5. Amsterdam: North Holland
A rare example of an account of a design project that went wrong. Soon after
this paper was written the Visi On product was abandoned, and this paper
provides interesting glimpses of some of the contributing problems.
CHAPTER 3

The Human Virtual Machine

Chapter objectives:
The decisions we make during design are only as sound as the theories we
base them on. What theories do we rely on in interactive system design? This
chapter provides an answer by covering the following:
The types of theory useful to interactive system designers
The need for a model, or Human Virtual Machine, to help us understand and
predict human behaviour
Some simple examples of predictions we can make
Useful theories of human social behaviour
Models of how interaction takes place and how people learn to use systems
through exploration.

3.1 Introduction
Designing an interactive system involves making predictions about the
outcome. We draw up specifications for the system, predicting that there
will be an improvement in the performance of the users' activities when
the system is placed in their hands. We make these predictions, not just
when the design is finished, but at every step along the way. The better
we are at making these predictions, the easier our task will be and the bet-
ter chance we have of achieving the outcome we want.
41
42 THE HUMAN VIRTUAL MACHINE

This chapter introduces some of the theories that help us to make pre-
dictions about the outcome of interactive system design. The theories in
question have to do with the behaviour of people when using systems.
They are useful in design for the simple reason that predictions are them-
selves theories. When we make a prediction, we are theorizing about what
will ultimately happen. We might predict, for example, that a new design
will be easier to learn than its predecessor. What we mean is, in theory it
will be easier to learn. In practice, however, it may turn out harder to learn,
showing our prediction to have been wrong. If we can lay our hands on
better theories about people's usage of systems, we may be able to avoid
making this kind of mistake.
Note that this chapter is specifically about theories of the human user,
derived from psychological, sociological and anthropological research. It
doesn't attempt to cover theories of the behaviour of computer programs. To
build successful interactive software, we need both kinds of theories,
because we make predictions about both kinds of behaviour - about the
user's speed of task performance, for example, and the software's speed of
execution. Theory of computation isn't covered here, however, because there
are excellent computer-science texts on the subject; see, for example, Gordon
(1988); Mattson (1993). The purpose of this chapter is to provide a comple-
mentary body of theory about the people who use interactive systems.

3.2 Types of theory useful in system design


Research into human behaviour has furnished us with a body of know-
ledge from which are derived the theories we use in design. As more
research is done, the body of knowledge grows, and the theories become
more numerous and more powerful. These theories fall into three basic
categories: explanatory theories, empirical laws and dynamic models. In this
section we will look briefly at each category of theory and the way it sup-
ports design. We will also discuss the concept of a human virtual machine
as a general receptacle for all three kinds of theory.

3.2.1 Explanatory theories


The purpose of an explanatory theory is simply to explain observed
human behaviour. We don't expect these kinds of theories to help us pre-
dict how system designs will turn out; their purpose is to explain things
we see people doing, whether supported by interactive systems or not.
Although lacking predictive power, explanatory theories can provide
very useful insights during design. When we come to evaluate a newly
installed system, explanatory theories help us to understand why the sys-
tem's impact is different from what we might have expected. They are
TYPES OF THEORY USEFUL IN SYSTEM DESIGN 43

also useful in the initial stages of studying users and analysing their
needs.
For instance, in a study of doctors' use of desktop computers during
consultation, Greatbatch et a\. found that the conversation between doctor
and patient was affected by the doctor's interaction with the computer,
and that the patient was likely to speak only at certain points during the
interaction (Greatbatch et at, 1993). The patient was particularly likely to
start speaking just after the doctor confirmed a command with the return
key (Figure 3.1).

[Transcript 1]
1 P: The only thing other problem I do have u::hm
2 I sleep quite fitfully.
3 Dr: Uh huh
4 (0.6)
5 P: a:u::hm: With my previous doctor I did occasionally
6 go to him for: sleeping tablets.

[Transcript 2 - detail from Transcript 1 (lines 2-5)]


P: I sleep quite fitfully. a:u::hm: With my...
+++
Dr: Uh huh

Key to symbols, Verbal elements:


[ Overlapping talk begins
] Overlapping talk ends
(0.5) Numbers in parentheses indicate silences, length given in seconds
(.) A gap of less than 0.2 seconds
wo::rd Colons indicate prolongation of the immediately preceding sound
() Transcriber was unable to hear what was said
(word) Possible hearings
((text)) Transcriber's comments and descriptions
Visual elements:

Party is gazing away from a co-participant


Significant changes in the screen image
Keystroke
Keystroke with greater force than normal
A return or enter keystroke

Figure 3.1 Transcript of a conversation between a doctor and a patient, showing the patient
resuming his conversation after the doctor has hit the return key; from
Greatbatch et al. (1993).
44 THE HUMAN VIRTUAL MACHINE

To explain this pattern of conversation, Greatbatch et al. theorized that


patients were treating the doctor's interaction like a second conversation,
and saw the completion of the command as a chance to pick up the thread
of their own conversation. If we were involved in redesigning the desk-
top system to provide better support to the consultation process, we
might gain useful insights and ideas from this theory - it might help us to
see how to assist the flow of conversation between doctor and patient,
rather than hinder it.

3.2.2 Empirical laws


Empirical laws offer simple quantitative predictions of human perfor-
mance. They come about through the discovery that human performance
is repeatable under certain conditions. Typically the discovery will be
made in a series of psychological experiments, and will show that a par-
ticular variable in human behaviour can be linked to some aspect of the
action being performed. With the aid of empirical laws we can often make
quick estimates of human performance, based on the type of action and
the form of the user interface.
An example of an empirical law is Hick's Law (Hick, 1952). It states
that the time T taken to choose between a number of alternative targets is
a function of the number of targets n, and is related logarithmically:

T = k log2 (n + 1)

where k is a constant. Figure 3.2 depicts a graph of the times taken by


users to select items from screen menus of different lengths, and shows
that these times obey Hick's Law. Knowledge of this repeatable behaviour
can be factored into the design of faster menu systems (Landauer and
Nachbar, 1985). Later in this chapter we will discuss another empirical
law, Fitts' Law, which enables predictions to be made of the time taken by
the user to point to a target of a particular size.

3.2.3 Dynamic models


We will often want to make predictions of more complex human actions
than simple selection of menu items or targets. We will want to under-
stand how well the system supports an entire task involving a sequence
of steps. In these cases, empirical laws cannot help because they apply
only to isolated actions.
Instead, therefore, we use dynamic models, that is, models that pre-
dict how a whole sequence of actions will be performed. Some dynamic
models are helpful in predicting the sequence of actions that the user will
take; others can provide predictions of levels of performance if given the
sequence of steps taken by the user.
TYPES OF THEORY USEFUL IN SYSTEM DESIGN 45

O Words
■ Numbers
4 --

Search
time
(sec) 2

16
4 5 6 7 10 12
Number of options

Figure 3.2 Selection time for menu items as a function of the number of options, showing
adherence to Hick's Law (based on Landauer and Nachbar, 1985).

It is particularly common to use dynamic models to help predict the


speed with which the user can perform an activity. We can do this if we
know the sequence of actions that the user will follow; the model tells us
how to calculate performance times from this sequence. In effect we 'run'
the model over this sequence.

An example: A dynamic model of keyboard interaction speed


A simple dynamic model can be used to predict the speed of operation of
keyboard-based user interfaces, in which all commands and data are
entered as text. It enables us to determine how fast certain such com-
mands will be, when typed by experienced users.
We can of course make a rough estimate of interaction speed by
counting the number of keystrokes in each command, and dividing by the
user's typing speed in keystrokes per second. To this value we would
then add the time taken by the system to respond. Thus we would esti-
mate the time to enter the 15-character command, name newman 55
<return>, typed at two characters per second, to be 7.5 seconds. If the
system then takes 2.5 seconds to respond, our prediction of the total time
for the command will be 10 seconds.
But this dynamic model doesn't allow for the pauses that occur dur-
ing the typing of such commands. In the course of developing their
Keystroke-Level Model, described in Chapter 8, Card, Moran and Newell
determined that even the most experienced users pause at certain places
when entering text (Card et ai, 1983). They theorized that these pauses
represented mental preparation by the user for the next stage in the task.
46 THE HUMAN VIRTUAL MACHINE

Table 3.1 A keystroke-level analysis of the speed of typing the command name newman 55
<return>. Typing speed is assumed to be 0.5 sec per character, and the system's
response time is 2.5 sec. Based on the Keystroke-Level Model (Card et al., 1983).

Action Predicted time (sees)


Cognitive operation
- 1.35
mental preparation (before command) 2.00
NAME 4 keyboard characters 0.50
space character
NEWMAN 6 keyboard characters 3.00
- mental preparation (before confirming) 1.35
0.50
space character 1.00
55 2 keyboard characters 1.35
-
mental preparation (before confirming)
RETURN 1 keyboard character 0.50
- 2.50
response time 14.05
Total

They measured the length of the pauses, establishing an average length of


1.35 seconds. They identified a number of places where pauses regularly
occurred, such as before entering a command and before confirming an
item of data. According to their model, the time taken by a two-characters-
per-second typist to enter name newman 55 <return> would be more than
14 seconds. This keystroke-level analysis is laid out in Table 3.1.

3.2.4 The Human Virtual Machine


These theories provide us with a variety of ways of explaining and pre-
dicting human performance. We can apply them to situations where inter-
active systems are in use and where they are not. Each theory allows us to
explain or simulate some aspect of the performance of activities by peo-
ple, such as speed of performance, ease of learning, errors, and so on. But
how can we view the theories collectively? One way is to build a model
of a 'human processor' based on the theories (Card et ah, 1983). We take a
similar approach here, regarding the theories as components of a human
virtual machine.

Step-by-step simulation of tasks and processes


The approach we take is rather like the approach taken by software
designers in analysing and predicting the performance of computer pro-
grams. Software designers are also concerned about the speed of perfor-
mance, and about the errors that occur as a result of 'bugs' in the program.
Before building and testing the program, therefore, a software designer
will often hand-check it by conducting a walkthrough, that is, a step-by-
step simulation of what the machine would do. In the same way, we can
TYPES OF THEORY USEFUL IN SYSTEM DESIGN 47

perform a simulation of what the human processor would do at each step


in the performance of a task or process.
This approach is based on drawing an analogy between computers
executing programs and people performing tasks, and we must guard
against taking this analogy too far. In particular, we must not make the
mistake of thinking that human activity is planned or programmed in the
same sense as the steps performed by a computer (Suchman, 1987). Many
of the things people do are in response to their immediate surroundings,
as we will see later in this chapter. But where there is evidence of repeat-
able behaviour by people, we can often perform simple simulations of
what these repeatable human processors might do.

Simplification by abstraction
We do not try to simulate the human processor in complete detail. For one
thing, we don't have a complete and detailed understanding of how
humans do things, so this approach would be bound to fail. But even if it
worked, a full simulation would be impossibly time-consuming.
Again, therefore, we take a leaf out of the software designer's book,
by not trying to represent the human processor in all its detail. Instead we
look for simplifications and approximations that will enable us to gain
most of the benefit of the full theory with a fraction of the effort. We arrive
at an abstraction, or simplified model, of the human processor. In the soft-
ware context we would use the term virtual machine for this abstraction,
for we would be testing our programs against a 'machine' that is con-
structed partly from hardware and partly from the software that supports
the programming language and operating environment.
In this chapter we will use the term Human Virtual Machine to
describe the overall model that we use to explain and predict human
behaviour. We treat theories about human behaviour as potential compo-
nents of this Human Virtual Machine. Many of these same theories have
been used before to construct overall models, an important example being
the Model Human Processor constructed by Card, Moran and Newell,
who drew primarily on theories in cognitive psychology (Card et a\.,
1983). In this chapter we will be looking at possible extensions to the
Model Human Processor, drawing on sociological and anthropological
theories such as earlier.
tors mentioned the explanatory theory of patients' interaction with doc-

Overlaps and gaps in the body of theory


We will notice one or two areas where theories of the cognitive and social
domains overlap and provide mutual support. A simple instance of this
can be seen in the example of doctor-patient interaction. The explanatory
theory tells us that patients are likely to speak when the doctor finishes
typing a command. But how does the patient know that the command is
complete? Here keystroke-level analysis can help; it predicts that the
48 THE HUMAN VIRTUAL MACHINE

doctor will pause for about a second between typing the command and
typing the return to confirm it. This characteristic combination of a pause
followed by pressing return is easy for a patient to recognize. The two
bodies of theory combine to provide an improved explanation for the
patient's behaviour.
We will also notice many aspects of human behaviour where the
Human Virtual Machine lacks definition. In this respect it is very different
from the virtual computing machine, which provides a complete model of
the computer's behaviour at a particular level of abstraction. In the case
of human behaviour, we simply don't know enough to construct a full
model. The purpose of this chapter is to point out both the areas where we
can make predictions and the very large areas where we cannot.

3.3 Psychological models of human information


processing
From a psychological point of view, interacting with a computer is pri-
marily a matter of processing information. There are other aspects to
interaction, such as eye and hand movements, and we shall be concerned
with these too. Primarily, we need to focus on understanding the process-
ing of information that takes place between sensing external phenomena
and causing external changes. Therefore we need to build a model of
human information processing into our description of the Human Virtual
Machine.

3.3.1 Information processing subsystems


Human information processing involves multiple processors; at least, all
evidence points to this. Even without a psychological training, we can
observe many instances of human multiprocessing. For example, we can
see people talking while driving a car, which involves processing auditory
information and responding with speech, meanwhile processing visual
information from the view of the road ahead and issuing hand and foot
movements to control the car. As we shall see, a multiprocessor model of
information processing provides good explanations and predictions for
human activity.
Each processor acts as a subsystem within the overall human infor-
mation processing system. When a human task is performed, several sub-
systems are likely to be involved. The simple task of drawing a pencil line
on a piece of paper involves the visual perceptual subsystem in sensing
the position of the pencil, cognitive subsystems in determining whether
corrective action is needed, and the motor subsystem in moving the hand.
Many experiments have been conducted in which the speed and accuracy
of performance of such tasks have been measured. These have helped
49

PSYCHOLOGICAL MODELS OF HUMAN INFORMATION PROCESSING

Record
Articulatory n
subsystem

Central cognitive
subsystems

Data
network

<^~Record
Limb
subsystem ^D
Figure 3.3 A simplified model of human information processing, from Barnard (1991). Each
of the subsystems serves specific functions, e.g., processing auditory or visual
information, and has a specialized memory holding a number of records. The
subsystems communicate via a data network.

psychologists to deduce what subsystems must exist, how each is struc-


tured, how fast it operates and how much information it can store.
Thus we know that certain subsystems must be present for the per-
ception of auditory and visual information, for vocal (or articulatory)
communication, and for operating and sensing feedback from the motor
system that operates the limbs. Subsystems are known to possess separate
memories, and to process at different speeds. We know about the ways in
which information is stored in the subsystems' memories; for example, the
visual subsystem's records appear to store information about the shape of
perceived objects, rather than raw images like computer frame stores.
The parts of the system we least understand are those with purely
cognitive functions. We cannot be sure how many parts there are. Figure
3.3 shows a model of the human information processing system in which
three separate central cognitive subsystems are identified (Barnard, 1991).
In this chapter, however, we will treat these as part of a single cognitive
subsystem.
There is also much uncertainty about the structure of the main human
memory. However, a widely accepted theory is that human memory con-
sists of a working memory with an effective capacity for about seven
'chunks' of information, and a long-term memory of virtually unlimited
capacity. Our lack of knowledge about the cognitive subsystem is due to
the difficulty of observing its operation: at best, we can observe what goes
into and comes out of the adjoining subsystems.
50 THE HUMAN VIRTUAL MACHINE

Table 3.2 Information processing cycle times. From Card et al. (1983).

Subsystem Average cycle time (msec) Range (msec)


100 50-200
Perceptual (visual and auditory)
70 25-170
Cognitive 30-100
Motor

3.3.2 Cycle times and task performance


Despite all these limitations, models of human information processing are
valuable for their ability to explain and predict the speed of task perfor-
mance. A number of examples have been given in Card et al. (1983).
The reason that we can make use of the human information process-
ing model in this way lies in our knowledge of the cycle times of the var-
ious subsystems' processors. These are summarized in Table 3.2. When
tasks are performed that require the involvement of several processors in
a serial fashion, performance times can be calculated by adding together
the cycle times of the processors.

An example: Drawing a zig-zag line


A simple demonstration of this use of the model, quoted from Card et al.
(1983), is the prediction of the rate of drawing an oscillating trace between
two straight lines. Figure 3.4 shows a trace drawn at maximum speed for
five seconds, using a pencil. The speed of drawing is basically limited by
the motor subsystem, which can signal a reversal in direction once per
cycle, or every 70 msec. Thus we would expect to find about 71 (=
5000/70) oscillations in a five-second trace.
The model also predicts how rapidly the ends of the pencil's travel are
corrected. This involves the perceptual subsystem in following the trace,
the cognitive subsystem in deciding that a correction is necessary, and the
motor subsystem in making the correction. Each processor introduces a

Figure 3.4 Drawing an oscillating trace as rapidly as possible between a pair of parallel
straight lines; from Card et al. (1983).
PSYCHOLOGICAL MODELS OF HUMAN INFORMATION PROCESSING

cycle-time's delay. The total time for the sequence is therefore the sum of51
the cycle times, or 100 + 70 + 70 = 240 msec. The maximum number of cor-
rections possible during five seconds will therefore be about 20.
If you try drawing a zig-zag trace between two parallel lines you will
probably achieve roughly the same figures. If you don't, this may indicate
that your information-processing subsystems run faster or slower than
usual!

Another example: Pointing at a target


Our model of human information processing is useful in predicting the
speed of performance of a simple but very common task, namely point-
ing at a target on the screen. This is the task we perform when we select a
key on a pocket calculator or when we move the mouse pointer to a screen
icon. Our model can provide predictions of speed of pointing in terms of
the target width W and the amplitude of movement (or distance) A.
The pointing task involves repeated use of several information pro-
cessing subsystems. If our perceptual subsystem indicates that the mouse
pointer is a certain distance away from the target, our cognitive sub-
system initiates a motor action that moves it close to the target. There will

X0

as £
x.
X,

Figure 3.5 Successive iterations in the task of pointing to a target with a mouse. Three itera-
tions are sufficient to bring the pointer within the target. The ratio of the error X(
to the perceived distance X;1 is approximately the constant £. Iteration termi-
nates when the pointer is within the target. The value of £ is intentionally exag-
gerated here to illustrate the process.
52 THE HUMAN VIRTUAL MACHINE

be some error in positioning, however, so this process is repeated until the


pointer is within the target. As Figure 3.5 indicates, the error can be
assumed to be a constant proportion e of the pointer's perceived distance
X{ from the target.
Each iteration brings the pointer to e times the previous perceived dis-
tance, where e < 1. Thus after the first iteration the pointer is a distance eA
away from the target (recall that A is the original distance). After two iter-
ations the pointer is e2A away, and after n iterations the distance is enA.
Iteration continues until the pointer is perceived to lie within the target,
that is, until the distance has reduced to half the target width W. Thus the
number of iterations needed is given by the equation:

enA ^W/2

This gives the following expression for n, the number of iterations needed:

-log2(2A/W)/log2£
n =
Our information-processor model tells us that each iteration involves a
cycle in turn from the perceptual, cognitive and motor subsystems, that is,
100 + 70 + 70 = 240 msec, which we will call t. This gives a positioning
time T of nt, which we can express as:

Tms-Klog2(2A/W)

where the constant K = -t / log2e


pos
This expression for positioning time is known as Fitts' Law (Fitts,
1954). Experiments have shown that a good value for the constant K is
100 msec. Since the publication of the Law in 1954, research by MacKenzie
(1992) has shown that better estimates result from using a slightly modi-
fied equation:

Tpos = K\og2(A/W+l)

Fitts' Law is simple to apply. If we wish to know how much of the user's
time will be saved by using a target 0.5 cm wide instead of 0.2 cm, and if
we assume that the average distance of travel A is 10 cm, Fitts' Law tells
us that the two positioning times will be approximately:

T05 = 100 log2(10/0.5 + 1) = 100 log221 = 100 x 4.39 sec = 439 msec

T02 = 100 log2(10/0.2 + 1) = 100 log251 = 100 x 5.67 sec = 567 msec

Thus the choice of the larger target will save 567 - 439 msec, or approxim-
ately 130 msec each time.
SOCIOLOGICAL AND ANTHROPOLOGICAL THEORIES OF HUMAN BEHAVIOUR 53

3.4 Sociological and anthropological theories of


human behaviour
The environment in which interactive systems are used is a social setting;
many social forces are at play, and some of them affect how systems are
used. Lack of appreciation for social forces has been the downfall of many
system designers, as far back as attempts in the 1940s to introduce
coalmine automation (Trist and Bamforth, 1951). There is still a serious
lack of useful theory about human social behaviour to support system
design. Although more is understood now than in the 1940s, even more
needs to be understood if we are to keep up with the expanding social
impact of interactive systems.
This section looks at how the research of sociologists and anthropolo-
gists into routine human behaviour can augment our description of the
Human Virtual Machine. It doesn't draw a sharp distinction between the
two fields of research, although they have very different origins, anthro-
pology starting from an interest in pre-literate cultures and sociology in
urban cultures. Now the two fields have come close together in their
approach to understanding how people use systems.

3.4.1 Cognitive versus social perspectives


What does it mean to take a social perspective onto the environment of
use? How do the theories of sociologists and anthropologists differ from
those we have just been discussing, based on cognitive science? To answer
these questions, we'll start with an example, taken from Goodwin (1991).
Example

One situation that has been studied from both perspectives is the verbal
interaction between aircraft pilots and controllers on the ground. In this
example, the pilot of a scheduled flight (Atlantic flight 1091), which has
just landed and has been assigned to Gate 7, is talking to the airport Flight
Tracker (FT) who handles traffic from the runway to the gate:

Pilot: Operations. Atlantic ten ninety-one's on the ground to gate seven.


FT: Roger, ten ninety-one. Charlie... Alpha seven? Uh, shoo... Hold on one
second, ten ninety-one...
That aircraft should be off the gate shortly. Stand by until seven clears,
ten ninety-one.
Pilot: Roger. Could you tell them we're gonna need ground power please.
FT: That's affirm.

Psychologists have a strong interest in the cognitive processing that


takes place in such an exchange, and in ways of modelling the processes
with a view to understanding what problems might occur and how the
exchange might be made more efficient. By studying a large number of
54 THE HUMAN VIRTUAL MACHINE

examples of this gate-confirmation activity, they would be able to model


its performance and possibly discover a different set of speech conven-
tions that would enable faster or more reliable confirmation. A study of
this kind, focusing on telephone assistance operators' conversation with
callers, can be found in Gray et al. (1993).
Anthropologists, on the other hand, have an interest in the social
behaviour that underlies this kind of work. They study the ways in which
unusual situations are handled and look for explanations for unexpected
behaviour, with a view to showing how mundane skills and common
sense take care of situations that arise in social settings. Thus Marjorie
Goodwin, the anthropologist who studied the Atlantic 1091 example, was
interested in the momentary hesitation of the Flight Tracker. She found
that a third person, the Ramp Planner, who was sitting with his back to
the Flight Tracker, was instrumental in resolving an unexpected problem.
Here we see the control-room conversation, including the remarks of the
Ramp Planner (RP), shown in italics:

Pilot: Operations. Atlantic ten ninety-one's on the ground to gate seven.


FT: Roger, ten ninety-one. Charlie. ..Alpha seven? Uh, shoo... Hold on one
second, ten ninety-one...
Alpha seven...
RP: That plane should be pushin'.
FT: That aircraft should be off the gate shortly. Stand by until seven clears,
ten ninety-one.
Pilot: Roger. Could you tell them we're gonna need ground power please.
FT: That's affirm.
Did you catch that, Ed?
RP: Yeah.

We can see how the Ramp Planner, realizing that the Flight Tracker is
in difficulties, volunteers the essential information that 'That plane should
be pushin". This enables the Flight Tracker to solve the problem, and turn
the situation back into a routine one.
It is characteristic of these kinds of theories that they focus on the social
context as a resource for problem solving, rather than on the cognitive capa-
bilities ofthe individual. This particular study shows how the resources of
the control room, and especially the co-workers 'listening in' to each others'
activities, enable problems to be solved as a matter of course.

3.4.2 Factors that distinguish the social perspective


Research in anthropology and sociology identifies two major factors that
characterize the social perspective on human behaviour:

Recognition of the importance of the social setting - or the context in
which the behaviour takes place. The social setting is responsible for
major variations in behaviour (such as attending to one's own work or
getting involved in someone else's) and cannot be ignored.
SOCIOLOGICAL AND ANTHROPOLOGICAL THEORIES OF HUMAN BEHAVIOUR 55


Showing the purpose that underlies or motivates the things people do.
Even a seemingly pointless action like the Flight Tracker's muttered
'Alpha seven...' can be seen to have the purpose of alerting other people
in the room to the predicament of the speaker.

We will see evidence of these two factors in the following examples of


sociological and anthropological theory.

3.4.3 Examples of theories of social behaviour


We will conclude this section with a couple of examples of theories drawn
from studies of people in their social settings. They are both drawn from
the results of detailed studies based on audio or video recordings. These
studies have a different flavour from some of the more broad-brush socio-
logical work we will be looking at later. They focus in on the fine-grained
detail of the activity, and are able to compare similar activities in order to
make generalizations. After looking at two examples, we will discuss how
they might be applied to the design of an audio-video communication link.
As we shall see, this kind of research sometimes leads to the devel-
opment of simple 'runnable' dynamic models. Thus the first example
shows that we can predict roughly what telephone callers will say in
response to the answer 'Hello', to within a small range of possible types
of response. The second example shows that when two people are hold-
ing a conversation, changes in gaze direction by the listener have pre-
dictable effects. These are quite specialized models, but we can
nevertheless incorporate them into our description of the Human Virtual
Machine, so that we can predict more accurately what will happen when
we apply technology in these kinds of situations.

Example 1: Opening sequences in telephone calls


We are all aware, probably without thinking about it, that we take turns
during the opening of a phone call in a rather stylized way. For example,
it is very rare for the person making the call to speak first. Usually the per-
son receiving the call starts the ball rolling, saying 'Hello?' and possibly
giving their name. A number of studies of these opening sequences have
been conducted by Schegloff (1979); Figure 3.6 shows the nine basic forms
of response to 'Hello' that he identified.
This model of phone-call openings is useful in the design of systems
to automate one side of telephone calls. A simple example is the common
answering machine; it complies with the model by taking the first turn in
the opening sequence. The model helps explain why answering machines
whose outgoing messages are silent tend to confuse the caller. The
model is also useful in analysing more elaborate designs, such as
telephone-operator workstations that issue a recorded initial turn (for
example, 'Pacific Telephone, can I help you?'). One day, when speech-
recognition technology improves to a point where it can recognize a wide
56 THE HUMAN VIRTUAL MACHINE

1 Greeting terms only: Hello


2 Answerer's name queried: Mister Smith?
3 Answerer's name stated: Joe!
4 Questioning or noting answerer's state: Hello. You're home
5 First topic or reason for call: Hi, is Joey there?
6 Request to speak to another: May I speak to Chris, please?
7 Self-identification: Hi Fred. This is Peter
8 Identity questions: Hello, who is this?
9 Jokes and joke versions of 1 to 8: Goodbye!

Figure 3.6 Nine forms of response by a caller to the answerer's 'Hello' in initiating tele-
phone conversations; based on Schegloff (1979).

range of words and phrases, we will probably start seeing systems that
have been designed with the help of this model.

Example 2: How gaze direction punctuates conversation

Gaze direction is an important component of face-to-face conversation.


We can build simple models of the effect of gaze, and can use these mod-
els to explain observations, such as difficulties in holding conversations
with the partially sighted.
Contrary to popular opinion, it isn't necessary to maintain eye contact
continuously in order to be an effective conversationalist. Studies by
Goodwin have shown that people frequently turn their gaze away and
back. However, there are certain patterns of gaze movement that can
cause the speaker to pause or even restart the current sentence, as in these
two examples from Goodwin (1981):

Barbara: Uh, my kids... [pause] ...had all those blankets.


Eileen: She — she's reaching the p — She's at the point I'm...
Goodwin showed that these behaviours were related to the direction
of the hearer's gaze. The speaker (Barbara or Eileen) was in each case rely-
ing on the gaze of the hearer to indicate that the hearer was paying atten-
tion. By introducing a pause, Barbara was able to bring the hearer's gaze
round to focus on her. In Eileen's case, she found that her hearer was look-
ing elsewhere, and she had to restart her sentence twice before she
secured the hearer's gaze.
Goodwin is offering a model of how the hearer's gaze direction
affects speech. If the hearer's gaze is on the speaker before the speaker
starts, the sentence should not be impaired. However, if the speaker is
aware that the hearer is looking elsewhere, he or she may introduce a
pause in order to attract the other's gaze. If the speaker discovers, during
the sentence, that the hearer is looking elsewhere, he or she is likely to
restart the sentence as a result.
THEORIES OF THE ORGANIZATION OF HUMAN ACTIVITY 57

How we might use the theories


These theories could be helpful in the design of systems supporting col-
laboration via audio and video. Two of the many questions that arise in
the design of such systems are:

What support is needed for the opening sequence when connections are
set up?

How important is the maintenance of eye contact?

The first question is an interesting one, because audio-video switches


permit connections to be set up in a variety of sequences. The video con-
nection can be made first, and the participants can open the audio connec-
tion when they have something to say. Conversely an audio connection via
telephone can be extended to a full video connection if the need arises to
see each other. A third possibility is that both two-way channels, audio and
video, are opened simultaneously. Schegloff 's study tells us that we should
expect certain standard patterns of greeting to arise, and that the different
sequences of connection may give rise to different opening greetings.
Suppose, for example, the video connection is made first. What kind
of exchange is likely to occur when the audio connection is made? There
won't be any need for the parties to identify themselves. But there may be
some ambiguity about who should speak first.
Here the study by Goodwin can help us. It suggests that there may be
benefits in providing an accurate simulation of eye contact. Few video-
phone systems support changes in gaze accurately because this would
involve placing the camera on the same axis as the centre of the video
screen. The camera is usually mounted above the screen, which makes
people appear to be looking down when they're actually looking straight
at the other person's image on the screen. Inexperienced users of these
systems may have difficulty in conducting conversations because their
techniques for controlling the other person's flow do not work reliably.
Goodwin's study suggests that we may want to try to support a close
simulation of eye contact, for this may enable the users to punctuate their
conversations as if they were in the same room. They may have less trou-
ble during opening sequences and turn-taking. Alternatively we might
prefer to design the system to make simultaneous audio and video con-
nections, since this is likely to lead to opening sequences more like the
sequences of telephone users.

3.5 Theories of the organization of human activity


We need ways to support design through the analysis of widespread
effects of new systems. The fine-grained theories we have discussed so far
can help us, but only by analysing individual activities, one at a time. The
58 THE HUMAN VIRTUAL MACHINE

impact of new systems is rarely limited to one or two activities; quite


often there will be changes all over the organization, with benefits in one
place being offset by problems in another. The introduction of a large-
scale system will be justified in terms of its impact as a whole.
The problem here lies in predicting changes in the way people orga-
nize their activities. If we could predict exactly how people will organize
their work, we could apply fine-grained analysis to each activity. We
know perfectly well, however, that this is impossible. We know that the
changing setting changes the way things are done, and we know of the
aptitude of people for redesigning the way they do things. This problem
ultimately prevents us from predicting the outcome of large-scale inno-
vation.
Nevertheless we can apply theories of the organization of work to
understanding the impact of systems. In some cases, where small-scale
changes are intended, we can make predictions of their likely success. The
theories available to us are of several kinds. Some are cognitively based,
helping us to understand the performance of certain kinds of complex task,
such as problem solving. Others have been developed from a social science
perspective, focusing on the effects of systems on people's activities as a
whole (Emery and Trist, 1960). We shall look at theories of both kinds.

3.5.1 Problem-solving models


There is a lot in common between theories relating to the organization of
activities. They all propose models with a basically functional form, that is,
in the form of a mechanism with several interconnected parts, each part
serving a particular function. We find certain parts recurring in every
such model: for example, we find parts that store knowledge about the
domain of activity, parts that keep track of the goal of the current activity,
and parts that make choices about the next action.
One of the reasons why our models tend to look rather alike is that
they are mostly derived from the same source, the pioneering work of
Newell and Simon on Human Problem Solving (Newell and Simon, 1972).
They proposed a comprehensive Theory of Human Problem Solving that
has inspired the work of many researchers over the intervening 20 years.
Their theory encompasses ideas about human information processing,
later incorporated in the Model Human Processor of Card, Moran and
Newell; about the nature of the 'programs' that people follow in order to
achieve goals; about the representation of knowledge about tasks, and
about the ways people search for strategies to perform tasks.
Because the theories of Newell and Simon are so comprehensive they
are difficult to apply to system design. They need to be approximated and
narrowed down to make them applicable to specific problems - in other
words, transformed into more of an engineering science. The next pages
describe examples of simpler theories, some of them with a narrower
focus, that can be applied more easily to system design.
THEORIES OF THE ORGANIZATION OF HUMAN ACTIVITY 59

3.5.2 Norman's model of task performance


The design of interactive systems involves detailed analysis and predic-
tion of the performance of tasks. Don Norman (1986) has proposed a
model of task performance that identifies seven stages of execution and
evaluation of user actions. The model, shown in Figure 3.7, provides a
framework for understanding how users' actions relate to their goals and
to the systems they use.
The model depicts the stages of mental activity that may be involved
in the user's achievement of a goal. These consist of,
Establishing the goal to be achieved
Forming the intention for action that will achieve the goal
Specifying the action sequence corresponding to the intention
Executing the action
Perceiving the system state
Interpreting the state as perceived
Evaluating the system state with respect to the goal and intentions.

Evaluation
< >

Action
Interpretation
specification

Physical
activity

Figure 3.7 Norman's seven-stage model of interaction; from Norman (1986).


60 THE HUMAN VIRTUAL MACHINE

The model identifies two categories of mental activity concerned


respectively with execution and evaluation. The execution stages lead from
the goal to the performance of action, and the evaluation stages lead back
from perceiving the resulting state of the system to its evaluation with
respect to goals and intentions. It is only at the stage of system-state eval-
uation that the user can judge whether progress has been made towards
achieving the goal, that is, how the results measure up to expectations.
During task performance the stages of action will not necessarily fol-
low the sequence shown in Figure 3.7. Some stages may be left out, oth-
ers may be repeated. If we are writing a memo, for example, and form the
goal of 'fitting it onto one page', we may need to form a series of inten-
tions, and evaluate the system state against each one, before this goal is
reached. Thus we may try rewording a sentence so as to reduce its length,
and then view the memo to see if it fits onto one page. Figure 3.8 shows
the stages of action laid out according to Norman's model of interaction.

Intention
\ 4, ► \ Evaluation \

Figure 3.8 Modifying a memo to fit onto one page, modelled according to Norman's seven
stages of interaction. Based on an example in Norman (1986).
THEORIES OF THE ORGANIZATION OF HUMAN ACTIVITY 61

This model has a number of practical uses in system design. Some of


these will be explored in Chapters 13 and 14, when we discuss the user's
conceptual model. Norman makes the point that there is a cognitive 'gulf
between the goal and the physical system used in achieving the goal, and
that we can design systems to reduce this gulf, with positive effects on the
user's interaction. The model also helps us to understand how people use
unfamiliar systems; in this respect it relates closely to the next topic.

3.5.3 A theory of exploratory learning


Let us look at a particularly simple example of a theory that explains the
organization of a particular kind of activity, namely the way in which
someone unfamiliar with a system learns how to use it through explo-
ration. We have all experienced this kind of activity when faced with the
need to operate an unfamiliar domestic appliance or purchase a ticket
from an unfamiliar machine. We try different sequences of operation until
we find one that does what we want.
The theory of exploratory learning can be expressed as a simple func-
tional model with four parts (Poison and Lewis, 1990):

(1) Goal setting. Users start with a rough description of what they want to
accomplish - a task.

(2) Exploration. Users explore the system's interface to discover actions use-
ful in accomplishing their current task.

(3) Selection. Users select actions that they think will accomplish their cur-
rent task, often based on a match between what they are trying to do and
the interface's descriptions of actions.
(4) Assessment. Users assess progress by trying to understand system
responses, thus deciding whether the action they have just performed was
the correct one, and to obtain clues for the next correct action.

In essence, the theory claims that people perform these four steps in
sequence. They start by setting themselves a goal, and then repeat the
three steps of exploration, selection and assessment until they achieve it.
The theory can be observed in action wherever and whenever people
have to deal with unfamiliar machines. For example, we might observe
the user of an Automated Teller Machine repeatedly being told by the
machine to 'enter amount in multiples of $5' and keying in '4'. The user's
goal is to withdraw $20. He has explored the control panel, has selected
the withdraw cash button and has been asked to enter the amount, which
he has assessed as progress towards his goal. For his next step he has
interpreted the request, 'in multiples of $5', to mean dividing the sum he
wants by 5 and entering the result: he has selected this as his next action.
All that happens is that the machine makes the same request again; he
62 THE HUMAN VIRTUAL MACHINE

assesses this to mean that he has made no progress. He may try again
with '4', or ask the person standing behind him for advice, or try entering
some other value, or possibly give up and walk away.
The value of the Exploratory Learning theory lies, first, in the wide
range of design problems to which it applies and, second, in its simplici-
ty and ease of use. We will explore its use in Chapter 8 when we look at
methods of Cognitive Walkthrough for analysing user interface designs.

3.6 Sociological theory of group organization


Theories such as the model of task performance and the model of
exploratory learning help us understand the behaviour of individuals, but
they tell us little about the ways people behave together. When faced with
questions about group behaviour we can, as we have already seen, find
some answers in the results of sociological and anthropological research.
But the examples we have seen in Section 3.4 relate to fine-grained activ-
ity; we need corresponding theories that will help us understand how
groups of people organize their activities around the use of systems.
As in the case of fine-grained theory, it is easiest to understand what
this body of sociological theory can offer by looking first at some exam-

ples.
An expert system for crime detection
The first of our three examples is of an expert system installed in a police
department in Northern England, reported in Ackroyd et al. (1992). The
work of police detectives in the UK, as in most parts of the world,
revolves around solving crimes and preparing prosecution cases in order
to gain convictions (Benson, 1993). The purpose of this system was to help
them identify possible suspects in unsolved criminal cases. It allowed
details of a crime to be entered at a special dedicated computer terminal,
and would then search through criminal records and suggest names of
people to investigate further.
The system was not popular with detectives, and received very little
use. This was an unexpected outcome, because the system performed
reliably according to the specification drawn up for it. However, its design
did not fit well with the organization of the detective's working day. We
have already seen a glimpse of what this day is like in Figure 2.7, and may
have noted the many interruptions. During the 90-minute period shown
in Figure 2.7, the detective in question is interrupted four times, and can
be seen interrupting other members of the police force at least once.
The expert system required its users to leave their desks and go to the
terminal room, log in to the system, set up the details of the unsolved case,
and then spend enough time at the terminal to scan the names it produced.
This opportunity for peace and quiet could have been seen as a godsend
SOCIOLOGICAL THEORY OF GROUP ORGANIZATION 63

by the detectives, but in fact they felt obligated to be at their desks, avail-
able to take messages and handle emergencies. Once they sat down at the
expert system and had invested the time to set it up, they felt obligated to
follow through to the end of the session. They could not satisfy both sets
of obligations, and chose to stick to their established work methods.

Detectives' exploitation of online crime records


This second example also relates to police work, and concerns the unex-
pected usefulness of a system for generating reports of crime statistics. In
the police department where it was installed, its main purpose was to pro-
vide management with up-to-date statistics so that they could make
strategic decisions about resource allocation according to crime trends.
After some initial teething troubles had been resolved, it became a useful
adjunct to the department's information systems.
One of its unexpected uses was in supporting detectives during cer-
tain kinds of interviews. Much of the work of police detectives focuses
around the preparation of prosecution files. However, they are also
responsible for clearing up crimes at a satisfactory rate. From time to time
they encounter suspects who are confessing to crimes and are willing to
admit to other unsolved crimes as a means of plea-bargaining. Detectives
then need a rapid means of accessing records of unsolved crimes using
the descriptions provided by the suspect.
The crime-reporting system had never been intended for use by
detectives. Its user interface was oriented towards data entry and report
generation by trained clerks, and was difficult to learn to use; further-
more, the system terminals were housed in a special data-entry room.
However, once the detectives discovered that they could search for crime
records matching a particular description, they quickly taught themselves
to use the system. Then, when faced with a suspect admitting to a crime,
they would continue the interview in the data-entry room, where they
would use the crime records as a means of matching up the suspect's
other confessions with known unsolved crimes. The suspects, somewhat
unnerved by this new style of interview, tended to be more cooperative
than usual. The detectives weren't troubled by being absent from their
desks - they were getting rapid results. Here was a case, then, of a system
whose usefulness greatly exceeded expectations (Harper, 1991).

The collaborative nature of air traffic control


The last of these three examples concerns air traffic control. This is a work
process whose objective is to manage traffic through sectors of airspace
safely and efficiently. Flight plans are filed with control centres in advance
of each flight, and are updated as fresh information is received about the
progress of the flights themselves, enabling controllers to guide flights
through their sectors by communicating with pilots over two-way radio.
Figure 3.9 gives an example of about five minutes' worth of conversation,
64 THE HUMAN VIRTUAL MACHINE

Times are in minutes and seconds, starting at 08:50:42.


50:34 Controller: Scandinavian 515 route direct to Detling.
50:42 SK515: Roger, direct Detling, SK515.
51 :14 [Controller takes phone call] ... If you like.. OK.
51 :49 Controller: SK515, descend now to flight level 100, one-five miles
before Detling.
52:00 SK515: Roger, level 100 to be level fifteen miles before Detling,
SK515.

52:04 Controller: 'kyou.


[Controller sorts flight strips]
53:22 [Controller to assistant] Ferry 201 ... is Ferry 201 past?
53:27 Controller: Air Ferry 201 continue with Amsterdam 125 decimal 7,
good-day.
53:34 BAF201 : 1 25 er 7, good-day.
[Discussion with other controllers]
55:21 Controller: SK515, what's your present heading?
55:25 SK515: Roger, 'ding 240, SK515.
55:28 Controller: Roger, turn left, heading 220, keep you clear of the dan-
ger area.
55:33 SK515: Roger, heading 220, Scandinavian 515.
[Controller sorts flight strips]
55:47 Controller: Speedbird 723, you can turn, er, for Lambourn, descend
when ready to flight level 150.
55:56 BA723: Roger, recleared, when ready level 150 and turning direct
for Lambourn, Speedbird, er, 723.

Figure 3.9 Transcript of six minutes of an Air Traffic Controller's exchanges with flights tra-
versing asector in the London area (from Harper et al, 1995).

during which Flight SK515 is guided through a busy air sector in the
vicinity of London (Harper et al, 1995).
Controllers work at consoles incorporating radar displays that show
each flight in the sector as a trace labelled with the flight's number, alti-
tude and heading direction. They also have racks of paper strips on which
details of each flight are printed. These flight progress strips are used as a
basis for managing the sector; the controller 'works the strips', checking
the status of each flight in turn. When flights leave the sector, their flight
strips are tossed away.

The introduction of RD3


Traditionally, the design of air traffic control consoles has been seen as a
matter of supporting the controller's activities. Therefore when the British
Civil Aviation Authority decided to upgrade their system in the mid-
SOCIOLOGICAL THEORY OF GROUP ORGANIZATION 65

1980s, they undertook a major redesign of the controller's console, and


added a number of extra display capabilities, in a system known as RD3.
The new system would enable controllers to handle sectors unaided,
something that had never been possible before.

Reactions to RD3
When the system was introduced, the reaction of controllers was far from
positive; indeed it ranged from indifferent to hostile (Harper et al, 1995).
They complained of difficulties in accessing display functions, irrelevance
of the functions themselves, unreliability, and confusing layouts. One
group of controllers refused to use the new system altogether, regarding
it as untrustworthy. Controllers started to revert to the previous system,
which they knew and trusted. It appeared that RD3 was doomed to be an
expensive failure, and investigations were mounted to find out why,
including a sociological study by Harper et al. which identified incompat-
ibilities with group work practice (1995).

Findings from sociological studies


The controllers had not been used to working on their own, in the man-
ner proposed for RD3. The previous system had required each controller
to work with a number of assistants, who fetched flight strips from the
printer, placed them correctly in the racks, liaised with neighbouring sec-
tors, and drew the controller's attention to possible flight conflicts.
Controllers also relied on the sector chief, who oversaw several sectors, to
keep an eye open for potential conflicts and to deal with special situations
when they arose. The whole focus of this team effort was to relieve the
controllers of any distractions and allow them to 'work the strips' as reli-
ably and efficiently as possible.
A basic flaw in RD3's design was its lack of recognition for this team
structure. The controller was given more responsibility than before, and
could no longer operate by 'working the strips'. New display functions
were provided to help the controller handle the extra workload, but they
made the display more difficult for other members of the team to read and
interpret. In particular, the chief could no longer rely on the display when
dealing with special situations. These were some of the properties of RD3
that caused the control teams to regard it as untrustworthy, and eventual-
ly to refuse to transfer their work onto it.

3.6.1 Modelling users' reasoning about choice of tools


These are three very different stories. Two of them describe design fail-
ures, while the other is about a system that scored an unexpected success.
It is not easy to perceive an underlying theory of human action, of a kind
that might be useful in system design. This is often the case with the
results of sociological study, but these examples do provide one useful
insight, which we will explore in this final section.
66 THE HUMAN VIRTUAL MACHINE

A common theme of all three is the choice of tools and systems that users
make, and how they reason about this choice. This is a rather different
kind of choice from the ones we've discussed previously, such as the tele-
phone caller's choice of response to the answerer's 'Hello', or the
exploratory learner's choice of next action. The choice of whether to adopt
or abandon an available tool is made by the user over a longer period,
during which the tool is experienced in a variety of situations where
other issues are at play too, many of them social in nature.
We can see evidence in each of these three examples that users reason
about their choice of tools and systems in terms of their goals and obliga-
tions. The question they face is, Will my use of this system, to perform this
particular task, help me meet my overall goals and obligations? This question
arises in various circumstances; for example:

(1) It arises while the user is attempting to perform the task with the aid of
the system, where the user asks, Is this system helping me?
(2) It arises while the user is performing the task without using the system,
and asks, Would the system have helped me?
(3) It arises when the user is faced with a choice of performing the task in one
of several ways, and asks, Which system will help me most?

As system designers, we are keenly interested in situations of type (3),


for it is here that tools compete for the user's acceptance, in the manner
described in Chapter 2. To understand how the choice is made, we need
to look at situations (1) and (2), because these provide experiences that
feed the user's reasoning. We need to be aware of the social forces that
contribute to these experiences.
Thus in the example of the expert system, it turned out that detectives
were strongly motivated to stick to the daily routine of preparing cases
and answering phone calls, because this work produced visible results
and maintained their social obligations to their colleagues. While the
expert system sometimes helped solve crimes, it didn't help enough to
make up for taking detectives away from their other responsibilities. In
the second example, use of the unsolved-crimes database offered an unex-
pected way of clearing up crimes more efficiently than before, an impor-
tant measure of the detective's performance. The air traffic control system
contravened a number of social obligations within the control room, mak-
ing it difficult for sector chiefs and assistants to support the controller
properly, which meant that the controller herself could not do her job
properly either.
Sociological theory cannot yet provide designers with the kind of
dynamic model they might like to have, one that could answer the ques-
tion, Will users accept or reject this system? This question involves model-
ling the user's reasoning process, taking into account the complex set of
goals and social obligations in his or her work. This is harder to do than,
EXERCISES 67

say, modelling the exploratory learning process. However, sociological


studies can teach us a lot about the context of work and its social systems
(Button, 1993). They can provide many useful insights about users' needs
for interactive systems.

3.7 Conclusion
We have looked at three basic types of theory in this chapter. The first type
derives from psychological research, and contributes to our detailed
understanding of how people perform tasks. The second type is based
primarily on anthropological research and provides equally detailed
models of how the social context affects human behaviour. The third set
of theories, based on both psychological and sociological research, focus-
es on how people organize larger units of activitiy.
Taken as a whole, these theories contribute to our understanding of
the Human Virtual Machine. They leave a great deal unexplained, and
this limits the degree to which we can predict the outcome of system
design. As more research is done into human behaviour, gaps in the
Human Virtual Machine can perhaps be gradually filled in.
The next set of chapters will start to explore ways in which we can
apply these theories to the design of interactive systems. We will see
instances of the theories' usefulness, and we will also see instances of
design problems where the theory is inadequate. In these latter cases, we
tend to rely more on building and testing prototypes. The lessons learned
from these experiments can, in some cases, provide a basis for developing
new theories and thus filling gaps in the Human Virtual Machine.

Exercises
(1) What are the differences between explanatory theories, empirical laws
and dynamic models? Give examples of their uses in design.

(2) Using the Keystroke-Level Model, calculate how long it would take to
type the command s/ hello /goodbye/ <return> to substitute the text
'goodbye' for 'hello'.
(3) With a group of colleagues, try the exercise of Figure 3.4, and compare
your performances with those derived from the Human Virtual Machine.
Discuss explanations for any major differences.

(4) According to Fitts' Law, how fast can a user select a function key on the
side of a keyboard, measuring 1 cm square?
(5) Set up two targets in opposite corners of a computer screen. Measure the
time you take to alternate between the targets 20 times, and compare this
with the time calculated with the aid of Fitts' Law.
68 THE HUMAN VIRTUAL MACHINE

(6) Try answering just 'Hello' to a series of telephone calls you receive, and note
any answers that don't fit into one of Schegloff 's nine categories in Figure 3.6.
(7) Consider how the desktop system described in Section 3.2.1 might affect
patients' satisfaction with the consultation service. What kinds of com-
plaints might arise, and how might the theory of Greatbatch et al. help
explain the complaints?

(8) In the zig-zag line example of Figure 3.4, the motor subsystem is involved
in signalling reversal of direction and in correcting the end position. We
might therefore expect correction to take longer, because the motor sub-
system is 'busy' signalling reversal. Why do you suppose the reversal
cycle doesn't slow down the correction process? Hint: try to trace the
involvement of the subsystems shown in Figure 3.3.
(9) Classify each of the following statements according to whether it is an
explanatory theory, an empirical law or a dynamic model:
(a) To recall the details of an event, people try first to reconstruct the con-
text in which the event occurred, and then replay the context.
(b) People retain their ability to recall specific events in their lives for a
maximum of five years, with few exceptions.
(c) In order for one fact to be easier to retrieve from memory, another fact
has to become more difficult.

(10) Suppose the Flight Tracker and Ramp Planner, in the example of Section
3.4.1, had been in separate soundproofed cubicles. Write the dialogue
between the Flight Tracker and the pilot as it might then have taken place.
What changes would you suggest making to the equipment installed in
the Flight Tracker's cubicle?

Further reading
Card S. K., Moran T. P. and Newell A. (1983). The Psychology of Human
Computer Interaction. Hillsdale, NJ: Lawrence Erlbaum Associates
A pioneering work on a major body of cognitive psychology research into the
design of interactive systems. Chapter 2, on the Human Information
Processor, remains the best summary of models of human performance.
Greatbatch D., Luff P., Heath C. and Campion P. (1993). Interpersonal
communication and human-computer interaction: An examination of
the use of computers in medical consultations. International Journal of
Interacting with Computers, 5, 193-216.
A lengthy but rewarding discussion of how computers in the doctor's office
affect doctor-patient conversation.
CHAPTER 4

Design processes and


representations

Chapter objectives:
The design of an interactive system involves a number of interlinked design
processes, and a number of different representations of the design and of the
user's activity that it supports. This chapter introduces:
• The roles of the various design processes and representations
• The relationships of the processes and representations to each other
• The basic form of each process
• Examples of each of the main representations.

4.1 Introduction
Designing an interactive system involves us in a great variety of tasks. At
one point we may find ourselves sketching part of the user interface, for
example. Next we are interviewing a prospective user. Then we are build-
ing a model to determine speed of operation, after which we must incor-
porate our design changes into a prototype, which we must then test on
our users. And so on, sometimes for months or even years. If all goes well,
everything comes together at the end in the form of a completed design.
This chapter offers a preliminary view of how all these activities are
able to make their respective contributions to design. It points out how
69
70 DESIGN PROCESSES AND REPRESENTATIONS

the activities form sequences that we can treat as individual processes, in


the sense defined in Chapter 2. It also highlights the dependence of design
on representations of systems and of users' activities. It shows how these
representations enable the results of one design process to contribute to
another in an orderly way.
The chapter's overall purpose is to provide a framework into which
the methods described in later chapters can be seen to fit. The aim is not
to prescribe a new way of doing things, although it may seem new to
some readers. Rather it tries to explain how each existing method makes
its contribution to design. The chapter starts with some preliminary
words on design processes and representations, and then discusses each
of the principal processes in turn.

4.2 Understanding design


We can find many accounts of design in the literature, e.g., in Rogers
(1983) and in Ferguson (1992). These accounts identify the activities that
take place, including:

• Analysis of alternative solutions to determine whether they are practicable


• Conducting investigations to fill gaps in knowledge
• Drawing up draft specifications
• Making performance and cost estimates
• Building and testing prototypes
• Modifying the design and revising the prototype if necessary.

Every design project involves some or all of these activities. However,


each design discipline tends to rely on them to a different degree and goes
about them differently.
Interactive system design is no exception here. There is a relative
shortage of scientific knowledge, and correspondingly few analytical
tools, which means we rely a great deal on building and testing proto-
types, even in the early stages of design. At the same time, we are con-
stantly introducing interactive systems to new application domains about
which little is known. This means we must spend time studying people in
the new domain and analysing the results of our studies.

4.2.1 The multiple processes of interactive system design


For these and other reasons, interactive system design is likely to involve
not one process but several concurrent processes. Figure 4.1 characterizes
the way these processes interconnect. While specifications are being
drawn up, data have been collected from user studies and are being
UNDERSTANDING DESIGN 71
~nn
Build
type
type Proto-

proto-
Test

y
Investigation
report

V
Enhance
^ Spec Spec

Analyse
iff Analyse
>ffff
Q D
Activity

1
Activity
Activity
model Activity model model

data

Study

users

Figure 4.1 Some of the processes and representations of interactive system design.

analysed, possibly a prototype is being built in readiness for user testing,


and so on. The processes move forward in parallel, but their results are
likely to come together when a new specification is drawn up or a new
prototype is built.
The five processes described in outline in this chapter are user study,
model building, specification, analysis of the design and evaluation of prototypes.
Each of the processes is expanded in subsequent chapters of this book.

4.2.2 Design representations


The other purpose of this chapter is to introduce some of the important
design representations that link the processes together. As we saw in
Chapter 2, processes arise when activities develop multiple dependencies,
and system design is a good example of such an activity. It is often neces-
sary to pass information about the design from one process to another.
This information may describe some aspect of the design or of the
72 DESIGN PROCESSES AND REPRESENTATIONS

s
Activity Activitya
DD
1 I \
I Prototype\
Design Investigation
data model
spec plan/report

Process

Figure 4.2 Symbols used to represent processes and design representations.

environment in which it is to be used, or it may identify things to be done.


Design representations play a role not only in linking processes together
but in supporting individual processes; for example, a specification can
support the process of gradual enhancement of the design.
Some of the important representations that act as links between
processes are included in the set of process symbols shown in Figure 4.2.
These symbols are used in diagrams of the various design processes pre-
sented in this chapter, and also in the process diagrams that introduce
design methods in the chapters that follow.

4.3 Studying the user


Interactive systems address situations of concern through their support
for people's activities. If we want to design a system, therefore, we need
to understand the activities it is to support. Ultimately we will need to
build models of the activities, so that we can understand the system's
impact on the situation of concern. The first stage, however, is to conduct
studies and gather data.
The key to understanding activities is to study the people who per-
form them - the potential users of the system. In effect, we learn about
people's activities by studying the people themselves. From these studies
we will collect data that will form the input to analysis and model-
building (Figure 4.3).
A lot hinges on the results of data collection and analysis. According
to the outcome, the design problem may start off in quite different direc-
tions, and the design itself may be based on widely different models of the
user's activities. If user studies aren't conducted with adequate care, the
outcome of the design project can be in jeopardy.
73
STUDYING THE USER

i
i
Situation \
f-N-i A' X
i
of 1 User study
rV
concern / J
Activity
Activity

data model

Figure 4.3 The process of user study, leading to the collection of activity data for subse-
quent use in analysis and model-building.

An example of such a design project was described in Section 3.6.3.


We saw there how an air traffic control system was built without adequate
input from user studies, and when introduced to service was rejected as
unreliable by the air traffic controllers. The underlying problem was the
lack of fit between the system's functions and the controllers' responsibil-
ities. Although the system supported individual tasks adequately, it
caused breakdowns in teamwork that threatened air traffic safety.
User studies can generate a variety of forms of data. In Figure 4.4 we
see several examples:

(a) A fragment of a transcript of an interview, in which the interviewee is


describing his day at work.
(b) A sequence from a verbal protocol transcribed from a video recording of an
airport control-room Ramp Planner responding to a pilot's request.
(c) A fragment of the dialogue between user and system, in which the appli-
cation in question is a text editor; here again, the data were gathered by
videotaping.

(d) Part of an answer to a questionnaire.

The aim of user studies is not, of course, just to collect data about peo-
ple's activities, but to assist the design of supporting systems. Raw data
are not particularly useful to designers, in and of themselves. They hide
the structure of the activity, and make it difficult to test the validity of sys-
tem designs.
It would not greatly help the designer, for example, to be in posses-
sion of a word-by-word transcript of an entire day's conversations of an
airport Ramp Planner, like the example of Figure 4.4(b). At best, the
designer could look through the transcript for evidence of problems; but
if she were to notice a problem, such as momentary uncertainty about the
availability of a particular gate, her next questions would probably be,
'Why did this happen?' and 'How often does this kind of thing occur?' To
answer these questions, she would have to read through the whole set of
transcripts, extracting and analysing the appropriate data.
74 DESIGN PROCESSES AND REPRESENTATIONS

(a) I thought about doing the price list ... this was like, I thought, shall I go and
do the price list for today, had a look at it, deleted some files, thought about
a problem I have with how it runs, thought about an improvement I could
make, thought, no, that's too much, I'll do it later, and then didn't do it, yeh?
And that took me from about 13:15 ... it's probably about 13:20 ... to about
14:00 ... and then I went and had a meeting with Carol.

(b) Pilot: San Tomas Ramp?


Atlantic two eighty six?
Julie: Two eighty six.
This is operations.
Pilot: I understand gate fourteen is occupied?
Do you have any instructions for it?
(0.3)
Julie: Uh: : m,(0.1)
Should have left ten minutes ago.
Hopefully:,
(1.0)
They have pulled the passenger stairs.
They should be leaving momentarily.
Pilot: 0:kay. Thanks.

(c) The user decides to make the change [from geart


to great] by using the Substitute command to sub-
stitute the characters grea for the characters gear.
user: s Invokes the Substitute command
system: ubstitute Completes the command name and waits for the
first argument to the Substitute command.
user: grea return Types the new text to be substituted and terminates
it with RETURN.
system: (for) Prompts the user for second argument of
Substitute.
user: gear return Types the old text to be replaced and terminates it
With RETURN.
system: [OK] Asks the user to confirm that the command is stated
correctly before executing it.
user: RETURN Types return to confirm. The system then makes
the substitution every time it can on the current line.
system: 1 Responds by printing the number of substitutions it
made - in this case only one was made.
system: # Prompts for a command.

Figure 4.4 Examples of data gathered during user studies: (a) a fragment of an interview, in
which the subject is reconstructing his day; (b) a verbal protocol of a videotaped
exchange between a pilot and Julie, an airport Ramp Planner, from Goodwin and
Goodwin (in press), using the notation shown in Figure 3.1; (c) a dialogue frag-
ment, showing the user correcting a mistake in a document; from Card et al. (1983).
75
STUDYING THE USER

22. In my opinion the information centre is

OF SOME VERY ABSOLUTELY


HELP HELPFUL INDISPENSABLE

1 2 3
0 5

23. In my opinion the software vendors are


OF SOME VERY ABSOLUTELY
HELP HELPFUL INDISPENSABLE

0 4 5

24. In my opinion the people in the department who are


knowledgeable about computer applications are

OF SOME VERY ABSOLUTELY


HELP HELPFUL INDISPENSABLE

1 2 3 4
©
(d)

Figure 4.4 Continued, (d) a questionnaire response, from Kenneth E. Kendall /Julie E.
Kendall, Systems Analysis and Design, 2e, © 1992, p. 144. Reprinted by permission
of Prentice-Hall, Englewood Cliffs, NJ.

The purpose of building models of people's activities, as described in


the next section, is to perform the analysis of raw data in advance of sys-
tem design. Once these models are available, questions can often be
answered quickly and accurately.

4.4 Modelling the user's activity


As we examine the different processes of interactive system design, we
become aware of the crucial role played by models of people's activities. A
task or process model provides insights into the range of supporting func-
tions that the system may need to provide. It can also provide explanations
for unexpected results when the system is installed and used. These are
some of the areas in which models can help answer designers' questions.
Models of human activity are especially invaluable in making predic-
tions of the usability of system designs. They enable us to assess the sys-
tem's usability in terms of one or more usability factors; the table of factors
shown in Chapter 2 is repeated in Figure 4.5. Designers' questions are
76 DESIGN PROCESSES AND REPRESENTATIONS

• The speed of performance of the activity, which affects how many peo-
ple are needed to perform it
• The incidence of errors while performing the activity
• The users' ability to recover from errors that occur
• The magnitude of the users' task in learning to use the system
• The users' retention of learned skills
• The users' ability to customize the system to suit their way of working or
the situation of use
• The ease with which people can reorganize activities supported by the
system - their own activities and other people's
• Users' satisfaction with the system

Figure 4.5 Usability factors, repeated from Chapter 2.

likely to focus on one or more of these factors, such as speed of operation


or incidence of errors; for this reason, the most helpful type of model is
likely to be one that assists in making predictions about particular usabil-
ity levels. In other words, it will be a dynamic, 'runnable' model of the
user's activity. We saw specific examples of runnable dynamic models in
the last chapter, in the form of Fitts' Law, the Keystroke-Level Model and
the model of exploratory learning.
In building models from data collected during user studies, we tend to
focus on modelling either tasks or processes. We would model the simple
text-editing activity of Figure 4.4(c) as a task, perhaps as shown in Figure 4.6.
A complex activity, involving several people over a period of time, would be
modelled as a process. Figure 4.7(a) shows several concurrent processes han-
dled by an air traffic controller, based on the example of Figure 3.9, and
Figure 4.7(b) shows the task structures forming one of the processes.

Correct
misspelt
word

Issue Enter Confirm


'substitute' search command
command text

1
Type Type
Type
RETURN
search RETURN

Type 's' text

Figure 4.6 Representing the steps from Figure 4.4(c) as a task.


77
MODELLING THE USER'S ACTIVITY

BA723 process Direct BA723


to turn,
descend

BAF201 process Maintain


BAF201 on
125.7
Route Direct SK515 process
Route
SK5 15 direct SK515to
level 1 00 SK515
left to 220
to Detling

strips]
[phone call] Background process
If you like... [sort flight with other
[discuss
controllers]
OK

(a)

Route Direct
SK515
direct SK515to
level 1 00
to Detling

SK515, SK515,
ATC SK515 left, heading
Roger, turn
descend 220, keep
route
to level 100,
direct to
Detling 15 miles
heading?
before Detling what's
present theyou clear area
danger of

your

SK515 pilot Roger, level


100, to be
level 15 m.
before Detling,
SK515

(b)
Figure 4.7 Representing activities as processes: (a) the air traffic control activities shown in
Figure 3.9 represented as four processes, three of them concerned with handling
individual flights, the fourth with background tasks; (b) the tasks making up one
of these processes.

We do not usually attempt to develop an activity model from scratch.


Rather we choose an existing form of model, according to the nature of the
activity and the types of usability questions we expect to encounter. We may
choose a generalized form, such as a task model. Sometimes we simply wish
to revise an existing model by means of further analysis of new or earlier data.
We analyse the data collected during study, abstracting out the data needed to
construct the chosen type of model. This process is shown in Figure 4.8.
78 DESIGN PROCESSES AND REPRESENTATIONS

Activity
Activity
model
data

Activity
a
model
(generalized or
previous)

Figure 4.8 Constructing an activity model based on study data, drawing on a previous
model or a generalized form of model.

4.5 Developing the specification


Many aspects of design and implementation hinge on the specification. For
example, analysis of the design relies on the availability of a specification
of the design, and so does implementation of the software. In effect, we
cannot analyse or implement the system unless we know what it is. More
fundamentally, the central process of turning an initial problem statement
into a final specification involves many iterations of enhancement, as
shown in Figure 4.9. These enhancements consist of changes or additions
to the specification.

4.5.1 The problem statement as a specification


We may regard the problem statement as an initial, very general specifi-
cation of the form of solution. Consider the following problem definition:

Design an online patient registration system, to be integrated with the cur-


rent hospital information system, allowing rapid entry and easy update of
patient details.

This includes a brief specification of the form of solution, in the words


'an online patient registration system, to be integrated with the current
hospital information system'. It also specifies key usability aspects of the
two main activities supported, 'rapid entry and easy update of patient
details'. Problem statements include, in embryonic form, the functional
and performance requirements that the system must attain.
— >
->
79
DEVELOPING THE SPECIFICATION

Enhance
K K
ProfcA Partial
lem design Enhance design
Full

ment synthesize
state- or spec spec

Figure 4.9 Steps in the development of a design specification.

4.5.2 The requirements document


The development of the design specification is a gradual process, as
Figure 4.9 suggests. However, there is an important transition at the point
when the requirements for the system are defined. This is a watershed
point in the design process.
Once the system's requirements have been specified, the system is
defined sufficiently to show that the original situation of concern can be
resolved. In other words, the specification can be validated with respect to
the initially stated need, as shown in Figure 4.10.
At the same time, the specification now defines a technically feasible
design strategy. It has reached a point where the design task can be hand-
ed to a competent system designer for completion. There are no major
gaps in the specification that might cause this designer to produce some-
thing incapable of resolving the situation of concern. It isn't necessary for
the designer to look back over the watershed to find out about the situa-
tion of concern; the requirements document says all that is necessary for
the design to proceed.
The way the solution is spelled out in the requirements document
depends on a number of factors. It depends, for example, on the context
in which design will be performed - will the system be developed as a
product, or in-house by a user organization, or by a software contractor?
It also depends on who is expected to read the document; for example,

N
Full
design
Requirements wV ments f Further
design \ V
definition f
Require-
J spec
spec

Validation

Figure 4.10 The requirements document as a watershed in the specification process, allowing
validation in terms of the original situation of concern.
80 DESIGN PROCESSES AND REPRESENTATIONS

1.1 Patient registration


1.1.1 The system must support the entry of patient information on arrival
at the hospital, including name, address, name of physician, date
and time of arrival.
1 .1 .2 The system must allocate a patient ID to be quoted in all transac-
tions while the patient is registered at the hospital.
1 .1 .3 Patient registration should take a trained operator no more than five
minutes.

1.2 Patient record update


1 .2.1 The system must enable subsequent update and correction of
patient information by nursing staff on the ward.

Figure 4.11 How requirements might be defined in an outline requirements document.

whether it is intended for internal consumption, for those bidding for a


contract, or for those to whom a contract has been awarded. Figure 4.11
shows how requirements for a patient registration system might be
defined in an 'outline requirements document' made available to prospec-
tive contract developers.

4.5.3 Subdivision of the design


In a project of any complexity, the specification won't be developed by a sin-
gle process. There will be many parallel specification processes, each focus-
ing on a different part of the overall design task. For example, there will
probably be a separate design team for each of the major internal software
modules. At an early point, not long after the requirements are defined, the
system is divided into components, and these are designed more or less sep-
arately until it is time to integrate their specifications together.
This subdivision of the design is shown in Figure 4.12. Each design
subprocess is given an initial specification to work from. This specifica-
tion is, in effect, a problem statement for the design of the component. In
the case of the patient registration system of Figure 4.11, requirement 1.2.1
might give rise to a separate design problem, as follows:

Modify the user interface to the ward information system, to allow easy
update and correction of patient information by nursing staff.

4.5.4 Designing the user interface


The user interface is a particularly important component of any interac-
tive system, for it is the part with which the user interacts directly.
DEVELOPING THE SPECIFICATION

"^
81
^ K
k
Enhance
J
-» K
>
Enhance > > Full
Spec divide I thesize
Sub- J
spec

Enhance >
Syn-

Component Full
specs component

specs
Figure 4.12 Subdivision of the specification process, and subsequent synthesis of the com-
ponents.

Generally speaking, the user interface has the most direct impact on the
system's usability; indeed we may have difficulty saying anything defi-
nite about usability levels until we have designed it. We may need to
build and test prototypes, because there are often aspects of the system's
usability that cannot be measured analytically. This need for evaluation is
discussed in the next section.
Designing the user interface is quite unlike designing the internal
software for the system. We are concerned with supporting the cycle of
interaction, not just the cycle of execution of software. The cycle of inter-
action isa cognitive process, and we need to understand it well enough to
ensure that the user interface will support it. This involves five basic
design activities:

Adopting a style of interaction appropriate to the task performed and the


person performing it;
Conceptual design, ensuring that the users have a mental model of the sys-
tem that is adequate to support them in deciding what steps to perform
and in understanding the system's responses;
Performing analyses of usability;
Making decisions about specific aspects of the design, based on design
guidelines;
Documenting the user interface, with the aid of appropriate notations.
82 DESIGN PROCESSES AND REPRESENTATIONS

6 -tfo
MS
1
12
1 \s
"Ttf^V 1*2*. *Uf-

(a)

number ordered Val ue

(less) 2 Cm o re) 4.70 f_£ a n c e 1 ])


1 (~m
up
o re") 18.99 ("cancel")
TOTAL 23.69
^\

mouse

(less)
J
mouse move up
mouse move

Km*) i |@ | idH?) i
mouse mouse
down

(b)
Figure 4.13 Multiple representations of a user interface: (a) rough sketches; (b) detailed
drawings of appearance and behaviour.

As in other areas of the design, we may find we need multiple repre-


sentations ofthe user interface. Thus we may sketch out various aspects of
the design for analysis purposes, as shown in Figure 4.13(a), and then con-
struct careful drawings of user interface behaviour and appearance, as
shown in Figure 4.13(b).

._..
ANALYSING THE DESIGN 83

T Analyse a
{Mm
General sequence
activity
Model of Model of
activity
model activity

sequence performance

Figure 4.14 Stages of analysis, in which a general model of users' activity is transformed into
a model manceofmodel.
the users' sequence of steps, and from there into a quantified perfor-

4.6 Analysing the design


One of the roles of specifications is to help us perform usability analyses
on our designs. This is often the hardest part of the design cycle. We may
be able to think quite easily of a number of different forms of solution, but
we will probably find it hard to judge which is the most usable. To over-
come this kind of difficulty we must tackle the analysis in a systematic
way.

4.6.1 Analysis of the organization of activities


We cannot usually go straight to the analysis of usability levels. First we
need to know how people's activities will be reorganized. Once we know
the sequence in which things will be done, we can make predictions of
speed of operation, incidence of errors, and so on.
Therefore the first stage of analysis will often be concerned with
understanding the system's impact on the organization of activities. We
try to build a model of how people will perform their activities when they
have the system to support them. We base these models on general mod-
els of the activities, derived from user studies. This is shown on the left in
Figure 4.14.
We will usually perform this kind of analysis by constructing a plau-
sible sequence of operation, using a walkthrough technique. We work
step-by-step through the performance of a task or process, trying to pre-
dict the actions that the user will take. A method of cognitive walkthrough
analysis is described in Chapter 8; it involves repeatedly answering the
three questions shown in the example of Figure 4.15.
Walkthrough analyses often tell us a great deal about the design, e.g.,
about ease of learning and likelihood of user errors. But if we want more
precise, quantitative measures of usability we will need to conduct
84 DESIGN PROCESSES AND REPRESENTATIONS

Q1 : Will the correct action be made sufficiently evident to the user?


Answer: Yes. The Patient details option is displayed in the main menu.

Q2: Will the user connect the correct action's description with what
he or she is trying to do?
Answer: No. The user cannot tell that the Patient details option allows
alterations to the details. The label View/edit patient details
would correct this deficiency.

Q3: Will the user interpret the system's response to the chosen
action correctly, that is, will the user know if he or she has made
a right or a wrong choice?
Answer: Yes. The result is a display of the patient's details, with the first
field highlighted for editing if necessary.

Figure 4.15 Cognitive walkthrough analysis.

further analyses of our model of the activity's organization, as shown in


the right-hand side of Figure 4.14.

4.6.2 Analysing performance levels


Once we have a model of the user's likely sequence of usage, we can use
it as a basis for making predictions of performance levels. In particular, we
can often make predictions of speed of operation. We analyse our model
of the activity sequence, attaching performance predictions to the steps in
the sequence. An example, showing the analysis of changing a patient's
records, is given in Table 4.1.

Table 4.1 A keystroke-level analysis of the performance of a task in which a patient's


records are updated, using the method described in Section 3.2.3.

Action Time (sees)


Cognitive operation
1.35
mental preparation (before command) 1.00
PA
2 keyboard characters
RETURN
1 keyboard character 0.50
response time 5.00
0.50
tab 1 keyboard character
tab 0.50
1 keyboard character
DISCHARGE
9 keyboard characters 4.50
RETURN
1 keyboard character 0.50
Total 13.85
EMPIRICAL EVALUATION 85

4.7 Empirical evaluation


Analytical methods allow only partial evaluation of the design. We need
to supplement them with empirical methods, in which prototypes are
tested in order to answer questions about the design.
Empirical evaluation is a relatively complex undertaking, as Figure
4.16 makes clear. It amounts to an investigation of design properties or
questions about the design; often these are couched in terms of the design
requirements. A prototype must be built from details given in the current
specification, and tests must be carried out. The results of the test may con-
firm that the design is adequate, or may give rise to further enhancement.
When we look at the evaluation process in more detail we see a num-
ber of recognizable activities (see Figure 4.17). These include the collection
of activity data, which may be performed as in user studies, and the
analysis of the data, which usually follows a similar pattern to pre-design
modelling and analysis.
Two activities that acquire special importance in the context of empir-
ical evaluation are the planning of the investigation and the documenting
of the results. At the outset we need to identify the requirements around
which the investigation is to take place, and state our objectives:

It is a requirement that the ward information system should allow easy


update and correction of patient information by nursing staff. We have
designed a menu-based user interface that runs on the existing ward termi-
nals. We intend to conduct a three-week field trial of the system to confirm
that it can be learned easily and used effectively by nurses.

Investigation
V
r f Test \ F
V
□ □
report
><
Build
op prototype [ type J
Proto-
/ \

sp --->
Q> Confirm
Require-
v_
vr
ince
ec 3nhc Spec

or

h^
problem
statement

Figure 4.16 The general form of the evaluation process, in which a design specification is
investigated to see if it complies with requirements, by building and testing a
prototype and writing an investigation report.
86 DESIGN PROCESSES AND REPRESENTATIONS

->

Plan DD Test
DD
ActivityJf ^— —) c\ ^— — <
—^Analyse ->rl I""*"! |i~l— Document
Activity
Investigation Investigation
data model
report
Build
plan
prototype type
Proto-

\
Require
— r Spec Confirm or
ments enhance
spec

Figure 4.17 The evaluation process in greater detail, showing the role of the investigation
plan and of the activity model constructed from collected data.

This abstract of the investigation plan doesn't spell out the details of
how the evaluation will be conducted; a more lengthy document will be
needed for this purpose, specifying the experimental method, the proto-
type to be used, the choice of subjects, the type of data to be collected, and
so on. The main purpose of the abstract is to identify the purpose of the
evaluation, and to link the outcome to this purpose. At the end, therefore,
we may write another abstract summarizing the investigation report:

It is a requirement that the ward information system should allow easy


update and correction of patient information by nursing staff. We have
designed a menu-based user interface that runs on the existing ward termi-
nals. We have conducted a three-week field trial of the system confirming
that it can be learned without difficulty by nurses on the job, but identifying a
need to make updating less error-prone.

An outcome such as this, confirming the overall design but suggest-


ing enhancements, provides the necessary input to the next round of
design iteration. The plan and report play a crucial role in the evaluation;
without them, the purpose of the evaluation can become lost, and the out-
come may not be fully understood when the design is enhanced.

4.8 In summary: The processes of design


This chapter has identified the main processes of interactive system
design, and has provided examples of some of the representations these
processes use. How are the design processes themselves carried out? This
question will be answered in the chapters that follow:
FURTHER READING 87

Chapter 5 will cover the methods by which we study users and collect
data in preparation for model-building and analysis, both before design
and during evaluation.
Chapter 6 will explain how activity models of different kinds are built and
used in design.
Chapter 7 will explain the role of requirements, and describe how a set of
requirements is gradually compiled and validated.
Chapter 8 will present several methods for analysing a design in terms of
usability factors.

Chapters 9 and 10 will describe methods of conducting empirical evalua-


tions.

Chapters 11 through 15 cover a range of user interface design methods.

We will see many of the same representations and design activities,


introduced in this chapter, surfacing in the pages to come.

Exercises
(1) By examining each of the process charts, make a list of all of the roles of
(a) activity models, (b) specifications.
(2) Why is it good practice to introduce a representation linking every step in
a process to the next step? What might go wrong if this were not done?

(3) What would it mean to try to design an interactive system without mak-
ing any use of: (a) specifications; (b) prototypes; (c) activity models; (d)
activity data; (e) investigation plans and report?

Further reading
Lammers S.M. (1986). Programmers at Work. Redmond, WA: Microsoft
Press
A set of interviews with leading software designers. Many of them are advo-
cates of reliance on the prototyping process in software development, but
there are glimpses of most of the other design processes in their accounts of
how they work. The back pages include a number of interesting examples of
design representations.
i—J
PART II
To D
^ystem M&gn
d^_Uopr

Bock ^ A

ToD-

5 User study methods

6 Systems analysis and design

7 Requirements definition

!2£

)Z2^A
CHAPTER 5

User study methods

Chapter objectives:

User study methods provide us with the real-life data we need about people's
activities, enabling us to design systems to support them. The main points about
user study covered in this chapter are:
The dependence of design on data gathered from thorough, carefully planned
studies

The choice of methods available, including interviews, observation, question-


naires
How to conduct each of the types of study
The kinds of data each method produces.

5.1 Introduction
To design an effective interactive system, we must identify the people it is
to support - the users - and gain some familiarity with their activities. We
must focus from the outset on these prospective users, because this is the
only way we can really find out about their activities. This is what we
mean when we talk of taking a user-centred approach to design (Norman
and Draper, 1986). We learn about people's activities, how they perform
them, and what they need in the way of support, by focusing our attention
on the people themselves. In this way we ensure that the design will be
based on real data, not imagination, about these people and what they do.

91
92 USER STUDY METHODS

i
I— I Activity model
->£ff
rn -i (generalized or previous)

> J Analyse

Activity
a
Activity
Activity
model
data data

(a)
(b)

Figure 5.1 (a) The process of user study; (b) the analysis and model-building process that
follows it.

We conduct user studies as a first step towards building an under-


standing ofusers and their activities. We observe them at work, we inter-
view them, we get them to fill in questionnaires, we may collect examples
of the materials they work with. As a result, we compile data about them
and about their activities, often in large quantities (Figure 5.1(a)). Then we
analyse the data, with a view to building a model or abstraction of what
we have seen (Figure 5.1(b)).
A number of methods exist for studying users - for carrying out the
process shown in Figure 5.1(a). This chapter covers the three main cate-
gories ofmethod: interviews, observation and questionnaires. Each study
method generates data of a different kind that need to be analysed differ-
ently. The outcome is likely to be affected by the method chosen; therefore
it is important to be familiar with the full range of methods, to appreciate
their strengths and weaknesses, and to know how to use them in con-
junction.

5.1 .1 When do we conduct user studies?

User studies may be needed at various points during the system's design.
There is almost always a need to conduct studies at the outset in order to
define the problem. These are often followed up with more studies, tar-
geted specifically at the activities identified in the problem statement, and
feeding into the definition of the system requirements.
Studies are also conducted in support of evaluation. As soon as a
working version of the system exists, we will want to evaluate it in terms
of the requirements it is to meet. We generally do this by conducting user
tests, either in controlled laboratory conditions or in real surroundings.
The same methods of data collection used prior to design apply also dur-
ing evaluation, although our choice of method will of course be affected
by the circumstances.
INTRODUCTION 93

5.1 .2 How do we ensure quality?


There is little point in conducting studies unless we can rely on the qual-
ity of the data they produce. The best ways to ensure quality are to plan
the studies carefully and to use reliable methods. It is also important to be
thorough, otherwise there is a risk of overlooking important aspects of the
user's activity. But we cannot afford to devote unlimited amounts of time
and effort to user studies; we must draw the line somewhere.
Accordingly we need to know both how to get a successful study
under way, and when to stop it. There is an element of risk in putting the
cap on a study and declaring it complete, just as there is in concluding any
aspect of design, and we must learn to manage this risk. We will learn this
partly from experiencing the analysis that accompanies the collection of
data. As we piece together models of the user's activity we see where
there are gaps in the data and where there are redundancies. This experi-
ence can be fed back into the next study we conduct, and in this way the
process becomes more efficient and less risk-prone.

5.1.3 Data collection methods


In the next three sections we will look at a range of methods for collecting
the data from which models of the activity are built. The principal meth-
ods covered here are interviews, observation and use of questionnaires.
These are well-established techniques that have been described elsewhere
at length; an excellent chapter on task observation methods can be found
in Diaper (1989b) and a classic text on fieldwork has been written by
Strauss (1987).

Prototype Activity

data

DD

Investigation

Figure 5.2 The central testing plan


process of evaluation, in which data are gathered using simi-
lar methods to those applied during user study.
94 USER STUDY METHODS

Several of the methods described here are useful also in evaluation of


systems after they have been built, either as prototypes or as the final
product (Figure 5.2). Chapter 9 will discuss how these methods can be
adapted to collecting data during evaluation.

5.2 Interviews
Interviews provide a particularly rapid and congenial way of gathering
data. They require less prior planning and preparation than issuing a
questionnaire, for example, and the data are available immediately after
the interview in the form of recollections and notes. An interview is a
social event that can, if conducted sensitively, gather vital data while help-
ing to make the prospective user feel positive towards the proposed sys-
tem. By the same token, however, interviews can backfire or give
misleading results, as caricatured in Figure 5.3. This makes it imperative
to take care in their preparation and conduct.

5.2.1 The basic method


Several issues need to be resolved prior to holding the interviews them-
selves. First of all, the interviewee list must be drawn up, and this involves
making decisions about the breadth of the study and the amount of time
that can be devoted. According to the breadth of study, the range of users'
activities covered will vary. Second, the length of interview must be decid-
ed; this will normally lie between half an hour and an hour. Longer inter-
views, possibly stretched across several sessions, are needed when major
innovations are being planned, because these demand a deeper investi-
gation. As we shall see, a structure will normally be defined for the inter-
view. Finally, a schedule must be set up for the individual interviews;
scheduling and rescheduling will often be an ongoing activity during the
course of the study.
Interviews may be structured or unstructured, that is, they may be
designed around a fixed set of questions with simple answers, or they
may be allowed to take their course without constraints. Heavily struc-
tured interviews are not commonly used in pre-design studies unless spe-
cific information is needed, perhaps to support a minor design change.
Equally, it is rare to conduct a totally unstructured interview, starting with
the question, 'So what is it you do?' and bringing the conversation to a
close an hour later. An essential degree of structure is needed simply to
make sure that the following issues are covered in the time available:

(1) The interview's purpose. This should be explained at the outset, allow-
ing plenty of time to get acquainted and to establish the right atmosphere
for the rest of the interview.
INTERVIEWS 95

The Bad Interview


A = Systems analyst
B = Accounts Manager being interviewed

A: Good morning. I'm from the Information Systems Department. We sent


you a memo telling you I would be coming to see you.
B: Yes I did agree with Mr Poppit, manager of the Information Systems
Department, that I would be free for a discussion with one of his staff.
A: Well I'm the one doing the job. You see we want to computerize a lot
more of the work of your department. You have an awful lot of staff and
we feel that we could do a lot of their work by computer.
B: What did you say? Take away some of my staff? My staff are badly over-
worked as it is.
A: No, you don't understand. Let me explain. We are going to set up a data-
base of all customer accounts and keep them on disk. Of course, we'll
do an updating run before we use the database to input to the invoicing
run and monthly reports. Here, let me show you this database layout.
(Shows complex diagram and immediately launches into a detailed
description of the structure of the database using technical jargon. After
some minutes, B starts looking at his watch - a gesture that becomes
increasingly frequent and obvious as the meeting goes on.)
B: This is all very well, but you know my department is probably the most
important one in the company. We control all financial matters very care-
fully, and we...
A: (interrupting) Oh, don't worry about that! The computer is much more
accurate than humans. (Lights cigarette.) In fact, that's going to be a
problem after the new system has been installed. Unfortunately we will
still have to rely to some extent on human beings. I mean your people
will still have to provide the input data to the system but they'll have to be
a lot faster than they are at present.
B: I'd like you to know that my department won the group award last year
for courtesy and efficiency. Furthermore we always...
A: (interrupting) Yes, but we're talking here about the new upgraded com-
puter with 48 MIPS, which will certainly be a lot faster than any of your
staff. Just you wait and see.
B: No, I will not wait and see (Looks at his watch again). I am going to
speak to Mr Poppit personally...

Figure 5.3 A caricature of a poorly-conducted interview; from Bingham and Davies (1992).

(2) Enumerating activities. In interactive system design, understanding the


activities of the prospective user is almost always a prime focus. These
can be uncovered by asking a general question, e.g., 'What are your basic
responsibilities?' and following this up with more specific questions to fill
obvious gaps in the initial answer.
96 USER STUDY METHODS

(3) Work methods. A second part of understanding the user's activities is


finding out how they are performed. This is often the hardest and length-
iest part of the interview because work methods usually involve extensive
skills and knowledge, and the interviewer may be unfamiliar with these.
(4) Tracing interconnections. People never work entirely in isolation, and the
interview needs to discover important interconnections with other people
and other parts of the organization.
(5) Performance issues. The interview should attempt to uncover issues
relating to the current performance of tasks and processes, because these
provide a measure of the 'usability' of the current support system and the
need for improvement. This is often a sensitive topic because of obvious
links to the interviewee's productivity and job security.

This general framework may be varied according to the breadth of


focus. It is also common to spend more time during the first few interviews
gaining an overall impression of the organization, and the interview sched-
ule should be set up to start with people who can provide this impression,
e.g., people with longer experience of the work or the organization.

5.2.2 Effective interviews

The interviewer's other main concern, after resolving basic matters of


structure, is to be alert to various factors that contribute to the effective-
ness of the interview. Part of the interviewer's technique is concerned
with handling these factors. We will look at some of the major factors and
techniques here.

Following up on exceptions
Perhaps the most important factor, capable of influencing the collected data
most strongly, is the existence of exceptions, that is, non-routine aspects of
the work. For a variety of reasons, interviews are always in danger of focus-
ing on the routine and ignoring the non-routine. Yet it is often the non-rou-
tine aspects of work that cause system failures, and handling exceptions is
often a major source of workload and therefore a drain on productivity.
Surprising though it may seem, when we ask people to describe what
they do or how they do it, they tell us about their typical activities and
leave out the atypical (Eldridge et a\., 1994). It takes skill and sensitivity
on the part of the interviewer, and an eye for clues, to uncover exceptions.
Figure 5.4 shows a classic example, drawn from an actual interview, of
how this can happen. A user who at first considers her job to be so rou-
tine that 'there's not much to say about it', suddenly launches into a
detailed account of how she handles atypical events and, in doing so,
uncovers important aspects of the work.
The interviewer in Figure 5.4, Eleanor Wynn, was skilful enough to
notice a key phrase, 'set a fire under somebody', in the subject's answer to
INTERVIEWS 97

E (interviewer): Did you describe your job to me already? Have we gotten


that far?
G (user): I'm in the Collections department. I'm the Lead Collector. You've
met Jerry and Christine? OK, they're in my group.
There's not much to say about it. We just collect past-due balances,
and we do a lot of things that - you do a lot of customer care, you do a
lot of check refunds, and you're cleaning their accounts, and a lot of it is
not even delinquent accounts, but problem accounts, they have the
money ... and it's just not the fact that you convince the customer that
they owe the money, number one, which, you know, is a big step right
there, but then to get it through their system, you have to understand
what they have to do to get a check cut, and you have to understand
their system a little bit. You have to be able to ... know how to set a fire
under somebody to get that moving, if it needs to be prioritized. And that,
at times - people don't understand how hard that can be.
E: What is involved in that, 'setting a fire under somebody'?
G: Well, see, I have to - you begin to immediately move it upward, up
through the management, okay? You start with a clerk, okay? They defi-
nitely cannot solve the problem. It's out of their hands. Okay, you ask
whose hands is it in? Who can make the deci - the buyer.
Okay, you call the buyer, the buyer says, 'Urn, the reason why I'm not
paying this is, I said I would pay twenty dollars and seventy- three cents
for a carton, not twenty-four dollars and seventy-fwo cents, which you bill
me on this five thousand dollar shipment of paper.' So then you say,
'That's all I need to know, let me get back with you.' You get back, you
go through your billing system, you try to find out, you know ...
In the meantime, let's suppose time is running out and you do not
have time to get a billing adjustment through. So you got sit there and
think, How can I get this person to pay this invoice. It's wrong, they got
the wrong PO, they billed them wrong, Accounts Payable doesn't want to
do nothing with it. So you call them back up and say, Tm not asking you
to pay something that is not due. What I want you to do is to pay accord-
ing to your PO. Pay that invoice short, okay?' Then he says, 'I will not
pay the invoice short because I've had too many problems with that.
Unless I get a typed invoice from you, specifically.'
So you sit there and think, I can't go through the billing system, it's too
late. I can type them an invoice, set the system going through the billing
system at the same time, coordinate that so when he pays the check
short, there will be a balance on the account. When the credit issues
through I'll have the billing department hold that credit, deliver that credit
to me, not deliver it to the customer 'cuz the customer will wonder Why
am I getting the credit if they think they're already gonna receive a bill,
right? Then I would just clean up their account later. But in the meantime

E: So you kind of short circuit it?

Figure 5.4 Uncovering the atypical during an interview; from Suchman and Wynn (1984).
98 USER STUDY METHODS

G: Yeah. So in the meantime I have got to type them an invoice telling them
that this is an invoice for the amount of supplies, send that out there, send
copies to everybody, prepare a billing adjustment, send that on its way and
get the appropriate signatures, call up the buyer, call up the sales rep, tell
them to meet together, tell him to present the invoice to him. Then he will
release it to Accounts Payable.
Once Accounts Payable gets it, then you get a-hold and she'll say, 'I
have your invoice here, but it cannot be cut for two weeks.' Your cutoff is
one week. Okay. You say, 'May I speak to your supervisor please', in a
nice way because you don't want to offend them, to think, May I speak to
your supervisor please. You know, you don't want to say, make em feel
like, because you are so incompetent, you know. What you want to say is,
Well fine, thank you, I understand that's your job, you know. Just, you have
to do a job like I do, I just want to speak to your supervisor so that maybe
we can work out something, that I need that check a little bit early, if we
can work out some way in your system working with our system so that
we can get this out early. So they transfer you to their supervisor and she
comes on and says, 'That's it, I can not do it. I can get the check out, but
maybe two hours later than you need it.' So you're getting closer, okay?
E (laughing): Yeah!
G: So then you go to Jennie: you tell my manager to call this manager, and
you tell her what the situation is. She calls, maybe she can't get them. So
then she goes to Chuck, which is our Controller here. And when you get a
call from the Controller of XYZ Corporation, you know it's gone up quite
a bit. And then he will call the supervisor there and tell her, 'If you can't
get that check out to me by that date will you please let me know so that
I can call somebody who can get it out. Either if I have to talk to your
controller, or whoever.' And it's amazing how many times that - you don't
have that all the time, but you have situations where you're working with
about five or six people, and you're coordinating — just to get a check cut.

Figure 5.4 Continued

the first question. By following up this comment she gained important


information about the subject's problem-solving skills. Had she chosen
instead to follow up on the phrase, 'we just collect on past-due balances',
she might have learned much less.

Knowledge of the domain


A second factor about interviews, mentioned above, is the amount of skill
and knowledge on which people draw in performing their work. Few
activities are simple enough to be explained fully in the space of a one-
hour interview. Activities that draw on years of training or experience
will rarely make sense without in-depth study, and this needs to be done
outside the interview, reading background material or learning the tech-
nicalities from 'domain experts' - people with experience in the work
who are willing to spend the time to explain it.
OBSERVATION 99

5.2.3 Recording the interview


It is standard practice to make audio recordings of interviews that con-
tribute to a user-needs study. People are unlikely to object to being record-
ed, but it is essential to gain their permission, and advisable to raise the
matter with them when scheduling the meeting rather than confront them
with it when the interview is about to begin (Kendall and Kendall, 1992). If
they become uncomfortable about recording or ask to speak 'off the record',
it is best to agree to their request rather than risk antagonizing them.
The main reason we tend to audio-record is to allow specific points
and choices of words to be checked afterwards. Usually we will take notes
on paper as well, but sometimes this is awkward, e.g., when clambering
around a construction site or sitting together having lunch; in these situa-
tions audio-recording is a necessity.

5.3 Observation
We rely on observational techniques to capture descriptions of the way
activities are performed. This is especially valuable in studies with a task
focus; we will almost always prefer to observe the task's performance
rather than rely on after-the-fact accounts gained from interviews.
However, we need to choose a method that doesn't interfere with the
task's performance, e.g., that doesn't involve stopping the performer of the
task after every few steps. Two techniques - video recording and concur-
rent verbal accounts - are particularly effective for recording task activi-
ties. For studies of larger units of activity, the methods available include
passive observation, ethnographic field study and action research.

5.3.1 Video recording


We often use video recording to collect data about task performance and
work practice. Video has the advantage of capturing very fine-grain data,
thus allowing us to perform very detailed analyses if we should so choose.
An example of a transcript from video-recorded data is shown in
Figure 5.5. It shows two equity dealers, Robert and John, engaged in a
brief transaction, after hearing that another bank is 'on the bid' for the
same stock. The data were collected as part of a study of the feasibility of
using speech-recognition technology to record deals. The study showed
conclusively that speech played such a complex role in the dealing room,
and deals were placed in so many different ways, that no automatic recog-
nition scheme could be made to work (Heath et al., 1993).
Video-based observation is somewhat intrusive. However, the wide use
of video recording in the home and at work means that a camera may now
be quite acceptable as an aid to observation - even in equity dealing rooms.
There is an associated cost in video recording - the cost of transcribing
the material into textual form. This task of generating a written protocol
100 USER STUDY METHODS

A: Han:son, twenty of an eighth, forty by fifteen:, (Shearson) on the bi:d.


R: ((Sitting down))
(0.2)
J: Are we going to hit 'em?
(2.3)
R: ((Peers at screen))
Erm:: (.) yes::,
R: (0.9) who's that?
(3.0)
R: Bernie? ((Picks up phone))
(3.0)
R: We want to sell (forty:) ....

Figure 5.5 Transcript of video recorded data, from Heath et al. (1993). For an explanation of
the transcription symbols used, see Figure 3.1.

describing all the events taking place on the video record is extremely time-
consuming. In comparison with audio, video material demands a much
more highly trained transcriber, commanding significantly higher pay.

5.3.2 Concurrent verbal accounts


One way to reduce the magnitude of the transcription task is to ask the
user to speak while performing the task, explaining what he or she is
doing. This generates an audio recording which can be transcribed, result-
ing in what is known as a concurrent verbal protocol. An example is shown
in Figure 5.6.
This method can usefully be combined with video recording; it then
helps considerably in overcoming one of the problems with video-based
observation: determining what is happening on computer screens.
Usually it is quite hard to read video images of screens because of flicker
and lack of resolution. The user's explanations in the verbal protocol can
often be used to resolve ambiguous images.

5.3.3 Passive observation


In many cases we do not know, at the outset, what tasks to study. The ini-
tial purpose of observation is rather to gather data on a broad range of
activities, with a view to identifying activities for further study. These
broader-ranging studies demand a rather different approach. Their
emphasis must be on capturing the goals of activities rather than their
precise methods of performance, and to understand the underlying pur-
pose of the work.
The term passive observation is applied to studies where the observer
attempts not to influence the performance of activities. Passive observa-
OBSERVATION 101

1. The user [U] is trying to check out a book from a library, using an online
library circulation system. She has used the system once before, sever-
al months ago.
U: So I first need to . . . I'm in 'Check out/in Mode' and that's what I need
to be in. So, what do I do? Laughs nervously. Ummm. Studies screen.
Moves mouse pointer up to activity log, where previous user's name is
displayed.
2. User moves focus down to command-entry field.
U. OK, I think I need to do something down here, where it says, 'Enter
Bar-Code or Command', because they're talking about the number on
the book. Pauses. I don't know - seems to me I have to enter my user
name in here sometime - how's it going to know who it is?
2. User clicks on command-entry field.
U. I'm just going to try typing in here the number on the book and see
what happens. Types '0104' and presses enter key.
3. System beeps and displays alert box: 'No current patron, command

U. 'No current patron, command


ignored'. ignored'. All right. So I do need to tell it
who I am.

Figure 5.6 Concurrent verbal protocol as recorded while a system is under test.

tion may include actions such as asking the purpose of work or discussing
its relationship to other work. It would not, as a rule, involve participation
by the observer in the work; this would be considered action research,
described in the next section. We have already encountered an example of
data collected largely from passive observation of a police detective in
Chapter 3. The complete day's transcript, shown in Figure 5.7, will be
referred to in subsequent examples and exercises.

5.3.4. Ethnographic field study


It is rare to conduct extensive periods of wholly passive observation,
because of difficulty in later determining the activity's meaning and struc-
ture. We cannot tell, for example, that one activity is the continuation or
result of another, and we may not know what the subject is focusing on.
Therefore it is common to supplement observations with data gath-
ered from interviews so as to produce a richer record. A term for this kind
of real-world study is ethnography. We have already encountered a
smaller-scale example of ethnography in the video-based observation of
equity dealers quoted in Figure 5.5. Ethnography is the basic method of
much research in anthropology and sociology. A good example of a full-
scale ethnography, focusing on service engineers, can be found in Orr
(1990).
102 USER STUDY METHODS

14:02 Leave bank for next inquiry.


9:00 Come on duty, fill in duty diary.
9:03 Attend regular morning parade. 14:10 Visit house of alleged offender in
9:24 Make telephone inquiry regarding an Case B.
14:13 Travel back to police station.
ongoing investigation.
9:26 Read through crime file regarding a 14:22 Read through files for fraud Case B.
fraud case (Case A). 14:31
Make telephone inquiry to record-
9:28 Go to the uniform department (i.e., keeper of nearby police station re-
uniformed patrol officers' department) garding location of suspects in
to discuss a case with a uniformed another case.
officer. 14:34 Uniformed officer comes in to explain
9:50 Break in canteen. that another officer has found some
10:10 Back in office, chat with an investi- stolen property that probably relates
to an arrest of shoplifters the previous
10:13 gator.
Telephone a hospital about the loca- week. The property was incorrectly
tion of a female suspect in fraud Case sent to Lost and Found instead of
A; they know nothing of her. reporting it to Criminal Investigation
14:38 Department (CID).
10:25 Read through the female suspect's
file. Go and collect stolen property from
10:35 Make further telephone inquiries Lost and Found and bring back to
about Case A. CID offices.
1 0:47 Visit the communications room to 14:42 Answer telephone for another officer.
make sure a message has been 14:44 Discuss another case with fellow de-
passed on to a uniformed colleague. tective.
14:49 Make telephone inquiry.
1 0:54 Make a telephone inquiry about a
rape case, trying to contact a doctor. 14:51 Read court prosecution file for
1 1 :03 Answer telephone for colleague, take shoplifting case (Case C).
details to pass on. 15:05 Start writing out contribution to Case
1 1 :05 Another officer asks the detective to C file in longhand.
accompany him in making an arrest; 15:11 Court offices call to discuss another
they discuss the case but decide not case.
to proceed with the arrest. 15:20 Go to Custody Office to check details
11:13 More telephone inquiries regarding of the custody records for the two
Case A; phone home. arrested shoplifters.
15:25 Tea break.
1 1 :40 Answer phone to take details for an-
other officer. 15:42 Continue writing Case C statement.
11 :45 Another uniformed officer comes in 16:05 Go to uniformed department to leave
to discuss a case. note for officer who recovered the
1 1 :50 Telephone inquiry regarding Case A. stolen property.
12:05 Lunch. 16:15 Continue writing statement.
16:28
12:58 Back in office, make telephone in- Answer telephone for another officer;
then take statement to typing pool.
13:00 quiry.
Conversation with another detective 16:35 Look through crime file to see if a
about a rape case. record has been entered of a purse
1 3:08 Leave office and travel to see a com- reported stolen last week.
plainant. 16:41 Phone the uniformed officer respon-
1 3:1 6 At complainant's address; take de- sible for the stolen purse report and
tails of complaint about quality of discuss who will complete the report.
repairs to roof. 16:45 Complete the report on the stolen
1 3:32 Leave to travel to next inquiry. Off
[Link] the officer.
17:00
13:40 Visit bank about a suspect in another
fraud case (Case B).

Figure 5.7 The activities of a complete day's work by a police detective, gathered primarily
by passive observation; from Thornton and Harper (1991).
QUESTIONNAIRES 103

5.3.5 Action research


The term 'action research' is applied to methods of studying activities by
taking part in them. Action research can overcome one of the main draw-
backs of passive observation, the so-called 'Hawthorne effect'. This effect
is named after studies of workers at a Western Electric Company plant in
Hawthorne, IL, in which it emerged that workers' productivity was
improving simply in response to being studied. In action research, the
observer becomes a member of the group under study.
The study by Dalton of middle managers is an example of action
research (Dalton, 1959). Dalton was interested in studying some very sen-
sitive issues relating to the reward and promotion systems in a manufac-
turing company. He arranged to be taken on by senior management as an
'employee' (he refuses to divulge in his book what the job was in order to
protect his informants in the company). He was able to melt into the sur-
roundings and as a result to make very close observations of his 'col-
leagues'.
We rarely need to adopt the undercover-agent tactics of Dalton in
order to perform action research; most organizations and groups are glad
to welcome an analyst as an active member while the study is under way.
Usually there are simple administrative duties that we can perform part
of the time, leaving the rest for interviews and periods of observation.

5.4 Questionnaires
Questionnaires provide a means of reaching a larger catchment area and
thus gathering enough data to perform statistical analyses. They help us
to determine, for example, whether there are certain needs that are expe-
rienced very widely. We can also obtain data about satisfaction levels with
existing support systems and thus discover whether these systems need
improvement.

5.4.1 Questionnaire design issues


Questionnaires demand very careful design if they are to produce reliable
data. Again, a number of books are available offering detailed guides to
questionnaire design (Kendall and Kendall, 1992; Preece et al.r 1994).
Figure 5.8 shows a stage in the design of a questionnaire for obtaining
users' reactions to an automatic currency-changing machine. The ques-
tionnaire incorporates a 'semantic differential' table at the bottom to gain
ratings on a number of the machine's properties.
104 USER STUDY METHODS

One of the prime sites for locating this automatic bureau de change machine is in British airports and railway
stations so that travellers can obtain the main European currencies quickly without having to find the nearest
bank. The figure contains part of a hypothetical questionnaire that will be given out in selected airport departure
lounges where a prototype of the Eurochange machine is being evaluated. The questionnaires will be given to
people after they have completed their transactions.

EUROCHANGE QUESTIONNAIRE

Background information
Departure lounge Flight Destination
How often do you make European flights? Do you normally get your foreign currency at?
(please tick one box) (please tick one box)
• less than once a month • own bank
• 2-4 times a month • any convenient bank
• 4-8 times a month • special bureau de change
• other (please specify) • airport bank
Please indicate the reasons for using this machine:
(you can tick more than one box)
• did not know where airport bank was
• long queues at airport bank
• last minute need for extra currency
• wanted to try out machine
• shortage of time - had to go directly to departures

The Eurochange machine is a useful addition to airport services:


(please tick one point)

strongly agree neutral strongly disagree

The Eurochange machine should be more widely available at European airports:


J
strongly agree neutral strongly disagree

Rate the Eurochange machine on the following dimensions:


slightly slightly extremely
extremely neutral

easy
predictable quite haphazard
difficult
quite
simple complicated
confusing clear
fast slow

Comment
It is likely that some people will be confused by the use of three different rating scales one after the other. The
semantic differential scale may be particularly foreboding and people may avoid answering the questions
associated with it for that reason. The only way to ascertain whether this is true would be to try the
questionnaire with a small number of people (that is, do a pilot study), so that such problems are detected and
rectified before the questionnaire is put into general use. You may also have anticipated other potential
problems concerned with the wording of the questions or the layout of the questionnaire. Readability is
particularly important if the questionnaire is to be completed online. Notice also that in the first question about
the number of European flights, 4 appears in two categories. So if you wanted to answer 4 which category
would you tick, 2-4 or 4-8 times a month? This is a common error and one that can be very confusing for
respondents.

Figure 5.8 A stage in the design of a questionnaire; from Preece et al. (1994).
QUESTIONNAIRES 105

Four important points to be considered in questionnaire design are:

(1) The need to make things easy for the subject. Questionnaires make
demands on people's time and concentration; it is only fair to reduce
these demands to the minimum. We should ask as few questions as we
reasonably can, and make them simple and consistent in wording.
(2) The need for unambiguous questions. If people do not understand a
question, we cannot be there to clarify it, and we may have to ignore the
answers to it that we receive. A well-known mistake is to ask people to
rate their satisfaction with a system on a scale from 1 to 5, but to forget to
explain which end of the scale means 'good' and which means 'bad'.
(3) The need to gather precise data. Vague answers may tell us something
individually, but we cannot carry out statistical analyses of answers that,
for example, rate the performance of a system variously as 'sluggish',
'awful', 'mostly OK', 'smooth' and 'what I expected'. We need to design
our questions to elicit numerical answers wherever possible; questions
about subjective issues, such as performance, should be answered with a
value on a numeric scale.

(4) The need to support the intended analysis. If we do not know how we
will analyse the data, we are likely to find we have too much data of one
kind and not enough of another. For example, we may find we know
which people were dissatisfied with their training courses, but we don't
know what courses they took. It may help to run through the main analy-
ses with dummy data before committing to the final form of the ques-
tionnaire.

Generally speaking, it is wise to test-run any questionnaire on a small


group in order to ensure that these issues are addressed. Once we have
issued the questionnaire 'for real', it isn't usually feasible to reissue it a
second time in order to correct a mistake or omission.

5.4.2 Questionnaires by electronic mail


With the rapid spread of electronic mail, increasing numbers of subjects
can be reached by this medium. This makes it possible to conduct ques-
tionnaires more quickly and inexpensively, with the added advantage
that the data collected are already online.
Several points should be kept in mind regarding the use of e-mail to
conduct questionnaires:

• Subjects' time and attention. Many people allocate only an hour or so per
day to their e-mail, and answering the questionnaire must fit into such a
work schedule. The questionnaire will normally have to compete with
items of e-mail of much greater personal importance to the subject. It
needs to be short and snappy.
106 USER STUDY METHODS

To: all-staff
From: SystemsGroup
Subject: Four quick questions about the library

Folks:

We need your help in sorting out the library borrowing system. Please
could you answer the following four quick questions? You'll find it easiest to
FORWARD the message back to us (SystemsGroup), adding your answers
in the spaces provided.
1 . How many books do you borrow from the library in an average month?
(answer 0,1,2, etc. on the NEXT LINE)

2. How convenient do you find the current check-out system?


(answer 1 for very inconvenient,
2 for rather inconvenient,
3 for in-between,
4 for quite convenient,
5 for very convenient):

3. Would you be willing to use a pen-like bar-code reader to check books


out? This would involve carrying a library card with you.
(answer 1 for no,
2 for maybe,
3 for yes):

4. Any other comments:

We guarantee that the information you provide will be treated with complete
confidentiality. No individual responses will be disclosed to people outside
the Systems Group.

Figure 5.9 An electronic-mail questionnaire. Note (a) its brief, attention-grabbing wording;
(b) its design for ease of reply; (c) its reassurances about confidentiality of data.

Making it easy to reply. Most electronic mail systems are restricted to


plain, unformatted text, and so it is not possible to provide the conve-
nience of a form with check boxes or with items to be circled. Instead the
subject must go to the trouble of composing a reply. One way to make this
easier is to design the questionnaire so that it can be edited and forwarded
back to the sender (see Figure 5.9). This has the advantage of encouraging
the subject to follow a standard reply format, which makes processing of
the data easier.

Lack of subject anonymity. Some questionnaire surveys depend on offer-


ing the subject complete anonymity. This is especially important, for exam-
ple, in organizational surveys of user satisfaction. Electronic mail cannot
offer anonymity because every message provides the name of the sender.
CONCLUSION 107

5.5 Conclusion
We have looked at three main categories of study method: interviews,
observation and questionnaires. The list is by no means exhaustive. In the
next chapter we will encounter the method of user participation in design,
which achieves some of the effects of interviews by including users in the
design team - a kind of 'action research in reverse'.
Any or all of these methods may be applied to understanding peo-
ple's activities. It is quite common, for example, to combine interviews
and ethnographic observation. The use of a combination of methods pro-
vides opportunities to check the data for consistency. If time and
resources permit such an approach, it will often pay off in terms of the
quality of the data collected, and the thoroughness of the analysis that fol-
lows.

Exercises
(1) What are the respective advantages and disadvantages of interviews,
observation and questionnaires?
(2) What is the Hawthorne effect?
(3) Which of the methods described would you use in studies to support
solving the following design problems?

(a) Design an interactive system to enable a taxi dispatcher to handle cus-


tomers' calls more efficiently.
(b) Design an in-cab system to enable taxi drivers to signal their positions
and take incoming job requests.
(c) Design a drafting system to enable an architect to prepare detailed
drawings more efficiently.

(d) Design a system to improve the distribution and exchange of elec-


tronic mail and documents within a worldwide sales team.

(4) Enumerate the main points that an interview should cover, and the main
factors contributing to an effective interview. How many mistakes can
you spot in the caricature of Figure 5.3? How many of the main points did
the interviewer cover in Figure 5.4?

(5) Make a list of the important facts about the current billing system emerg-
ing from the interview in Figure 5.4.
(6) If you were continuing the interview of Figure 5.4, what would be your
next question? Which of the other people mentioned would you want to
interview?
108 USER STUDY METHODS

(7) Discuss the possible use of observation to discover the kinds of informa-
tion revealed in Figure 5.4. How would you organize this observational
study?

(8) Suppose you were considering equipping the detective of Figure 5.7 with
a word processor that would reduce text-entry time by 25 per cent.
(a) Estimate how much time would be saved in the course of the detec-
tive's day, and express this as an overall percentage improvement in
efficiency.

(b) How would your efficiency estimates have differed if you had
observed the detective only during the morning? Or only from 15:00
onwards?

(9) Design an electronic mail questionnaire to find out more about a current
situation of concern at your place of work or study, regarding one of the
following: transportation, parking, site security, lunch arrangements, han-
dling telephone messages.
(10) Design a questionnaire to study the following aspects of an answering
machine's design:
(a) Support for listening to messages

(b) Users' awareness of advanced features


(c) Callers' satisfaction with the machine's design.

Further reading
Diaper D. (1989b). Task observation for human-computer interaction. In
Task Analysis for Human-Computer Interaction (Diaper D., ed).
Chichester: Ellis Horwood
An excellent survey of task-analysis study methods.
Kendall K. E. and Kendall J. E. (1992). Systems Analysis and Design.
Englewood Cliffs, NJ: Prentice-Hall
A text oriented towards more traditional information systems design, with
comprehensive coverage of study and analysis techniques, laid out in a clear
and simple style with plenty of examples.
Preece J., Rogers Y, Sharp H., Benyon D., Holland S. and Carey T. (1994).
Human-Computer Interaction. Wokingham: Addison-Wesley
A comprehensive text on HCI. Chapter 30 covers the basic techniques for col-
lecting usage data.
CHAPTER 6

Systems analysis and design

Chapter objectives:
The analysis of the results of user studies, and the synthesis of a design, are
two closely coupled activities. To describe them collectively we use the term
systems analysis and design. This chapter explains:
• How the analysis and design activities fit together
• How task and process models support systems analysis and design
• Methods of task analysis and design
• Systems analysis methods, including software systems analysis and particip-
atory design.

6.1 Introduction
As we have seen in the last two chapters, interactive system design
involves a great deal more than just synthesizing a set of software
components. There is a crucial analytical process as well, involving the
assessment of design choices and the checking of decisions. There is also
a need to study and model the user's activities. Each of these processes
plays a key role in interactive system design, and we need to be proficient
in all of them. As Gerald Weinberg has put it, we need to operate as
systems analysts/designers (Weinberg, 1988). A collective term for these cen-
tral activities, therefore, is systems analysis and design.
109
1 10 SYSTEMS ANALYSIS AND DESIGN

This chapter presents some methods for systems analysis and design.
It starts by explaining the basic processes and how they fit together. It
introduces the basic distinction between task-oriented and process-
oriented approaches. The remainder of the chapter is devoted to some
specific modelling and analysis techniques: task analysis, software sys-
tems analysis and user-participative design.

6.1 .1 The processes of systems analysis and design


Although there are several different approaches to systems analysis and
design, they all draw on the same set of fundamental design processes,
and in this sense are not so very different from each other. As we look at
each approach, we will find that it involves the following three activities:

• Model building, in which the data collected during user studies are
analysed and incorporated in a model of users' activities, which can then
act as a focal point for further analysis and for design;
• Synthesis or enhancement of a solution to support the activities depict-
ed by the model;
• Analysis of the solution in terms of the model, in order to determine
usability and identify needs for enhancement.

Chapter 4 has already introduced each of these processes. They are


shown again diagrammatically in Figure 6.1.
The interlocking fashion in which the three processes contribute to
design is shown in Figure 6.2. The basic cycle of design generates a series
of gradually enhanced specifications, each one incorporating details and
refinements derived from the analysis of its predecessor. At each step in
this cycle, analyses are carried out with the aid of an activity model con-
structed from data gathered during studies. Each analysis involves mak-
ing predictions of the likely performance of the solution; these predictions
take the form surements canofbemodels
taken. of the system's usage, from which usability mea-
One thing that takes time during interactive system design is the con-
struction of models from data collected during studies. Therefore
although we may cycle rapidly through a succession of possible solutions,
we tend to reuse the same model. We may make small changes to the
model to reflect the ways we think new technology will be used, but we
try to retain its overall structure. Only when we find that the analysis is
not giving us the answers we need will we try constructing a different
kind of model. The choice of type of model is thus one of the more impor-
tant decisions we make during the early stages of design and analysis.
INTRODUCTION 111

r1r1 f Build >


g Design
Enhance hanced
J model Synthesize
spec
spec
Activity
Activity
data model
(a) ^
□ □ □ Activity
model
(b) En-

Design d
Enhance F hanc
V e
spec
spec

r5r5p Analyse cTSTS Model of


En-
n proposed
system's usage
Activity
model
(c)
Figure 6.1 The three essential processes of systems analysis and design: (a) constructing the
model of the user's activity based on data from user studies; (b) synthesis of the
solution and subsequent enhancement; (c) analysis and enhancement of the solu-
tion, using the activity model derived in (a).

6.1 .2 The place of prototyping and evaluation


The central process of synthesis and gradual enhancement focuses on a
representation of the interactive system. Usually this representation is a
specification of the design, as shown in Figure 6.2.
It is not usually possible to test the design fully by analysing the speci-
fication; some aspects of usability can be measured only by building and
testing a working system. Therefore a prototype is built according to the
specification, and is tested in the field or in the laboratory. When the specifi-
cation isenhanced, the prototype can be modified too, and tested again. This
process of evaluation, shown in Figure 6.3, will be discussed in Chapter 8.
In the process of Figure 6.3, the specification is still the main repre-
sentation ofthe design; but this isn't always the case. A common alterna-
tive is to build a prototype and treat this as a definition of the system. The
design is enhanced principally by evaluating the prototype and making
improvements to it. When the evaluation shows that the originally stated
needs have been met, the prototype's design can be transformed into a
^

112 SYSTEMS ANALYSIS AND DESIGN

Design
Enhance hanced Enhance V hanced
Synthesize W En-h
spec

I
spec
spec

Analyse AnalyseEn-
a
&
Activity
a D
[5rT
model \~ Model of Model of

□ system use system use

1
Build
model

Activity
data

Figure 6.2 The three processes of systems analysis and design, showing their interconnec-
tions. Here the focus is on developing the specification through gradual enhance-
ment. At each stage an analysis is performed, generating an activity model
predicting how the system will be used; from this model, usability measures can
be extracted to assist the next enhancement of the design. Analyses are based on
an underlying activity model constructed from data gathered during user studies.

Build Enhance
prototype prototype
type
Proto- type
L \
T
Proto-

Investigation
Evaluate \r DD report
1^
^_ t

>t
Design
Enhance hanced
spec
spec
Figure 6.3 How prototypes are built, based on specifications, in order to evaluate in terms
of usability factors that cannot be measured through analysis. The evaluation
process is shown here in simplified form. En-
113
INTRODUCTION

Investigation Investigation
report report
Evaluate DD Evaluate DD

/Proto- Enhance
Ltype Enhance -~y
o. >
type
k
Proto-
r Proto-
type

Problem Design
Re-engineer
state-
ment
spec

Figure 6.4 How the prototype itself can become the focal point of design. The specification
is updated periodically to reflect enhancements to the prototype. As in Figure
6.3, a simplified form of evaluation is depicted here.

specification. This process is shown in Figure 6.4. It is sometimes known


as the rapid prototyping approach.
The rapid prototyping approach was used in the development of the [->
highly successful Lotus 1-2-3 spreadsheet product (see Figure 6.5). The
Lotus team made sure that the prototype was engineered to product-qual-
ity standards, and in this way were able to ship the product on the pre-
announced date, an unusual achievement at that time.

1-2-3 began with a working program, and it continued to be a working


program throughout its development. I had an office in Hopkinton, where I
lived at the time, and I came to the office about once a week, and brought in
a new version. I fixed any bugs immediately in the next version. Also, people
at Lotus were using the program continuously.
This was the exact opposite of the standard method for developing a big pro-
gram, where you spend a lot of time and work up a functional spec, do a mod-
ular decomposition, give each piece to a bunch of people, and integrate the
pieces when they're all done... In any case, our method meant that once we
reached a certain point in the development, we could ship if we wanted to.
The program may not have had all the features, but we knew it would work.

Figure 6.5 The prototype as the principal representation of the solution - the development
of Lotus 1-2-3 as described by Jonathan Sachs in Lammers, 1986, pp. 166-7.
114 SYSTEMS ANALYSIS AND DESIGN

6.2 Approaches to modelling the user's activities


A recurring theme in interactive system design is our reliance on gaining
an adequate understanding of the user's activities. If we attempt to design
a system without such an understanding, we probably won't get very far.
As we acquire the necessary understanding, we look for an appropriate
way to represent what we have learned. The choice of representation is
important. We will find that some techniques are suited to representing
the fine detail of the activity, while others are useful in showing how
activities interconnect. We need to be familiar with the different approach-
es to modelling.

6.2.1 Task-oriented modelling and analysis


One set of methods is concerned with modelling activities in terms of
tasks, and is known widely as task analysis. To perform task analysis we
generally confine the scope of the study to activities that relate to a par-
ticular overall goal, such as the goal of purchasing a rapid-transit ticket,
discussed in Chapter 2 and revisited in the next section. We may deliber-
ately ignore activities that don't relate directly to achieving the goal, such
as buying a newspaper before or after buying the ticket, or talking to the
counter clerk about the weather. By focusing on a specific user goal we
can often build a fairly precise model of the user's activity; this in turn
enables us to apply quite precise analysis methods.

6.2.2 Process-oriented methods


The other set of methods we shall discuss focuses beyond individual user
goals: it includes methods for modelling sets of tasks, work processes and
cooperation within groups of users. Some of these methods date back to
before interactive computing became widespread; a general term for them
is systems analysis. We shall use this term here in a broader sense than it
is normally used, to apply to all methods of modelling and analysis that
do not focus just on task performance. Several other writers have advo-
cated the same broader view of systems analysis that we take here
(Mumford, 1983; Weinberg, 1988).

6.2.3 Activity models, normative and descriptive


In the next few sections we shall be looking at a number of different ways
of building and using models of human activity. These models vary not
only in their choice of structures and abstractions, but also in whether
they attempt to state what people normally do - the 'norm' - or describe
what people have actually been observed to do. We call these two types
of model normative and descriptive.
115
APPROACHES TO MODELLING THE USER'S ACTIVITIES

Table 6.1 Building a descriptive model of a task's performance (first two columns) and
using a normative model to make speed predictions (last two columns).

Action Observed Predicted


Cognitive operation time (sees)
time

- 1.35
mental preparation (before command)
NAME 4.12 4 keyboard characters 3.35
4.53 1 character 3.85
space
NEWMAN 7.07 6 characters 6.85
-
mental preparation (before confirming) 8.20
9.35 1 character 8.70
space
55 10.69 2 characters 9.70
- 11.05
mental preparation (before confirming) 11.55
RETURN 12.96 1 character
- 14.05
15.44 response time

A simple example of a normative model is the Keystroke-Level Model


introduced in Chapter 3. It models the normal use of keystroke-level
devices such as computer keyboards, and provides predictions of typical
speeds of operation. It predicts, for example, that after we type a line of
data we will pause for a second or two before confirming with a return
or enter key.
A descriptive model of keystroke-level behaviour could be built in
order to describe a particular observed sequence, such as the entry by a
doctor of patient details. We would record the doctor's actions, perhaps
with the aid of video, and then map them onto the Keystroke-Level
Model's set
columns of operators.
of Table 6.1. This sequence is shown in the two left-hand
We can also build normative models of specific cases; this is how we
use models to make predictions about the use of specific system designs.
Thus we could use the Keystroke-Level Model, as we did in Chapter 3, to
predict the time taken by the doctor to record the patient's details. This is
shown in the two right-hand columns of Table 6.1.

6.2.4 How we use models of activities


The way we often go about building and using models is shown in Figure
6.6. We start with a normative model, such as a simple sequential represen-
tation ofthe task. We conduct user studies in order to collect data, and then
try to cast chosen sequences of data into descriptive models, in each case
identifying the components and structure of the task. We look for a number
of instances of each task so that we can check for consistency. We now have
a general model of the activity, on which we can base predictions.
116 SYSTEMS ANALYSIS AND DESIGN

Build
descriptive
model 1
' * '

Build
descriptive i Build
P
model 2 model
general I— I activity
General
Activity Build model
data
descriptive
sets model 3 D D

°^P Build
M
activity
Specific


model
Normative model
specific
model Ak

I
Design hanced
f Enhance \
spec
spec

Figure 6.6 How we use models in design. Several descriptive models may be built from dif-
ferent sets of collected data, drawing on a normative model of human activity.
These descriptive models are combined to form a general model of the observed
data. This is then used to build a specific model of how the activity might be per- En-
formed with the aid of the system.

During design, we use the general model to make predictions of the


usability of specific solutions. We might start by modelling the system
currently in use; this would tell us about possible areas for improvement.
For example, we could generate keystroke-level models in order to esti-
mate speed of operation. We could generate a series of these normative
models as the design progressed. Each model would be based on the orig-
inal general model.
We may also conduct evaluative tests on users to check the accuracy
of our predictions. In other words, we may check our normative models
against descriptive models based on observed behaviour. We may need to
do this if it is crucial to achieve a certain level of usability improvement.
This was done in the case of New England Telephone's design for a new
telephone operator's workstation, after the normative models had sug-
gested that the new workstation would be slower than the old one it was
replacing. In this case the predictions were shown to be correct, and the
new workstation was abandoned (Gray et al., 1992).
METHODS BASED ON TASK MODELS 1 17

6.3 Methods based on task models


The importance of task-level models lies in their support for detailed
usability analysis. We depend especially on this kind of analysis when we
design the user interface. If we can identify specific tasks that will figure
frequently in the use of the system, we can build task models that permit
predictions of performance to be made.

6.3.1 Hierarchic task models


Hierarchic task models are valuable in dealing with the variability in task
performance and in supporting different levels of detail of analysis. Until
now we have treated the performance of tasks as a simple sequence of
steps. In hierarchic task representations, we divide tasks into subtasks,
shorter sequences that serve an intermediate subgoal along the way to
achieving the overall goal of the task. We can take this process of hierar-
chic subdivision to a succession of levels, thus modelling the task to a
degree of detail that matches the analysis we wish to perform.
An example from Chapter 2 illustrates what is gained when task hier-
archy isadded. This is the example in Figure 2.8 of handling an order as
a single task. It is shown again in Figure 6.7(a).
There are several intermediate subgoals in this task, brought out in
Figure 6.7(b). The first three steps are concerned with the subgoal of
checking the order to make sure it can be filled; if it cannot, for reasons of
unavailibility or invalidity of the customer's credit card, then the remain-
ing steps need not be performed. The next four steps have the subgoal of
mailing the product, and the final two steps complete the task. The advan-
tage of separating the task into subtasks is to allow the design of sup-
porting systems to offer new ways of performing parts of the task; for
example, we might devise a mechanical conveyor system to assist in
fetching and mailing the product.
Figure 6.7(c) shows one of the subtasks, 'credit-card check', expanded
to show more detail. It shows, for example, the 'request validation' sub-
task broken down into individual keystrokes. A detailed model of this
kind would enable precise performance analysis. It also shows that there
are alternative subtasks, 'notify acceptance' and 'notify rejection', one or
other of which is to be performed depending on the outcome of the
'request validation' subtask.
The indication of variable steps and sequences is an essential part of
task modelling, for there is always a degree of variation in the way tasks
are performed. Hierarchic task diagrams sometimes indicate the
sequence, so that variability is made plain to anyone using the model.
This technique, pioneered in the notation of Hierarchic Task Analysis
(Annett and Duncan, 1967), is shown in Figure 6.8.
118 SYSTEMS ANALYSIS AND DESIGN
Log

Handle
order

mailbag Debit
Credit- Check Accept Fetch Pack Affix Place in
card inventory credit-card transaction
order label
check product product account

(a)

Handle
order Log

Check Mail Complete


order transaction
product

mailbag Debit
Credit- Check Accept Fetch Pack Affix Place in
card credit-card
inventory order label transac
check product account tion
product

(b)

Check
order
Accept
Credit-card inventory
Check
check order
Notify Notify

acceptance
rejection
I I
Validation Key in Request
request number complete
I
I I I I I
ft 3 1 4 6 8 8 •

(c)

Figure 6.7 Representing the mail-order task: (a) the simple task sequence as shown in
Figure 2.8; (b) the task divided into three main subtasks; (c) detail of the 'check
order' subtask, showing individual keystrokes and alternative steps.
119
METHODS BASED ON TASK MODELS

Check
order
Sequence: 1-2-3
Accept
Credit-card Check
inventory
Sequence: 1-2-3, check order
then 4 or 5 Notify
I I Notify
1 Take 2 Call
card card Request
number company validation acceptance
rejection

Sequence: 1-2-3

Validation Request
Key in
request number complete

Figure 6.8 Using the technique of Hierarchic Task Analysis to label a task model with
descriptions of sequences.

6.3.2 Analysing the task model


A hierarchic task model can yield information of many kinds during
analysis. In system design, we are often interested in the efficiency with
which tasks are performed; the task model enables us to make predictions
about the speed with which variants of the same task will be performed.
We can see how individual actions and subtasks contribute to the overall
goal and identify time-consuming sequences that appear to make little
contribution. We can judge whether the sequence of steps is well suited to
the chosen system design, and possibly devise a different set of steps that
improves performance. We may perform analyses for other purposes, e.g.,
to help develop training manuals; some of these applications of task
analysis are discussed in Diaper (1989a).
We often use task models in situations where the exact sequence of
steps is uncertain. In these cases, we don't rely on the model to give us
guaranteed performance figures; rather we use it in making comparative
predictions. We choose a possible sequence of steps, and make predictions
of the performance of different support systems. In this way we can use
task models even when the method of use is quite uncertain.
1 20 SYSTEMS ANALYSIS AND DESIGN

6.4 Task analysis and design: An example


The problem of designing a rapid-transit ticket dispensing machine, intro-
duced in Chapter 2, provides an opportunity to apply task analysis. In
Chapter 2 we arrived at a one-sentence problem statement:

Design a cash-operated machine for quick, easy purchase of rapid-transit


tickets by passengers.

Let us look at how we apply simple methods of task analysis and design
to this problem. We will take the design through two iterations of the
design cycle.

6.4.1 First attempt: Studying the activity


Before entering the stages of systems analysis and design, let us review
how we might conduct the user study. We would undoubtedly want to
focus primarily on how people purchase tickets. We could spend an hour
or two at a station ticket counter, observing and recording the sequence of
steps in each purchase. A more efficient method might be to videotape the
transactions, but this would involve getting the approval of counter clerks
and travellers. We might want to confirm the model by observing the
activity performed under other circumstances - the most obvious being
the use of existing ticket machines.

6.4.2 Modelling the activity


This study might suggest a task model based on the following five steps:

• Stating the destination


• Specifying the journey type, e.g., one-way or round trip
• Receiving a quoted fare, e.g., $6.25
• Paying the money
• Receiving the ticket and any change due.

We can see immediately that there is an intermediate subgoal of deteirnining


the fare. Rather than build a simple two-level model, therefore, we would
represent this subgoal as part of a three-level model, shown in Figure 6.9.

6.4.3 Synthesizing an initial solution


The task model is useful in the initial stages of synthesizing a form of
solution. We might be inclined to propose a simple five-step machine,
requiring the user always to perform the same actions: choose a
TASK ANALYSIS AND DESIGN: AN EXAMPLE 121

Purchase
ticket

Determine Pay
Obtain
fare ticket

money
State State Receive Receive
destination journey type fare quote ticket and
change

Figure 6.9 A three-level hierarchic task model of the ticket-purchase activity.

destination, choose a journey type, receive a fare quote, pay money, and
take the ticket and change.
However, the task model consists of two subtasks, and poses a ques-
tion: are both subtasks performed every time? If not, should the machine
support one without the other? We may decide the answer is, yes - regu-
lar travellers need to perform only the second subtask because they know
the fare. Furthermore, travellers who are uncertain of their plans may just
want a fare quote, not a ticket.
The machine still needs to support the complete ticket-purchase task,
but we have identified a possible functional requirement to support fare-
quotation and purchase separately. This leads us to propose a solution
that contains, in effect, two interconnected machines:

(1) A fare-quoting machine supporting the following steps:


(a) Specify journey by specifying destination and journey type.
(b) Receive fare quote and retain essential details for ticket purchase,
e.g., fare and journey type.

(2) A ticket-dispensing machine supporting the following steps:


(a) State essential details, for example, fare and journey type (this step
may be omitted if a fare quote has already been given).
(b) Pay money.
(c) Receive ticket and change.

This might lead to a solution of the form shown in Figure 6.10. The
panel on the left provides buttons for indicating the destination, and has
a display to show the fare quote and a keypad for entering the fare. On
the right are buttons for indicating journey type, slots for inserting money,
and a button to print the ticket and return change.
122 SYSTEMS ANALYSIS AND DESIGN

1 . Choose destination or enter fare r 2. Indicate journey type

O South Side round trip O one way


O Green Edge 14.55
O round-trip
O Waterston
O Dragon Plaza
□ □□
O West Wood □ □□
□ □□
O Para Lake ODD
O Frennet Park

t
O Baker
,' ,J >

D
/ / / /// 4. Press to receive
^— ___- ticket and change
•" ' ■" •"

Figure 6.10 Rapid-transit ticket-purchase machine.

6.4.4 Specifying the initial solution


Once we feel confident that we have an initial solution to the problem, we
will want to write it down in the form of a specification. One of the first
things we need to specify is the set of requirements that the ticket
machine is to meet. Requirements define what is to be designed and built;
their purpose is to make it clear that the originally stated need will be met
(that is, the situation of concern will be resolved), and to ensure that the
designer understands how to proceed with the design. A preliminary set
of requirements, covering just the essential functions of the ticket
machine, might read as follows:

(1) A means should be provided for choosing the destination station.


(2) Means should be provided for entering the fare, rather than the destina-
tion, ifthis is known.
(3) A means of choosing the journey type should be provided.
(4) Means should be provided for insertion of coins and bills.
(5) Provision for printing the ticket.
(6) A hopper should be provided to receive the ticket and change.

This set of requirements would not be sufficient to perform any real


analysis of the design. It would need to be supplemented with details of
the user interface, e.g., by providing a drawing as shown in Figure 6.10.
The next chapter will take up the subject of requirements, discuss how
they are documented, and explain more fully the role they play in design.
TASK ANALYSIS AND DESIGN: AN EXAMPLE 1 23

6.4.5 Analysing the initial solution


A design such as this would undergo many cycles of analysis or testing,
followed by enhancement and revision of the specification. At this stage,
it is worth noting two simple forms of analysis we might apply.
One question we might wish to answer is, how easily will passengers
learn to use the machine? Will they be able to master it at the first attempt,
under the time pressures of catching a train? To answer these kinds of
questions we would use analysis techniques based on the theory of
exploratory learning, described in Chapter 3 and restated in Figure 6.11.
We would step through the performance of each task that passengers are
likely to perform. We would check whether they are likely to discover the
appropriate action to perform (step 2 in Figure 6.11); whether they would
perceive a match between the discovered action and the subgoal they are
trying to achieve (step 3); and whether they will be able to tell that they
have performed a correct or incorrect action (step 4).
Another important form of analysis to perform is to check the speed
of operation of the machine by experienced travellers. This analysis could
be conducted by building a more detailed task model and applying a key-
stroke-level analysis technique. We would probably then discover that
keying-in the fare is somewhat slower than choosing the destination, for
it involves pressing several keys instead of one button. Such a result
might cause us to question the requirement for a keypad which, after all,
has been included to save time!
Techniques for conducting these two kinds of detailed analysis are
described in Chapter 8.

1 Goal setting. Users start with a rough description of what they want to
accomplish - a task.
2 Exploration. Users explore the system's interface to discover actions
useful in accomplishing their current task.
3 Selection. Users select actions that they think will accomplish their cur-
rent task, often based on a match between what they are trying to do and
the interface's descriptions of actions.
4 Assessment. Users assess progress by trying to understand system
responses, thus deciding whether the action they have just performed
was the correct one and to obtain clues for the next correct action.

Figure 6.11 The elements of the theory of exploratory learning, from Chapter 3.
1 24 SYSTEMS ANALYSIS AND DESIGN

6.5 Systems analysis methods


The term systems analysis can be applied to any method of model-building
and analysis that contributes to system design as a whole. We commonly
associate the term with the requirements-analysis methods used in the
software applications industry. In the next section we will look briefly at
the core component of these methods, software systems analysis. If we are
concerned with the interactive properties of the system, however, we
need to apply other methods, often in conjunction with software systems
analysis. Section 6.7 therefore looks at methods of relating system designs
more directly to users' needs, by ensuring that users participate in the
analysis and design.

6.5.1 The need for systems analysis


The need for systems analysis arises whenever the scope of study extends
beyond simple tasks. It arises, for example, when we start looking at
processes consisting of a collection of separate tasks, spaced out over a
period of time. An example of such a process might be a journalist's
search for material to form an article. The journalist needs a system to sup-
port this process, capable of retaining and organizing each piece of infor-
mation gathered.
The need for systems analysis also arises when we need to support a
group of users, because a system will be needed to organize support for
their separate activities. In particular, when the scope of study extends to
cover entire organizations, systems analysis techniques play an essential
role. Thus it is the expansion of the activity in these two dimensions - time
and user population - that creates the need for systems analysis.

6.5.2 Viewpoints
We can build a variety of different kinds of models to support systems
analysis. The particular kind of model we choose depends, to a large extent,
on the view we take of the environment into which the system is being intro-
duced, and of the technology from which the system is to be constructed.
A traditional view of systems is to treat them in terms of the data that
flow through them and are transformed by them. This view underlies
many of the techniques in software systems analysis. Often it is coupled
with modelling the processing steps by which the data are transformed,
and the functional units that perform transformations at various stages in
the processes. More recently, software designers have begun to take an
object-oriented view of systems. According to this view, the system's func-
tions are regarded less in terms of processing and more in terms of the col-
lections ofdata, or objects, to which they apply.
In contrast to these viewpoints, which show the influence of the
underlying software technology, are views influenced more by the nature
SOFTWARE SYSTEMS ANALYSIS 125

of users' activities. The task viewpoint is one of these, and has already
been discussed. We can also view activities in terms of work processes,
roles, responsibilities, stakeholdings, and various other factors that orga-
nize or motivate people's activity. The sociological analysis concepts
introduced in Section 3.6 offer an example of one particular viewpoint on
users' activities.

6.6 Software systems analysis


On the grounds that computers primarily process data and transform
them into information, we can take the view that the system we design is
a data processing system, and the methods we use should focus on users'
needs relating to data. This is by far the most common view taken by the
developers of software applications. A wide variety of methods have been
developed over the years, and a number of different names have been
applied to them, including si/stems analysis, software requirements analysis
and software systems analysis; we will use the last of these three.
Software systems analysis methods are very effective in some
respects, as we shall see. They help to ensure a thorough, methodical
approach to system design, and thus contribute to the integrity and relia-
bility of the system (Davis, 1990). Their other great attraction is the way
they help in costing the software's development by helping to break it down
into recognizable modules. A number of these methods have been incor-
porated in computer-based tools (otherwise known as CASE tools, for
Computer Assisted Software Engineering), which have made the
methods more easily accessible to designers. However, the focus of these
methods on handling data rather than supporting users' activities can be
a problem when designing the interactive aspects of systems.

6.6.1 Data modelling


The primary focus of methods in software systems analysis is on model-
ling data: their flow, their interrelationships, their different forms. We
build a model of the way data are used within the organizational unit we
are studying. This is usually done stage by stage, adding detail as we go.
We will look at a particular approach to data modelling which focus-
es on data flow, identifying the places where data are processed or stored
and the interconnecting paths along which the data flow. In data-flow
modelling we try to represent the organization's needs in terms of pro-
cessing and storage components and their data inputs and outputs. We
connect these together, first as we observe things being done at present,
and then as we perceive they could be done in the future. We represent
these structures diagrammatically, using what are commonly known as
data-flow diagrams or DFDs.
126 SYSTEMS ANALYSIS AND DESIGN

6.6.2 Data-flow diagrams


Figure 6.12 shows a data-flow diagram based on the mail-order example
of Figure 2.6. By convention, complete entities (for example, organiza-
tions) are shown as boxes, individual processes are shown as circles, data
stores are shown as pairs of parallel lines, and data flows are shown by
arrows. In Figure 6.12(a) we see the entire organization shown as a single
process, while in Figure 6.12(b) we see it expanded into its major process-
ing units. We can see that the analysis has led to the identification of addi-
tional databases not shown in Figure 2.6, such as product data and
pending orders, and has grouped some of the tasks together.
We build data-flow diagrams from the results of our studies. We start
by determining the organization's inputs and outputs from and to the
external world, perhaps learning about these from our interviews with
senior management. Then we follow the progress of the inputs through
the organization, and the creation of outputs. Information about these
comes from further interviews with those responsible for specific process-
es. For example, Figure 6.12(b) might be constructed on the basis of inter-
views with people in order-processing, shipping and accounting.
After the basic processes of the organization have been added to the
data-flow diagram, each process can be expanded in detail. This may be
useful later, when analysing opportunities to redesign the organization's
processes.
Data-flow diagrams do not provide a complete description of the
information system. They need to be supplemented with details of the
data themselves; for example, in the wholesaler example we would want
to find out about the contents of the various databases and represent how
the data are stored. Techniques such as entity-relation diagrams may be
used for this; they are described in Sommerville (1994).

6.6.3 Analysis
The main use of models such as data-flow diagrams is to examine their
functional behaviour, that is, to determine whether the system they rep-
resent will process data correctly and efficiently. We inspect each of the
functional units of the diagram, looking for possible sources of error or
inefficiency, such as inputs that provide insufficient data for outputs. As
in any kind of systems analysis and design, functional analysis can be
applied both to the existing system and to new designs for computer sup-

port.A second form of analysis is, as we have seen, analysis of develop-


ment cost. If we can reduce the system to a set of relatively standard mod-
ules, we can make estimates of the amount of effort involved in their
design and implementation. Sophisticated models and tools exist for soft-
ware development cost-estimating (Boehm, 1981).
SOFTWARE SYSTEMS ANALYSIS 127

Order

Packing slip / \
Customer
j* Invoice \[ Mail
order \
/
Payment /Ts^ <

(a)

Product
data

Product details

Valid order

Order from
customer Pending

orders

Pending order

Product
availability

Payment
from customer Accounts
receivable

(b)

Figure 6.12 Data-flow diagrams for the mail-order operation of Figure 2.6: (a) the entire
operation shown as one process, (b) each process within the organization shown
separately.
128 SYSTEMS ANALYSIS AND DESIGN

An example: The Commission


We will shift our focus to an example at this stage. It concerns a large
international financial institution, which we will call The Commission. This
example will be useful later in studying participative design methods and
contrasting them with software systems analysis. We will also refer to this
example in our discussion of requirements definition in the next chapter.
The role of the Commission is to make loans to its member countries.
It has a Board of Directors who approve these loans, a President who
manages the organization and presides over meetings of the Board, and
teams of economists who conduct missions to member countries and
make recommendations to the Board for loans. On the basis of interviews
with senior Commission staff we might draw the data-flow diagram
shown in Figure 6.13.
Figure 6.14 shows an expansion of this simple diagram into a diagram
of the Commission's main functions: collecting background data while
not on mission, conducting missions, preparing recommendations (all of
these performed by teams of economists), approval of recommendations
(by the Board), gaining acceptance of loan offers (by the Commission's
Secretary) and servicing of the loan (by the Commission's Treasurer).

6.6.4 Analysis of the Commission study


What would the diagram of Figure 6.14 suggest as a focus of analysis?
One possible focus might be the member-country database, because this
clearly plays a central part in the Commission's operations. We might
therefore conduct interviews with the economists who maintain the data-
base and who draw on it when preparing recommendations for loans. We
would then be able to define the essential components of the database and
compare this definition with the actual databases in use. We might find
that economists were using a variety of informal databases, such as files
of correspondence, newspaper articles and tables.

V,

Background data
Mission data
/
Loan offer
"N^
V

f
Loan process Loan acceptance
r Member
country
\4
Loan payment
r
Loan repayment

Figure 6.13 Data-flow diagram describing the overall flows between the Commission and a
member country.
129
SOFTWARE SYSTEMS ANALYSIS

Background
data
v[ L apbroval
Loan J
\

Filtered data
Loan Directive
recommendation
Member country
database Loan offer
Constraints
>

Mission Mission results Loan


data acceptance
Commission Contract
rules and policies

payment
Loan
repayment

Figure 6.14 First-level data-flow diagram for the Commission, showing basic functional
processes, and inputs and outputs from and to the member country.

These kinds of findings can pave the way for design and further analy-
sis. We can start to devise more efficient ways of storing the financial data
as they are collected and of accessing them when recommendations are
drawn up. In conjunction with this, we may look for ways to design sup-
port systems for the other processes and databases of the Commission,
thus working gradually towards a new model for the design of a future
system.

6.6.5 Allocating functions from the system model


By focusing attention on software modelling, software systems analysis
helps us to build a system model, that is, an abstract model of how the
processing, storage and communication components of the system fit
together. This model is crucial to understanding how the system will be
built and how it will behave under various operating conditions.
However, we cannot afford to ignore the interactive components of
the design. If we have arrived at a system model by means of software
systems analysis, we need to know how it affects the user's activities. We
need to match the system up with an appropriate set of user roles. This
involves deciding which components in the system model will involve
user activity and which are to be automated.
In the case of the Commission system, we might decide to automate
the loan service function and distribute the remainder among the
Commission's staff. In other words, functions such as filter data and
1 30 SYSTEMS ANALYSIS AND DESIGN

prepare recommendation will become interactive functions of the system,


supporting people carrying out related tasks. Some functions, such as the
mission function, may remain purely manual.
Allocation of function is one route towards identifying the interactive
functions of the system and the user roles it will support. Via this route we
might, for example, be able to identify the main external functions:

(1 ) The system should support the filtering of economic data for storage in
the member country-database.
(2) The system should allow data collected during missions to be added to
the member country-database.
(3) The system should provide a source of data for the preparation of loan
recommendations.
(4) The system should support the administration of loans, including the
approval, offer and acceptance stages.
(5) The system should be capable of automatic loan payment servicing.

We would be making the first steps towards drawing up a set of


requirements for the system. In the next chapter we will look at require-
ments definition at greater length.
While it simplifies the task of analysing the technical design, this kind
of focus on the system model may make the definition of user roles and

The approach carried several assumptions, which were not fully recognized
until much later (Jordan, 1968). It seemed to imply that human and machine
were competing for functions; if they were, the machine was bound to win.
Only those functions that could conceivably be fulfilled by a machine
appeared in the listing [of functions], since the question of the allocation of
function to human or machine does not otherwise arise. The onward march
of technology ensured that more and more functions became at first feasi-
ble and, ultimately, more efficient for a machine to fulfil. The approach also
implied that the residual human functions were not chosen because they
were well-matched to human capabilities and limitations but were incurred
by the human because a machine could not be devised to cope with them.
In this approach, the allocation of functions had to be discussed using
concepts and a language applicable to machines. Certain human attributes
with no apparent machine equivalents, such as job satisfaction, self-esteem,
pride in exercising hard-won skills, and a dislike of enforced idleness, thus
tended to have little influence on the allocation of functions between human
and machine. Another implication of the approach was the notion that every
function that can be defined can be fulfilled somehow; the idea that certain
functions should be avoided altogether was not seriously entertained.

Figure 6.15 A discussion of some of the drawbacks of designing systems by allocating func-
tions from a list between human and system. From Hopkin (1988).
USER-PARTICIPATIVE METHODS 131

activities harder. The drawbacks of the function-allocation approach are


discussed by Hopkin (1988) and some of his strongest points are repro-
duced in Figure 6.15. He notes in particular that the approach leads to
focusing attention towards functions that systems can carry out, and
away from important human attributes such as job satisfaction. He points
out the tendency for function allocation to lead to use of technical lan-
guage as the language of design. These are some of the reasons why we
need to introduce other viewpoints when we design interactive systems.
The next section describes the participative design viewpoint and
explains how it helps to address some of the points made by Hopkin.

6.7 User-participative methods


The methods we will be discussing here originated in socio-technical
research in the early post-Second World War period (Emery and Trist,
1960). They gained greater prominence in the 1980s, when several
Scandinavian countries enacted legislation requiring employers to
involve workers in any decisions that might affect their conditions of
work. The new laws covered decisions relating to the introduction of new
computer-based systems, and this led to the participation of prospective
users in these systems' design. The results were very positive: not only
were users more satisfied with the systems they helped to design, but the
actual design process appeared to go better. News of these experiments
spread, and led to the establishment of user-participative methods (some-
times known as participatory design) as a recognized way of understand-
ing users' needs and feeding this understanding into design. In this
section we will look briefly at user-participative methods and illustrate
their use by extending the example of the Commission.

6.7.1 The method in outline


User-participative methods address the same basic issues as the other
methods we have covered: they involve study, model-building and analy-
sis; the analysis covers both new and potential future systems. However,
the way in which these stages are carried out is very different; they are
built into an overall team process whose description here is based on
Mumford (1983) and Greenbaum and Kyng (1991):

• Selection of participants. The first step is to form the design team. User
members of the team should be representative of the whole user commu-
nity. Ifthe intention is to introduce a departmental support system, for
example, then people should be drawn from across the department.
Difficulties may arise if the system has a very large potential user com-
munity, such as an entire organization, because it is hard then to select a
1 32 SYSTEMS ANALYSIS AND DESIGN

truly representative group. The actual selection of the team members is


often better left to the users themselves to avoid the impression that man-
agement isselecting 'cooperative' users.
• Training. Training is important, not so much to educate the user members
to be qualified designers, but to enable them to feel qualified. Once the
team has been selected, therefore, their training begins. This involves all
of the team members, including the user participants, thus ensuring that
they share as much common background as possible. Training will usual-
ly be organized into an informal workshop, with talks and discussions on
a range of topics surrounding the subject matter of design.
• Facilitation by a specially designated member of the team is often neces-
sary to manage the dynamics of the design team. When end users are
teamed up with computer system designers, the latter tend to intimidate
the former. A system designer, being one of 'them', cannot usually facili-
tate the team meetings; an independent facilitator needs to perform this
task and make sure that the end users have an equal say.
• Tools and techniques employed during meetings need to be designed
with users' participation in mind. End users cannot, as a rule, write com-
puter programs. They need tools that allow them to model aspects of the
design and carry out simulations. These tools should not place the end
user at a disadvantage in relation to other team members. The tools
should not be highly abstract, for example, since end users are often very
practical people with relatively little experience of abstract work.

How does such a process cover the essential elements of study, model-
building and analysis? For a start, study takes place during the meetings
themselves: users provide descriptions of their work practices to other
team members. Modelling may take several forms: for example, work
practices may be modelled in the form of scenarios, that is, detailed descrip-
tions of actual tasks and processes taken from real life. The team may also
build models of solutions, or envisionments, using various techniques for
mocking up and simulating the real thing. Simple materials such as card-
board and felt pens may be used, or it may be possible to make simple
videos. Finally, analysis is conducted by all members of the team: users
analyse scenarios and solutions in terms of their own experience, while
others may apply more formal techniques such as task analysis.
The team needs techniques for exploring innovative solutions lying
beyond those easily mocked up with cardboard, pens and video. This is
one of the major difficulties in participative design: software designers
can perceive opportunities for innovation, but cannot explain them to end
users. In these situations, it may be appropriate for a programmer to be
asked to build a prototype. The team must be as explicit as possible about
the questions that the prototype is to answer.
USER-PARTICIPATIVE METHODS 133

Finally, we need to recognize the difficulties faced by end users in


devoting time to participative design. Their contributions may not receive
very much recognition from their management. Meanwhile their normal
work must be done; their frequent absence at design meetings makes this
difficult. Participative design works best when end users are released
from their other responsibilities for the duration of the time they spend on
the project.

6.7.2 Participative design at the Commission


We will look at how user-participative methods might be applied at the
Commission. These methods could be applied organization-wide, but for
the sake of simplicity we will look at a smaller-scale exercise. This focus-
es on making sure that a shared database, to be introduced as a result of
the software systems analysis described above, will address the needs and
concerns of a specific 'pilot group' of users. This group has been selected
expressly to help spearhead the introduction of the new system. It
includes a number of people from different levels of the organization, all
of them concerned with countries of the former Soviet Union - the self-
styled 'FSU Group'.
Getting started
How do we get participative design under way at the Commission? We
form a design team: two senior economists of the FSU Group, two junior
'desk officer' economists from the same group, two designers, a software
developer and a facilitator. These eight people constitute a comfortably
sized group; it is not too difficult to convene meetings at the odd times
when the economists are free from their other duties. We hold a prelimi-
nary workshop to go over some of the basic issues in designing with new
technology: interaction techniques, usability, software development costs.
We start the design sessions proper with a discussion of possible scen-
arios to incorporate in a model of economists' work practices. One task
that keeps coming up in this discussion, and that we therefore choose as
a scenario, is the constant need for information at short notice in prepara-
tion for informal meetings with delegates from FSU countries. This
becomes
shows howknown as the 'PCN
the scenario scenario', for 'pre-contact note'. Figure 6.16
is described.

Envisioning the PCN system


We move on to discussing how PCNs might be handled with the aid of
the new database. There is enthusiasm for the rapid access it will offer to
economic data. The team agrees to try to envision what form this access
will take.
To create an envisionment, we get hold of some recently prepared
PCNs, and mock up the appearance of a computer screen to show how
134 SYSTEMS ANALYSIS AND DESIGN

Scenario for the Pre-Contact Note (PCN), as described by a senior econo-


mist:

We get a call from the Public Relations department to say that this high-
level official from the Ukraine, Dr Lvov, is due in town next week and wants
a meeting. I get assigned to meet with him, and I need to know the latest on
the Ukraine's energy crisis. I'm also aware that the Commission has some
new export figures, but I don't know the details.
The standard procedure is to request a pre-contact note, or PCN as we
call it. There's a desk officer assigned to each of the countries we deal with,
and my PA sends this desk officer - Julie Smart her name is - a PCN
request, mentioning who the visitor is and when he's visiting. Julie will usu-
ally have the PCN back on my desk within forty-eight hours, certainly no
later than the day before the meeting. It's usually about three pages long -
if it's any longer, I may not have time to read it.
The procedure works well most of the time, but sometimes it breaks
down because the desk officer is away on a mission. Then somebody else
has to put the note together for her. I've never known the procedure to fail
altogether, but things have got a bit hairy at times.

Figure 6.16 A scenario developed in the course of user-participative design at the


Commission.

the information might be accessed directly from the database. We use a


computer-based tool to create some realistic images (Figure 6.17). At the
next meeting these envisionments are circulated to the team. They gener-
ate some important sharing of concerns.

Gaining a model of the PCN process


The envisionment of the use of the database triggers some remarks from
the junior economists about the feasibility of keeping PCN information

> topics / Pre-contact Note \


countries policy missions programmes FSU restructuring policy, 1995-96
> policy J. Smart, FSU Dept. 8 August 1994
FSU-policy-revision-08- 13-94
FSU-revised-policy- 10 -10-94 Executive summary
FSU-policy-minutes-10-27-94 New policy guidelines for FSU
Russian-policy-plan- 06 -2 3 -94 countries were drafted in June and
Russian-policy-plan- 06 -2 3 -94 are currently under consideration
Russia-in-2000-07 -04-94 by the Board. They would lead to
Ukraine-policy-04- 18-94 easing of loan conditions for FSU
> FSU-restructing-95-08-08-94 countries complying with the
fetching documemt, please wait... following broad conditions:
^

Figure 6.17 Envisionments of the screen-based PCN.


USER-PARTICIPATIVE METHODS 135

online. They raise a number of problems, but keep returning to two par-
ticular aspects of the PCN process: the limited timespan during which
data remain valid, and the need to interpret the data according to the
nature of the PCN request.
As one of the junior economists puts it, 'You've got to realize, these
kinds of figures have a half-life of a month or less. When you're putting
together a PCN, your main worry is where to get your data, any data that
are sufficiently recent. My worry would be that the database will be full
of numbers well past their sell-by dates.'
The other economist points out that PCNs contain more than just data -
there's an accompanying narrative that helps the reader to interpret the data.
'You don't just type up the figures. You look at who's asking for them, and
why. OK, Dr Lvov's in town, the energy minister. Our figures for energy con-
sumption are out of date. We'll need to add a note to this effect, and include
some indicators on recent consumption trends. On the other hand, if their
banking chief, Glasov, were visiting, we'd need to add some background
about reserve levels. These interpretations are what make PCNs work.'
In the course of these discussions we begin to construct a model of the
PCN process. We can see that it involves collecting up-to-date informa-
tion, and that this information needs interpretation according to the
nature of the contact. By the end of the discussion, our model of the PCN
process has grown to be quite extensive. We are able to formulate the
problem as follows:

Design a means of providing immediate economic updates, based on stored


data, that reflect the recency of the data and the need for interpretation.

Devising a solution: The Economic Update


After several more meetings, we arrive collectively at a solution strategy.
Rather than have the economists access the database directly, we will set
up a system of economic updates or EUs, which provide pointers to recent
data about member countries, together with general guidance on how to
interpret them. These EUs cannot take the place of PCNs, with their up-
to-the-minute data and highly specific interpretation. However, they can
provide the nucleus of each PCN. Junior economists won't need to write
every update from scratch; they'll be able to use the latest economic
update, and annotate it with more recent data and with their own inter-
pretations and advice. When all else fails, the EUs can serve on their own
to provide limited update information prior to contacts.
One idea, crucial to the design of EUs, comes from a suggestion by a
junior economist. Why not use the 'hot link' feature found in spreadsheet
packages? This feature allows a link to be made from one part of a spread-
sheet to another, in such a way that changes in the latter will immediate-
ly be shown in the former. The 'hot link' concept can be incorporated into
EUs so that they always show the current entries in the shared database.
136 SYSTEMS ANALYSIS AND DESIGN

(
FSU Country Economic Updates r Economic Update
1. Armenia 9. Latvia Carpathian Republic
2. Azerbaijan 10. Lithuania FSU Department
3. Belarus 11. Moldova Real Economic
-1.5Growth -2.4
4. Carpathian 12. Russia The CR government typically updates these
Republic 13. Tajikistan figures on an annual basis, in June:
5. Estonia 14. Turkmenstan 1992 1993 1994 1995 1996
6. Georgia 15. Ukraine 2.6
7. Kazakhstan 16. Uzbekistan
Consumer price index
8. Kyrgyz Inflation tends to be closely linked to
Repubilic figures for Georgia and the Ukraine, as

1 Type number <return> to view Update


y1 VType Q <return> to quit back to main menu.

Figure 6.18 An envisionment of a screen-based Economic Update.

A second idea, proposed by one of the other economists to take


account of the age and reliability of some of the shared data, is the intro-
duction of'flags' on items of data to indicate how recent and reliable they
are. Showing an item in boldface flags it as reliable; shading its back-
ground shows that it may be out of date. Figure 6.18 shows a mock-up of
an EU as envisioned by the team.

Specifying the Economic Update system


The team decides, therefore, to recommend that a prototype of the EU sys-
tem be built and introduced as a pilot system. A preliminary set of
requirements are drawn up, as shown in Figure 6.19.
This specification is by no means the last word on the system's require-
ment; indeed we are still many months from completing the design. The
prototype must be tested, reactions must be collected from users, meetings
held to hear users' views and suggestions, and another design iteration got
under way. However, by the end of the exercise we have a design that we
can confidently expect to be well received by the users.

6.7.3 User-participative methods: Pros and cons


User-participative methods are generally better than software systems
analysis at dealing with the interactive aspects of system design. They are
more effective in gathering data about the activities to be supported, they
generate more accurate models of the activities as a result, and the analysis
of designs is more 'real' because it is carried out by the users themselves.
Finally, when the system is introduced, users are more likely to accept it on
its merits, rather than treat it as something imposed upon them.
User-participative methods are not without their limitations, howev-
er. They are best suited to in-house development, and least suited to a
SUMMARY 137

1 The system should support the preparation of Economic Updates (EUs)


based on the contents of the Shared Database.
2 An EU should consist of one or more extracts from the Shared
Database, together with explanatory text narrative.
3 It should be possible to prepare EUs, and include database extracts,
with the aid of the standard word processing package used in the
Commission.
4 There should be a means of indicating the reliability of items in the
extracts.
5 There should be a means of indicating how recently the item has been
updated in the database from which it was extracted.

6 workstations.
The system should support the electronic retrieval of EUs on users'

7 The data shown in EUs should be extracted from the database at the
time of retrieving the EU.
8 EUs should be arranged in directories, one directory per member coun-
try, containing EUs on the major sectors of the country's economy.
9 There should be means for those preparing or updating an EU to copy
it into the appropriate directory.
10 There should be means for a system administrator to maintain the dir-
ectories and expunge obsolete EUs.
11 A support team should be set up to provide assistance to those prepar-
ing and retrieving EUs.
12 Training courses in EU preparation and retrieval should be provided.

Figure 6.19 An initial set of requirements for the Economic Update system.

product development context, as Grudin has explained (Grudin, 1992).


They run up against the usual problems with user involvement, problems
of confidentiality and representativeness. Also, the outcome of user par-
ticipation can be affected by limits to users' understanding: by difficulties
in dealing with advanced-technology solutions, and by their lack of facil-
ity with analytical tools. Like any approach to systems analysis and
design, participative methods need to be reserved for the kinds of prob-
lems that can make good use of them.

6.8 Summary
This chapter has covered some issues central to the design of interactive
systems. It has taken the story, begun in Chapter 2, from the stage of
preparation of a problem statement to a point where the solution is begin-
ning to take shape.
138 SYSTEMS ANALYSIS AND DESIGN

The main purpose of this chapter has been to explain how analysis
contributes to design, and how the two complementary activities - analy-
sis and synthesis - can be coordinated successfully. As we have seen, there
is no single method for doing this. The choice of method will depend in
part on the scope of the human activity to be supported; supporting a sin-
gle task demands a different approach from supporting one or more
processes. Within the domain of designing for process support there are
several methods of systems analysis and design, including software sys-
tems analysis and participative design.
As the illustrative cases have shown, systems analysis and design
assists in defining the solution. An important stage in definition is the
specification of requirements, for these play an important role in linking
the solution back to the original objectives of design, and onwards
towards design and implementation. We have seen two preliminary
examples of sets of requirements. The next chapter focuses more specifi-
cally on the roles requirements play in interactive system design.

Exercises
(1) Explain the main differences between (a) task analysis and systems analy-
sis, (b) software systems analysis and participative design.

(2) What are (a) descriptive models; (b) normative models? Provide exam-
ples, such as models of reading a newspaper, placing a collect call.
(3) Build a task model of using an ATM to check your account balance and
withdraw $50 in cash.

(4) Build a task model of setting a digital clock and alarm after the settings
have been lost due to unplugging it.
(5) Build a task model of using a microwave oven.
(6) Observe an actual ticket counter at a station, and build task models to
describe some of the transactions that take place.

(7) Extend the data-flow diagram of Figure 6.12(b), (a) to allow customer details
to be kept in a database, (b) to take account of items being out of stock.
(8) Figure 6.14 suggests other places to focus design attention besides the
member-country database. What are they? Discuss how you might
organize studies and design in these areas.
(9) What systems do you know of that exhibit the features described in
Figure 6.15?

(10) You are embarking on a redesign of a mail-order company's information


system. Describe how you would organize a participative design exercise
to conduct the systems analysis and design.
FURTHER READING 139

Further reading
Card S. K., Moran T. P. and Newell A. (1983). The Psychology of Human
Computer Interaction. Hillsdale, NJ: Lawrence Erlbaum Associates
Chapter 12 of this classic book includes seven pages of 'advice to the design-
er' that amount to a principled approach to task analysis.
Kendall K. E. and Kendall J. E. (1992). Systems Analysis and Design.
Englewood Cliffs, NJ: Prentice-Hall
Includes detailed examples of data-flow modelling.
Sommerville I. (1992). Software Engineering, 4th edn. Wokingham:
Addison- Wesley
Includes some introductory material on data-flow modelling.
Weinberg G.M. (1988). Rethinking Systems Analysis and Design. New York:
Dorset House
A refreshing and entertaining rethink of many of the concepts of software
engineering and design, based on the essential point that systems analysis
and design cannot be treated separately but must be tightly integrated.
CHAPTER 7

Requirements definition

Chapter objectives:
A set of requirements defines the system that is to be designed, built and put
into service. It helps answer questions such as, 'Will this system provide ade-
quate support to users?' and 'How can it be built?' In this chapter we cover:
• Who reads requirements documents
• How requirements are used during validation and verification
• The role of requirements in defining a usable functional form
• How a set of requirements is gradually refined
• Validation of requirements by analytical methods and by prototype testing.

7.1 Introduction
The preceding chapters have viewed interactive system design in terms of
the studies and analyses that contribute to it. In this chapter we will take
a different point of view, and track the development of the specification, a
process shown in Figure 7.1. We will focus on a particular 'watershed'
specification that defines the requirements that the system is to meet, and
that enables us to keep the design on track towards resolving the situation
of concern.
Whenever something is designed there is a preliminary task of defin-
ing the requirements that are to be met. Requirements definition is always

141
142 REQUIREMENTS DEFINITION

Further I
design f design I
- J spec

Figure 7.1 The development of the specification. The requirements document retains a
direct link with the original situation of concern. Beyond this point it serves as a
reference document for design.

an important task, for it helps to ensure that the outcome does indeed
solve the original design problem. It is a task normally considered to pre-
cede the design activity itself. We can therefore adopt the viewpoint of a
system designer who receives a set of requirements, and ask ouselves
what role they might play in design, and how they might help. These
questions are addressed in the first part of this chapter.
It is important also to look at how requirements themselves are
defined. This is the focus of the remainder of the chapter. There are
aspects of interactive system requirements that demand special treatment
in order to ensure the levels of usability that users need. These aspects
make it quite hard to separate requirements definition from interactive
system design. By the end of this chapter we will see that it is often nec-
essary to design, build and evaluate a working prototype in order to
define the requirements that interactive systems must meet. It is necessary
to engage in many aspects of interactive system design in the process of
defining the system's requirements.

7.2 How requirements serve design


Requirements define what is to be designed, built and put into service.
Their role is to do so in such as way as to demonstrate that the defined
needs will be met (that is, that the initial situation of concern will be
resolved) while making it clear how the design and implementation can
be achieved.
!
Requirements provide answers to two generic questions that surface
many times, in many forms of wording, during the early stages of inter-
active system design. These two questions are, 'Will it provide adequate
support to the user's activities?' and 'How can it be built, given the con-
straints on cost and resources?' By defining the system's requirements, we
HOW REQUIREMENTS SERVE DESIGN 143

try to dispel any uncertainty surrounding these two questions. We try to


demonstrate that the system will indeed provide adequate user support
to resolve the situation of concern. We also try to show that there is a
worked-out design strategy that can be achieved within cost limits and
with manageable levels of risk.
Requirements can be viewed as targets that the design must meet;
indeed Tom DeMarco has suggested calling them just this (DeMarco,
1979). If we can produce a design that we are sure will meet its require-
ments, hitting home well within the target area, then we can pass on this
design to be implemented and put into operation. If we can see that it will
miss the target, or if we are simply not sure, then handing it on is unwise
- we need to work on the design some more. Requirements enable us to
feel confident that the original design problem, defined in the problem
statement, will indeed be solved.

7.2.1 Support for validation


As interactive system designers, therefore, one of the things we rely on
most in requirements is their validity. We assume that all we have to do in
order to meet the original need is to design a system that meets all of the
stated requirements. We don't expect to find, after doing a first-rate job of
the design, that the people who asked for the system are unhappy with it
or that the users cannot get their work done with it.
Suppose, for example, we were to design and build an Air Traffic
Control system according to the first requirement in Figure 7.2. We
wouldn't want to find out later that the users had no need for the required
extra strengthening supports, and were most unhappy at having to learn
an unorthodox keyboard layout. This would be an indication that the
requirement was invalid. Its effect was to hinder, rather than help, the task
of resolving the orginal situation of concern.

7.2.2 Support for verification


Another thing we need as system designers is a set of requirements that
we know how to design to. While the design task may stretch our design
capabilities, it should not leave us wondering how on earth we are going
to do the job.
Suppose we encounter the second requirement shown in Figure 7.2,
for example, asking for inclusion of 'decision making assistance'. What
does this mean? How long will it take to design? How will we know
whether our design is adequate? Challenging though it is to be asked to
provide such a feature, the likelihood is that this will grow into a design
headache. Even if we can come up with a design we think suitable, we
will not be able to verify that it meets such a vague requirement.
We expect, therefore, to be able to translate a set of requirements into
a set of relatively routine design tasks. The second requirement in Figure 7.2
144 REQUIREMENTS DEFINITION

• The alphanumeric keyboard for the Air Traffic Control system should pro-
vide 60 keys, laid out in three separate groups of 5 x 4 keys so as to
allow for extra strengthening supports between the groups.
• Decision making assistance should be provided. Computer-generated
proposals will be generated by upstream ATC expert systems and
artificial intelligence, still to be developed.

Figure 7.2 Two Air Traffic Control system requirements, based on real-life specifications.
The first is invalid: air traffic controllers do not need extra-strength keyboards,
and the unusual grouping of keys will make the system less usable in the hands
of trained typists. The second is unverifiable, describing functions so ambiguously
that it will be impossible to tell whether the requirement has been met.

cannot be turned into a routine design task, at least not as it is currently


stated. In contrast, the first requirement in Figure 7.2 can be met without
difficulty; the problem here is that the requirement is invalid in relation to
the original needs. What we look for, as designers, is a set of requirements
that are both valid and verifiable.

7.3 Defining requirements


Now that we have seen what system designers expect of a set of require-
ments, we can change hats and look at the task of defining the sorts of
requirements that designers need. The requirements definition task will
be our main concern during the rest of this chapter. It is a task that begins
with a problem statement. It ends with a set of requirements that define
the solution in a way that is valid in terms of the originally stated need,
and that can be reduced to a set of routine, verifiable design tasks.
What is involved in producing such a requirements definition for an
interactive system? Before we look specifically at the steps involved, let's
remind ourselves of who will read the requirements that we will write. We
need to make sure we define the requirements with this readership in mind.

7.3.1 Who reads requirements documents?


Interactive system requirements are a matter of concern to many people;
to designers, developers, marketeers, trainers and users, to name just a
few. These are some of the stakeholders in the system's development
(Rouse, 1991). It is challenging to write a single requirements document
that will address the concerns of all of these stakeholders.
DEFINING REQUIREMENTS 145

Client and developer


We can usefully divide our stakeholders into two main groups, those who
have a major stake in the system's use and those who have a stake in its
development. We will consider the first group - including users, marketeers
and the people who pay for the system - to represent the client, a term we
introduced at the end of Chapter 2. Those in the second group, including
designers and implementers, collectively represent the developer. The
requirements we write will be read by both sets of people. Clients will
read them to make sure they are getting what they need, and developers
will read them so that they know what to design and build.

Contexts
Both client and developer can take on widely different identities. In par-
ticular, the whole development process may take place in any one of the
following contexts:

• In a product organization, where the primary client is usually a market-


ing group and the developer is a combined team of product software
designers and builders.
• In a user organization, developing the system for their own internal use;
here the client is usually a representative group of management and
users, and the developer is an in-house software support unit.
• As a contract development. The client is a user organization who prefer
not to develop the system themselves. They therefore appoint an outside
contractor to develop the software. They may define the requirements
themselves or ask the contractor to define them; a quite common route is
to commission a third organization (perhaps a management consultancy)
to prepare the requirements document. Software development - and
sometimes
ding. requirements definition - may be put out to competitive bid-

As we can see in Figure 7.3, the way in which requirements are stat-
ed in these three contexts can vary considerably - if indeed they are stat-
ed at all. But why is this?

Requirements in the contract development context


By far the biggest issue is whether the system is to be developed under
contract, because in this context the requirements document plays several
crucial roles in the contractual process. It defines what the software con-
tractor isto deliver, it provides the contractor with a basis for quoting a
price and timescale for the development, it provides both developer and
client with a means of confirming that the system does what it should,
and if there is any disagreement it plays an important part in resolving the
dispute.
146 REQUIREMENTS DEFINITION

Product organization:
I have a very small team working at the definition stage and then I expand it
to implement the design, if necessary. The bigger the team that is required
to implement the design of a program, the more disciplined you have to be
about breaking the design into manageable pieces and defining the inter-
faces. You don't have to do many structured-programming reports, docu-
menting every step, unless the program is so big that it has to be done by
more than two or three people.

(a)

User organization:
Settlement in CREST is a process which runs continuously throughout the
business day. Settlement continuously reviews all unsettled transactions on
the queues to check whether they are ready to settle. These are matched
pairs of settlement instructions due for settlement today. For each pair, it
then checks whether there are adequate resources to settle the instructions
(or whether the instruction has a high enough priority to command those
available).

(b)

Contract development:
4.3.7 The system MUST automatically update individual staff salaries at
their increment date.
4.3.8 The facility to enter annual leave, attendance on training courses,
etc., in advance. This information MUST be automatically trans-
ferred to the roster screens covering relevant dates.
4.3.9 Duties or time-off booked/requested MUST be highlighted on the
planned roster so that it is clear which parts of the roster are less
amenable to change.
4.3.10 The facility view time-out already booked, by ward.

(c)

Figure 7.3 Quotes showing how requirements are stated in different contexts, (a)
Requirements non-definition in a software product organization: John Page quot-
ed in Lammers (1986); (b) in-house development of a stock settlement system,
where the focus is on informal explanation of requirements (Crest, 1994); (c) pre-
cise operational requirements for a nursing system for resource management, to
be developed under contract (North-West Regional Health Authority, 1990).

Requirements in other contexts


In non-contractual situations the requirements definition plays a relative-
ly low-key role. In a user organization, for example, or in a small product
organization, the requirements definition may not exist as a written doc-
ument; instead there is just an understanding of what is to be designed
DEFINING REQUIREMENTS FOR INTERACTIVE SYSTEMS 147

and built. Nevertheless the requirements always exist, if not on paper at


least in the minds of client and developer. It is usually better if they are
written down, especially if there is any risk that things will go wrong.
Whatever the context, requirements need to be defined in a way that
satisfies both client and developer. This is often difficult to achieve,
because clients are often non-technical people who want things defined
simply and in their own terminology, whereas developers are more tech-
nical and often want more in the way of detail. It is important not to let
the developer's needs dominate, because this results in a document that
the client cannot digest.

7.4 Defining requirements for interactive systems


To a first approximation, defining the requirements for an interactive sys-
tem is like defining requirements for any system. It involves turning the
initial problem statement, which defines the overall purpose of the sys-
tem, into something that spells out each of the functions that the system
must provide. This simple view of requirements definition is illustrated in
Figure 7.4.
According to this view, defining interactive system requirements is a
matter primarily of defining a usable functional form for the system. The
functional description included in the problem statement, which may
amount to just the words, 'Design an interactive system to support ...',
must be expanded so as to define all of the major interactive functions that
the system is to provide. At the same time, the level of support defined in
the problem statement, which may have been worded as simply, '... faster
than at present', must now be defined with much more precision and
completeness. An adequate specification of the system's functionality and
usability is needed.
How do we go about defining a usable functional form for an inter-
active system? In this section we will touch briefly on the main things we
must do: arrive at an initial functional form, identify users, understand
their usability demands, set usability targets, and consider alternative
functional forms that may enable these requirements to be met more eas-
ily and routinely. We will also note the need to validate requirements,
both analytically and through prototype testing.

N
Problem f Define
state- requirements
ment

Figure 7.4 A simplified view of the definition of requirements and their subsequent role.
148 REQUIREMENTS DEFINITION

1 General
1 .1 The system should provide access to Economic Updates (EUs) based
on the contents of the Shared Database.
1 .2 Each EU should consist of one or more extracts from the Shared
Database, together with explanatory text narrative.
1 .3 EUs should indicate the reliability of items in the extracts.
1 .4 EUs should indicate how recently an item has been updated in the
database from which it was extracted.
1 .5 The data shown in EUs should be extracted from the database at the
time of retrieving and viewing the EU.

2 Preparation of Updates
2.1 It should be possible to prepare EUs, and include database extracts, with
the aid of the standard word processing package used in the
Commission.
2.2 There should be means to transfer an EU from the word processing
system into the appropriate directory (see 3.1).
2.3 There should be means to expunge obsolete EUs from directories.

3 Retrieval of Updates
3.1 EUs should be arranged in directories, one directory per member country.
3.2 The system should allow the selection of a particular EU for display on
the user's workstation.
4 Support
4.1 A support team should be set up to provide assistance to those
preparing and retrieving EUs.
4.2 Training courses in EU preparation and retrieval should be provided.

Figure 7.5 Starting point of the requirements exercise: initial functional requirements for the
Economic Update system, as determined in the course of the participative design
sessions described in Chapter 6, rearranged here under four separate headings.

7.4.1 Continuing the Commission example


We will orient our discussion around an example from the last chapter,
the Economic Update system for use at the Commission, and follow its
progress through the various stages of requirements definition.
This system, we may recall, is to be developed in-house by the
Commission, a large international financial organization. It has been pro-
posed as a means of providing staff with easier access to updates on the
latest economic data. The functional requirements that emerged during
the participative design exercise in Chapter 6 are shown again in Figure
7.5, arranged according to category of function.
149
DEFINING REQUIREMENTS FOR INTERACTIVE SYSTEMS
^

Require ments
ments Enhance V
r ments Enhance rV
Require-
spec Require-
spec
spec

Input Input
Figure 7.6 Enhancing the requirements specification.

We will treat this list of requirements as our starting point. We will


take the solution through several stages of development, each one repre-
senting an enhancement to the specification as shown in Figure 7.6. We
will look at the kinds of input that inform each stage of enhancement.

7.4.2 Defining the functional form


We are concerned from the outset to find a set of functions that will pro-
vide adequate support to the users' activities. This set of functions defines
the basic functional form of the system. We have already seen in Chapter
6 how we can arrive at a functional form such as the one described in
Figure 7.5. In outline, this process depends on two essential contributions:

• Building a model of the supported activities. If we want to support the


user's activities, we need to know what these activities are. We need to
model them in a form that allows us to simulate how they might be per-
formed with the aid of a system. These simulations will tell us if functions
are lacking, or if other functions are superfluous. In this way, we will
gradually reconcile the functional form with the activity model.
• Selecting a form of solution. We are likely to start by considering ways
of adapting existing forms of solution, since these involve less design
effort than inventing something new. But if all attempts at adaptation fail,
we will try to synthesize a solution of our own.

In the case of the Economic Update system, we have focused initially


on supporting the activities of senior economists. Our choice of solution
form, shown in Figure 7.7, is based on a simple menu of document files.

7.4.3 Identifying the users


Who will be the users of the new system? In the simplest cases of require-
ments definition, the system's functionality corresponds closely to the
functions of the system currently in use, and the same people continue to
perform much the same tasks. However, these cases are rather rare, for the
simple reason that they don't usually result in any real improvements or
150 REQUIREMENTS DEFINITION

(
FSU Country Economic Updates r Economic Update
Carpathian Republic
1. Armenia 9. Latvia
2. Azerbaijan 10. Lithuania FSU Department
3. Belarus 11. Moldova Real Economic Growth
4. 12. Russia -1.5 -2.4
Carpathian The CR government typically updates these
Republic 13. Tajikistan figures on an annual basis, in June:
5. Estonia 14. Turkmenstan 1992 1993 1994 1995 1996
15. 2.6
6. Georgia Ukraine
7. Kazakhstan 16. Uzbekistan Consumer price index
8. Kyrgyz Inflation tends to be closely linked to
Repubilic figures for Georgia and the Ukraine, as

k. Type number <return> to view Update


JJ V Type Q <return> to quit back to main menu.

Figure 7.7 Design for the Economic Update system resulting from participative design.

cost savings. Whatever was wrong with the old system remains wrong
with the new one. To solve the stated design problem, it is usually neces-
sary to introduce extra functionality. We must then decide whom this new
functionality is for.
In the Economic Update system, introduction of the shared database
has brought with it a variety of new forms of functionality. In particular,
it offers people at the Commission a means to generate lists of stored doc-
uments on any topic, and to select individual documents for display, in a
manner that amounts to browsing. These functions, described under the
Retrieval of Updates heading, clearly belong to the economist user.
Requirement 2.1, under Preparation of Updates, also describes a function
for the use of economists, namely the preparation of EUs on word proces-
sors. But what about requirements 2.2 and 2.3, concerning transfer of EUs
into and out of the system's directories? Are authors to be responsible for
adding EUs, for example? And who is authorized to remove updates?
We must always determine who is to perform new duties, because
there are always extra costs associated with these duties' performance,
such as costs of equipment and training. There may be additional labour
costs too. At the Commission, if there is a continuing large volume of EUs
to be added to and removed from the system, it may be necessary to
employ someone specially to perform these tasks. If the tasks are to be
performed by existing members of staff - by EU authors, for example -
these people's productivity may be affected.
Once we have identified who the system's users are, we may be
inclined to modify the requirements accordingly. Where we know that the
user's identity affects the course of the design we should make this clear.
In our document-retrieval example we would probably make it clear
which functions the economist user would perform, as shown in Figure
7.8 (the changes are shown in italics for clarity).
DEFINING REQUIREMENTS FOR INTERACTIVE SYSTEMS 151

2 Preparation of Updates
2. 1 Preparation of EUs will be performed by economists.
2.2 It should be possible to prepare EUs, and include database extracts,
with the aid of the standard word processing package used in the
Commission.
2.3 There should be means for those preparing updates to transfer an EU
from the word processing system into the appropriate directory (see 3.2).

3 Retrieval of Updates
3. 1 The system will be used for retrieval by all members of the
Commission's professional staff.
3.2 EUs should be arranged in directories, one directory per member country.
3.3 The system should allow the selection of a particular EU for display on
the user's workstation.
4 Support
4.1 There should be means for system administrators to expunge obsolete
EUs from directories.

Figure 7.8 Amending the retrieval functional requirements of Figure 7.5 to show the identi-
ty of the user. Changes are shown here in italics.

7.4.4 Setting performance requirements


Once we have addressed the question, 'Who will use the system?' we are
faced with the next question, 'What levels of support must the system
provide?' We need to define performance requirements, that is, to set targets
for the levels of performance that the system will enable. The 'perfor-
mance' we are concerned with here is largely the performance of users'
activities, and is equivalent to the system's usability.
Every computer system must meet performance requirements, but in
interactive systems these requirements are of special importance, because
they define what it means to design a system that supports the user's
activity properly. In the conventional approach to system design, much
more emphasis is placed on defining functional requirements of the kind
shown in Figures 7.5 and 7.8. By this convention, usability requirements
are treated under the general heading of 'non-functional' or 'non-behav-
ioural' requirements, where it is difficult to relate them to specific user
activities.
The main usability requirements we consider in every requirements
exercise are ease of learning, reduction of errors and speed of operation.
Of these, speed of operation is often given highest priority because it has
the greatest effect on efficiency and cost savings. However, if people never
152 REQUIREMENTS DEFINITION

succeed in learning to use the system properly they will never achieve
their intended speed of task performance, and if they make lots of errors
they will spend valuable time correcting them. These kinds of require-
ments are hard to deal with later, once the software's design is under way.
We need to consider them at the requirements definition stage.

Identifying learning problems


Let us look at the kinds of usability requirements we might need to set for
the Economic Update system. We will start with ease-of-learning require-
ments because, as we saw, there is not much point in defining speed-of-
operation requirements for a system that nobody understands how to use.
Targets for ease of learning can be defined in terms of the amount of
training required. Walk-up-and-use systems like automated tellers are
designed with a target of zero training; space shuttle control systems, on
the other hand, assume training periods of many months. At which end
of the scale are our users of the document retrieval system? In particular,
how much training can we assume the executive user will undergo?
It is highly unlikely that a senior economist in the Commission will
have a lot of spare time in which to learn how to retrieve documents online.
We might decide therefore to set a requirement for very brief training, per-
haps none at all. By setting arbitrary performance requirements, however,
we are in danger of missing the main point. The questions we should ask
are, first, how important is ease of learning? And if it is really important,
what ease-of-learning targets can we reasonably ask the system's designers
to achieve? Using routine design methods, how close can our designers get
to a zero-training design without impacting other aspects of usability, such
as error rates and speed of operation? If we think it is possible to reduce
training time to 15 minutes, say, by dint of careful design, but if five min-
utes seems out of the question, then we should set a 15-minute requirement.

r > list topics


A
EUs policy misssions
> list EUs
Armenia- 94 Latvia- 94
Azerbaijan- 94 Lithuania- 94
Belarus-94-95 Moldova- 94
Carpathia-94 Russia-94-A
Estonia-94 Russia-94-B
Georgia- 9 4 Tajikistan-93
Kazakhstan-94 Ukraine-94
Ozbekistan-94
K. Kyrgyz-94
> show Carpathia-94

Figure 7.9 An earlier version of the Economic Update system, showing the file-based
method of access, using named files.
DEFINING REQUIREMENTS FOR INTERACTIVE SYSTEMS 153

5 Performance
5.1 The economist user should be capable of using the system efficiently
and effectively for retrieval after 15 minutes' training.

Figure 7.10 Starting the list of performance requirements by addressing ease of learning.

Reviewing the functional form in terms of ease of learning


In conjunction with setting realistic usability levels, we should review the
functional form. When the user is learning to operate the system, certain
forms of solution will be easier to understand than others. If ease-of-learn-
ing targets are proving hard to achieve, we may need to consider a differ-
ent solution strategy.
It may be, for example, that an earlier version of the Economic Update
system has been designed around directories of named files, as shown in
Figure 7.9. This design might demand a lot more of the novice user than 15
minutes' training. A review of usability may have led us to adopt the menu-
driven design shown in Figure 7.7. The overall functionality of the system is
unchanged, but we can now be more confident that the system can be
designed to meet requirements for ease of learning. We should record the
outcome of this review in the requirements definition (see Figure 7.10).

Setting speed-of-operation targets


Other aspects of usability need to be dealt with in a similar manner,
including speed of use. We can rarely afford to ignore this aspect of
performance, because speed of operation has a particularly direct impact
on the system's cost-justification. If the system enables people to do their
work faster it will usually save money. Speed of operation may be impor-
tant for other reasons besides; in a power-plant control system, for
example, it will affect the plant's safety.
To determine meaningful speed-of-operation requirements we need
to focus on those activities that can be speeded up significantly by the
system. We need to pay special attention to high-cost activities, that is,
activities that involve a lot of people, a lot of time or a lot of wages paid.
In the case of the Economic Update system, an obvious place to look
first is at the economist's browsing, retrieving and document-reading
activities. We must deal with the question, 'Is on-screen reading as fast as
reading on paper?' There isn't a clear answer to this question, but it is
likely that some readers will prefer to use the screen while others will
prefer paper, if only because navigation through an on-screen document
is sometimes time-consuming. Thus we might address the issue of speed
of operation in a roundabout way by adding a requirement for hardcopy
output.
We may also see places where it is important to define actual perfor-
mance times. Consider the case of Requirement 2.3, for example - the
154 REQUIREMENTS DEFINITION

3 Retrieval of Updates

3.3 The system should allow the selection of a particular EU for display on
the user's workstation.
3.4 The system should allow selected EUs to be printed.

4 Support

5 Performance
5.1 The economist user should be capable of using the system efficiently
and effectively for retrieval after 15 minutes' training.
5.2 The system should permit documents to be added to the database
from word processors in no more than three minutes of the author's
time.

Figure 7.11 Adding requirements relating to speed of operation. Note the inclusion of a
hard-copy function to address users' need for speed of reading.

requirement for a means of transfer of new documents prepared on word


processors. We might have decided that the authors of documents them-
selves should copy their documents onto the system, to ensure that they
are made available as soon as possible. However, this copying operation
should not involve a lot of the authors' time; we want them to carry it out
right away, not put it off until they have half an hour to spare. So we
should set a limit, perhaps three minutes, to the amount of users' time
involved in copying each document onto the system. In Figure 7.11 we see
the inclusion of additional requirements relating to speed of operation.

7.4.5 Requirements for other layers of technology


Requirements definition involves doing more than just defining a usable
functional form. It involves recognizing that interactive systems involve
many layers of technology. The user interface is a particularly important
layer, and we tend to concentrate on defining its requirements; but there
are other layers supporting it, as Chapter 2 pointed out. They include
application software, operating system, networked resources and hard-
ware. The requirements document may need to state requirements for any
or all of these other layers.
The layers of technology don't just support the interactive system,
they often surround it, in the form of other systems already in place. The
new system will need to be integrated with these other systems. Often it is
these systems, more than anything, that constrain the design. They dictate
many of the conventions and abstractions that the interactive system
must abide by, and they limit the levels of usability that can be attained.
DEFINING REQUIREMENTS FOR INTERACTIVE SYSTEMS 155

1 General
1.1 The system should provide access to Economic Updates (EUs) based
on the contents of the Shared Database.
1 .2 Each EU should consist of one or more extracts from the Shared
Database, together with explanatory text narrative.
1 .3 EUs should indicate the reliability of items in the extracts.
1 .4 EUs should indicate how recently an item has been updated in the data-
base from which it was extracted.
1 .5 The data shown in EUs should be extracted from the database at the
time of retrieving and viewing the EU.

2 Preparation of Updates
2.1 Preparation of EUs will be performed by economists.
2.2 It should be possible to prepare EUs, and include database extracts,
with the aid of the standard word processing package used in the
Commission.
2.3 It should be possible to include tables of data by specifying an appropri-
ate portion of the Shared Database.
2.4 There should be means for highlighting items to indicate reliability.
2.5 There should be means to distinguish items that have not been updated
in the Shared Database since a particular date.
2.6 There should be means for those preparing or updating an EU to transfer it
from the word processing system into the appropriate directory (see 3.2).

3 Retrieval of Updates
3.1 The system will be used for retrieval by all members of the
Commission's professional staff.
3.2 EUs should be arranged in directories, one directory per member country.
3.3 Within each directory, EUs should be indexed by the major sectors of
the country's economy.
3.4 The system should allow the selection of a particular EU for display on
the user's workstation.
3.5 The system should allow selected EUs to be printed.

4 Support
4.1 A support team should be set up to provide assistance to those prepar-
ing and retrieving EUs.
4.2 Training courses in EU preparation and retrieval should be provided.
4.3 There should be means for system administrators to expunge obsolete
EUs from directories.
Continues

Figure 7.12 Requirements for the Economic Update system, after iterating through the
requirements process.
156 REQUIREMENTS DEFINITION

5 Performance
5.1 The economist user should be capable of using the system efficiently
and effectively for retrieval after 15 minutes' training.
5.2 The system should permit documents to be added to the database
from word processors in no more than three minutes of the author's
time.

Figure 7.12 Continued.

By the time we have considered all of these issues and have factored
them into the solution, our requirements document will have changed
considerably. Figure 7.12 shows some of the changes that we might need
to make to our Economic Update system. As in this example, there is
always a tendency to address issues by adding requirements, and so the
requirements document tends to grow in size. We need to track this
inevitable growth, and make sure the solution doesn't become overloaded
with requirements to a point where design is no longer feasible. If this
happens, it is time to review the form of solution.

7.5 Validating requirements


The requirements process involves maintaining contact with both the
requirements for the solution and the original definition of the problem.
This means checking that the two are consistent, ensuring that the require-
ments are valid with respect to the problem. We have already seen instances
of validating requirements in the examples quoted above. It is important to
understand how validation is carried out; in particular, we need to distin-
guish between analytical and empirical methods of requirements validation.

7.5.1 Analytical methods of validation


As much as possible, we try to validate requirements as we go. To defer
validation may mean that a whole set of requirements are found to be
inconsistent with the original problem, and must be discarded. We look
for validation methods that are quick and easy to apply, preferably as
soon as we have written the requirements down. We are interested in
methods that are by nature analytical - methods that enable us to analyse
the solution and make predictions about its performance.
Consider the two solutions shown in Figures 7.7 and 7.9. Can we
analyse these in terms of ease of learning, for example, or speed of oper-
ation? There are tools and methods for performing such analyses, some of
which are described in Chapter 8. For example, the Cognitive
Walkthrough method helps to identify problems that first-time users will
encounter due to lack of training; it might tell us that the menu-based
interface of Figure 7.7 is somewhat error-prone. Another technique, based
VALIDATING REQUIREMENTS 157

on Keystroke-Level Modelling, helps us to estimate speed of operation by


experienced users. These methods do not provide all the answers about
usability, but they do often enable us to make more informed decisions
when we are faced with important choices.

7.5.2 Building and testing prototypes


One of the biggest problems in interactive system design is the difficulty
in performing thorough validation of requirements by analytical meth-
ods. The available methods tend to run out of steam, leaving us with
many questions that we cannot answer. When this happens, construction
and testing of prototypes provides the only way to ensure that the prob-
lem is being solved and the users' needs are being met.
The Economic Update system we have been discussing would almost
certainly be tested in prototype form before committing to designing and
building the real thing. We would want to be sure, for example, that exec-
utives could indeed learn to use the system effectively in 15 minutes, and
that new documents could indeed be stored in less than three. There are
probably a number of other questions relating to functionality and per-
formance that a prototype would help us to answer. We would almost cer-
tainly find, during testing, that some requirements had not been met, and
we would have to decide whether to relax the requirement or look for a
way to address it properly.
The use of prototypes to validate requirements introduces a delay
between taking decisions and learning whether they were wisely made.
Even with the most rapid prototyping techniques, it will usually take us
several weeks, if not months, to design, build and test a working proto-
type and to analyse the results of the test. The requirements process must
be organized differently to take account of these delays. The well-known
spiral development process, proposed by Barry Boehm, is intended to
help in managing the prototyping activities that take place during the
requirements process (Boehm, 1988).

7.5.3 On documenting the prototype's design


The final issue we must consider, and it is an important one, is the fate of
the prototype's design. After we have built the prototype, tested it and
confirmed that the requirements are valid, what then? Do we consign the
prototype's design to the wastebasket, and leave the system designers to
come up with their own design? Or do we document the prototype and
include it in the requirements document?
There are arguments to be made for both courses of action - for exclud-
ing and for including details of the prototype. On the side of exclusion,
there is the point that prototypes are often developed using totally different
software from the ultimate system. The prototype might be built in
HyperCard, for example, or in Visual Basic; the final system might be
158 REQUIREMENTS DEFINITION

programmed in C++ to run in the X Windows environment. In such cases


it will be inappropriate to demand that the system's developers should fol-
low every detail of the prototype's design. They need a more abstract defi-
nition that they can specialize in terms of the chosen software 'platform'. It
is also the case that the design of a prototype often involves making arbi-
trary decisions, on the choice of typefaces, for example, or on the placement
of objects on the screen. If we are not careful, these decisions become cast in
concrete. Years later, there is still a funny-looking object on the screen that
was included in the design at a late stage in the development of a prototype.
The argument in favour of including details of the prototype's design
rests on the need to ensure adequate usability in the final system. Many
aspects of usability are hard to define in words. For example, how do we
specify the ease with which users can recover from errors? How do we set
targets for ease of customizing? These are often very important factors in
the system's overall usability. However, they are impossible to assess by
purely analytical methods. The only way to be sure that they are being
met is to build and test a prototype - and even then we may have our
doubts. If the prototype's design is discarded, and another team of
designers is invited to design the system afresh, we will be even more
doubtful of a successful outcome.

7.6 Requirements and innovation


Many of the complexities surrounding the requirements process arise
because interactive systems tend to involve novel design ideas. When a new
system is developed there may not be any other system quite like it, and so
the functional requirements must be defined largely from first principles.
Of course there are exceptions to this rule; we don't adopt an innova-
tive approach every time. There are well-established interactive systems
and tools such as automated teller machines, airline check-in terminals
and telephone operator switchboards, and these have relatively standard
functional forms. In cases where we are seeking a small improvement, the
existence of this well-established solution makes the functional require-
ments quite easy to write down. Also, these systems' performance require-
ments are relatively easy to identify. For example, the speed-of-operation
requirements for a telephone assistance workstation include the require-
ment that collect calls will be handled in a certain amount of time (Gray et
al., 1992). A reasonable target for this task's performance is 25 seconds.
Innovative system design problems tend to dominate the field of
interactive system design, however. They may not be startlingly novel.
Our Economic Update example is a typical innovation, a fairly familiar
application that nevertheless demands working out the requirements and
the design from first principles. A problem such as this inevitably leads us
VERIFICATION AGAINST PERFORMANCE REQUIREMENTS 159

into a highly iterative requirements process and into prototyping and test-
ing. Furthermore we are very likely, in documenting the requirements for
such systems, to decide to include details of the prototype's user interface.
We are concerned with a problem that our software designers have prob-
ably never tackled before. In designing the prototype, we have solved
some hitherto unsolved design problems, and we naturally want to share
our knowledge with the system's designers.
What we see here is a requirements activity that overlaps the design
activity. This, too, is a feature of innovative projects. The decisions we
make in drawing up requirements are, for the most part, design decisions.
They involve making predictions about the impact of the system, and
making changes to requirements in order to achieve the impact we want.
They involve us in activities such as the study of users' needs, the choice
of user interface styles and structures, and the use of analytical methods.
They lead frequently to the construction and evaluation of prototypes
because the available analytical design tools are rarely adequate. When
we have completed the requirements definition, and have handed it to the
system's designers, they continue in the same vein. What we have
achieved, during the requirements process, is a reduction of the original
problem to something that can be designed by routine methods, within
the available time and resource limits, and with manageable levels of risk.

7.7 Verification against performance requirements


We have focused here on the process by which requirements for interac-
tive systems are defined. Before we finish, let us return to the earlier topic
of how requirements serve design. Let us look once more at what it means
to verify the design - to check that it meets requirements. In effect, verifi-
cation tells us whether we are making progress towards solving the
design problem.
An especially clear indicator of design progress is provided by per-
formance requirements. They constantly play the role of design targets, a
role identified at the start of this chapter. At each step in the design they
help measure whether progress is being made, in a manner illustrated in
Figure 7.13. If the design is found to fall short of meeting requirements, a
further iteration will be needed; the analysis of the design indicates where
it may need to be changed. If the design meets its targets, it can be con-
sidered ready for implementation. In this sense, performance require-
ments plays a key role in helping to manage the design process.
160 REQUIREMENTS DEFINITION

If requirements
are not yet met

Current
V hdaensciegnd
design r

Model of how the user's


activity will be performed

Performance En-

requirements

Figure 7.13 How performance requirements assist design by setting targets and determining
when the design's performance is adequate.

7.8 Conclusion
This chapter has explored some of the main issues in requirements defin-
ition for interactive systems. The issues include support for validation
and verification, contexts of use, the focus on finding a usable functional
form, and the separate roles of functional and performance requirements.
The chapter has brought out the role of prototypes in assisting in the def-
inition of requirements in innovative projects. It has explained why, in
these projects, there is an inevitable degree of interweaving between
requirements definition and design.
Depending on the context of development, varying emphasis is likely to
be placed on explicit definition of detailed requirements. Requirements tend
to be most evident in the contract development context, where they define
what is to be delivered and paid for. They are least visible in the context of
innovative product development, where they are sometimes not written
down at all. But whatever the context, requirements are always implicit to
the design process. In the next three chapters we shall see how requirements
provide the yardsticks against which we analyse and evaluate the design.

Exercises
(1) Define what is meant by requirements for an interactive system, and
explain the difference between functional and performance requirements.
(2) Why are requirements especially important in projects performed under
contract?
FURTHER READING 161

(3) (a) Define the requirements you would draw up if you were buying a
camera.

(b) Define the requirements you would set yourself before planning a
two-week vacation.

(c) Discuss why these two requirements exercises are so different.

(4) In the Economic Update example, consider the ease-of-learning require-


ments of the author, and suggest an appropriate performance requirement.
(5) Suppose it is important that the Economic Update system should make
documents accessible to executives as quickly as possible. How would
you go about defining the relevant requirements?

(6) Explain the difference between validation and verification of require-


ments.

(7) Under what circumstances would you use analysis rather than prototype
evaluation to validate requirements? Think of a problem in which analyt-
ical methods would be adequate.

(8) Define performance requirements to accompany the ticket machine's


functional requirements given in Section 6.4.4.
(9) Individual functional requirements have some of the features of problem
statements. Why is this? Why is it important that this should be so?
(10) Do you agree with John Page, quoted in Figure 7.3(a), that his design
teams should avoid writing down requirements? If not, what argument
would you use to try to change his mind?

Further reading
Davis A. M. (1990). Software Requirements Analysis and Specification.
Englewood Cliffs, NJ: Prentice-Hall
An extensive survey of techniques for defining software requirements.
Provides a valuable example of analysis (pp. 100-11) and specification (pp.
262-8) of outline requirements for a small but non-trivial application.
However, the emphasis is on requirements for software design, not applica-
tion design. Annotated 100-page bibliography.

Howes N. R. (1988). On using the User's Manual as the requirements


specification. In IEEE Tutorial on Software Engineering Project
Management (Thayer R. H., ed.), pp. 172-7. Washington, DC: IEEE
Computer Society Press
An interesting paper on an alternative to conventional software engineering
approaches to requirements definition.
162 REQUIREMENTS DEFINITION

Sommerville I. (1994). Software Engineering. 4th edn. Wokingham:


Addison- Wesley
A comprehensive text on software engineering, with some discussion of the
user interface and examples of interactive application requirements.
PART III
To Do
"± u

pack p>"KM
To^.
L

8 Usability analysis and inspection

9 Prototyping and evaluation

10 Experiments in support of design

Pj Case study A:
Evaluation and analysis of a
telephone operator's workstation

3 2^

j?s*

- -\W
*
r

J7, ■ '<t^\
CHAPTER 8

Usability analysis
and inspection

Chapter objectives:
We are likely to be concerned about questions of usability at every stage in the
design of an interactive system. Usability analysis tools enable us to answer
these questions on paper, without building and testing a prototype. Here we look
at:
• The kinds of usability analyses needed during design
• The two-stage approach to analysis in which a walkthrough stage precedes the
analysis of performance
• Specific analysis techniques: Goms, Cognitive Walkthrough and Heuristic
Evaluation.

8.1 Introduction
We perform analyses when we are faced with the question, 'How well
will this design do the job?' It is a question that arises in many forms of
words during the course of designing interactive systems; for example:
Will the operator be able to handle emergency telephone calls faster than
before?

Have we simplified the design of this ticket machine to a point where people
will use it successfully on their first attempt?

165
1 66 USABILITY ANALYSIS AND INSPECTION

Is the small size of this screen target going to result in a significant number of
errors in selecting it?
If the user invokes this command by mistake, will he or she find the escape
route?

Will the word-processor user remember that there are three different ways of
changing the properties of a formatting style?
Is it so difficult to change the layouts of menus that hardly any users will
bother?

Once the system is set up to support work-groups of a particular size and


structure, how much effort is involved in changing the system to support
changes in the group?
How many of the people who try the system will actually continue to use it?

These are questions about usability - the system's ability to support


the user's activities. They arise constantly during design, right from the
problem definition stage through requirements specification to detailed
design. It is quite common to encounter usability questions even during
the system's implementation and introduction to use. In this chapter and
the next we will be looking at methods of answering these questions.
Before we start, we should note that questions about interactive sys-
tem designs cover many other issues besides usability. There are other
levels of technology involved, as Chapter 2 pointed out. Questions about
the software's performance are especially likely to arise, as will questions
about hardware cost and performance, maintenance, safety, and so forth.
But these questions are not exclusive to interactive systems, and so we
won't be concerned with them here. Good software-engineering text-
books, such as Sommerville's (1994), are available covering methods of
analysis and evaluation in each of these areas.

8.2 Answering usability questions


Questions about usability are rarely straightforward to answer. None of the
questions listed above, for example, would be at all easy to answer off-the-
cuff. Usability is a system property that we can rarely determine by a quick
calculation. On the contrary, it involves conducting an analysis or experi-
ment. Depending on the complexity of the design and the desired accuracy
of the answer, we may be in for an exercise lasting anywhere from ten min-
utes to six months. Before we enter into this exercise we need a clear idea of
the form of answer we want and how we are going to derive it.

8.2.1 Two approaches to measuring usability


Broadly speaking, measurements of usability can be conducted in either
of two ways:
ANALYSIS AS A TWO-STAGE PROCESS 1 67

• Analytically, by performing a simulation of how the user's activities will


be performed;
• Empirically, by building a prototype and testing it in the hands of users.

These are two very different approaches to answering questions


about usability. Analytical techniques can sometimes be carried out quite
quickly and informally, using 'back-of-envelope' methods. They don't
involve real users, and so there's much less organizing to do.
Nevertheless they can on occasions involve a considerable amount of
work - see, for example, the analyses reported in Card et al. (1983) and
Diaper (1989a).
Empirical measurements, on the other hand, almost always involve a
lot of prior planning, and rely on careful conduct and analysis of the
experiment (Hix and Hartson, 1993). Users need to be 'signed up' as sub-
jects, and testing must be arranged at times when the users are available.
Thus even the simplest investigation can take several days to conduct,
and will need to be planned with care. But the results usually justify the
time and effort invested, because it is possible to address aspects of
usability that lie beyond the scope of analytical methods.
This chapter is devoted solely to analytical methods, and to methods of
usability inspection aimed at discovering flaws in the design that will affect
the system's usability. The next two chapters cover empirical methods of
usability evaluation.

8.3 Analysis as a two-stage process


The point was made earlier that usability analysis involves more than just
a single quick calculation. The basic reason for this is that we are con-
cerned with the performance of a human activity, and our analysis must
therefore be applied to each step in the activity's performance. We cannot
do a split-second usability analysis any more than we can instantly
account for the money we spent during a week's vacation.
Rather, we are likely to perform the analysis in two stages. First we
determine the sequence or method by which the activity is performed;
then we analyse the steps in the sequence to determine usability mea-
sures. These two stages are shown in Figure 8.1.
As we can see, each stage of analysis operates on a model of the user's
activity, and results in a refinement of the model. We start with a general
model, perhaps just indicating the goal of the activity. From this, and from
a description of the system's functionality, we build a model of a sequence
of actions. From the activity sequence model we build a model that iden-
tifies usability properties, such as the time taken to perform each step, or
the steps where errors may occur.
1 68 USABILITY ANALYSIS AND INSPECTION B ,
S
Eil EU E3

Model of activity
Model of0.)
activity

sequence performance

Figure 8.1 Stages of analysis, building successively more refined and specific models.

8.3.1 Determining the sequence by walkthrough


The first stage of analysis, in which we build a model of the activity
sequence, is an important one. If we get the sequence wrong, this invali-
dates our usability analyses. But how do we determine the sequence?
Sequence analysis relies largely on walkthrough methods, by which
each step in the sequence is determined from the state of the interaction
after the previous step, and from the user's current goal. Thus if the user's
goal is to correct the spelling of a word in a document, her first step is like-
ly to be to find the word in question. With the word in view, her next step
may well be to select the word. With the word selected, her next step is
probably to retype it. We have just 'walked through' the sequence, build-
ing a model of how we expect the activity to be performed (Figure 8.2).
It's important to realize that, in many interactive contexts, there is no
single walkthrough sequence - the activity may be performed in a wide
variety of different ways. For example, the sequence by which someone
edits a six-page technical report can vary considerably; the sequence by
which someone else reads the report will be almost entirely unpre-
dictable. Sometimes it is necessary to model a number of alternative
sequences in order to check for possible usability problems. These may
take the form of benchmarks, that is, activities that will be used to com-
pare the performance of different design solutions.

8.3.2 Determining the sequence empirically


It may be easier and more reliable to determine the sequence of operation
empirically, by studying users. This is preferable if, for example, the activ-
ity involves special skills and is performed by highly trained operators.
Suppose we were interested in how a patent officer might conduct
169
ANALYSIS TECHNIQUES BASED ON THE Goms MODEL

Correct
misspelt
word

Figure 8.2 Task model of correcting a misspelt word, generated by walkthrough.

searches for previous patents that may relate to a current patent applica-
tion. We wouldn't attempt to work this out on our own with the aid of
walkthrough methods. After all, what do we know about searching
through patent archives? So we would conduct a user study, observing
patent officers at work and interviewing them about their methods. Then
we would build a model of the sequence, or sequences, of activity perfor-
mance.

8.3.3 Folding in the usability analysis


Once we know the sequence of the user's activity we can perform a more
detailed usability analysis. This may take the form of a separate stage of
analysis, as in the keystroke-level technique described in the next section.
It is also appropriate, and sometimes convenient, to fold in the usabil-
ity analysis with the walkthrough analysis. It is often the case that usabil-
ity is affected by the juxtaposition of steps, not by each step in isolation.

8.3.4 Methods of analysis


The first two methods of analysis discussed in this chapter are variants of
the basic walkthrough method. In effect, they each adapt the basic
method to the needs of particular kinds of design questions. The first
method, Keystroke-Level Analysis, provides measures of speed of operation
by trained users. The second, Cognitive Walkthrough, is tuned to assessing
users' learning problems in systems that they walk up and use. By way of
contrast, we conclude the chapter with a non-walkthrough method,
Heuristic Evaluation, but we will see that even this method involves con-
sideration ofsequences of operation.

8.4 Analysis techniques based on the Goms model


The theory of the human information processor, outlined in Chapter 3,
has given rise to a number of tools and techniques known collectively as
methods of Goms analysis. One particular Goms technique, keystroke-level
1 70 USABILITY ANALYSIS AND INSPECTION

analysis, was introduced at the start of Chapter 3. Goms techniques are


particularly useful in cases where we know the sequence of operation and
want to find out how quickly the sequence can be performed by an expe-
rienced operator. With the aid of Goms we can walk through the sequence,
assigning approximate times to each of the steps, and thus calculate an
overall performance time. It sounds simple, and in many instances it is.
Goms is not always appropriate for analysing designs. It does not give
accurate answers when the method of operation isn't known or the user
is inexperienced. Its most effective use by far is in predicting speed of per-
formance, because here it can draw on a large body of empirical laws and
results, some of which were summarized in Chapter 3. In addition Goms
can sometimes be used to predict errors or choice of method.

8.4.1 The Goms model


The Goms model of task performance has four parts. Each part relates to
one of the letters in the acronym, which stand for 'Goals, Operators,
Methods and Selection rules'. These are the four kinds of variable that
affect the outcome of the analyses. Thus:

• The Goal defines the end-state that the user is trying to achieve; for exam-
ple, the goal may be to change to boldface the two words 'The cat' of the
sentence 'The cat sat on the mat'. Top-level goals are subdivided into sub-
goals, and each of these is then analysed separately. Thus we can divide
this task into two subtasks: selecting the two words, and setting the select-
ed text to boldface.

• Operators are the basic actions available to the user for performing a task,
such
key. as moving the mouse pointer, clicking the mouse button, pressing a

• Methods are sequences of operators, or procedures, for accomplishing a


goal. A method for selecting the words The cat' is to move the pointer to
'The', hold the mouse button down, move to 'cat' and release the button.
A method of setting the selected words to boldface is to hold down the
control key and press 'B'. These two methods are both employed in the
sequence shown in Figure 8.3.
• Selection rules are invoked when there is a choice of method. The user
interface doesn't always offer a choice. However, there is an alternative to
the boldfacing method shown in the bottom half of Figure 8.3, involving
the use of a pull-down menu to select the Bold reformatting command,
and this is shown in Figure 8.4.

Goms models of task performance can support analysis in a number


of ways. They are at their simplest and most effective when predicting
speeds of task performance in those cases where the method of operation
ANALYSIS TECHNIQUES BASED ON THE Goms MODEL 171

The cat sat on the mat.


j
Move mouse

T^ ce.t sat on the mat.


Click mouse button
and press down

cat sat on the mat.

Move mouse

The cat sat on the mat.

Release mouse button

The cat sat on the mat.

Hold down control

Hsat on the mat.

The cat sat on the mat.


Type 'B'
Figure 8.3 A method for selecting the words 'The cat' and changing them to boldface.

is known, that is, when selection rules are not an issue. This is done
through Keystroke-Level Analysis, a technique described in the next section.
Another kind of analysis concerns method selection: by estimating the
speed of alternative methods we can compare them, and judge whether
the user is likely to prefer one to another.

8.4.2 Keystroke-Level Analysis


The purpose of the Keystroke-Level Model is to predict the user's speed
of execution of tasks. It can be used in situations where the user's method
of performing the task is known: for example, it could be applied to
172 USABILITY ANALYSIS AND INSPECTION

Release mouse button

( E3B3sat on]
Move mouse

Format
f Formats J-Mouse
button
down
Plain Tent
Bold
Ita/ic

Figure 8.4 An alternative method, using a pull-down menu, for changing the selected
words The cat' to boldface after selecting them. Courtesy Apple Computer.

dialling a telephone number, since this tends to follow a standard


sequence very closely (lift handset, check for dial tone, press buttons in
sequence, wait). It could not be applied to the task of drawing a freehand
portrait with the aid of a painting program, since everyone does this dif-
ferently.
The basis of the method is to divide each task-performance method
into components, and assign execution times in seconds to each compo-
nent, as shown in Table 8.1. These times have been derived from repeated
experiments, but they can be shown to correspond to predictions derived
from the information processing model and from extensions to it, such as
Fitts' Law.
Use of the Keystroke-Level Model involves applying certain rules, or
heuristics, in the introduction of mental preparation components. These
M-components should usually, but not always, be introduced before key-
strokes or pointing operations that are not part of a sequence. The rules
proposed by Card et ah (1983) are given in Figure 8.5.
Keystroke assignments are simple and quick to apply to sequences of
actions, but some practice is needed in order to apply the rules for plac-
ing M operators correctly. Two worked examples follow, and Case Study
A describes a more detailed application of Goms modelling. A number of
worked examples can also be found in Card et ah (1983).

A simple keystroke-level comparison


We can use keystroke-level analysis to compare the two methods of select-
ing a pair of words and setting them to boldface, shown in Figures 8.3 and
8.4. The method of Figure 8.3 is analysed in the following table. Here the
rules of Figure 8.5 have been applied to remove unneeded M operators
ANALYSIS TECHNIQUES BASED ON THE Goms MODEL 1 73

Table 8.1 Performance times for keystroke-level operators; from Card et al (1983).

Operator Description and remarks Time (sec)


K PRESS KEY OR BUTTON.
Pressing the shift or control key counts as a separate
K operation. Time varies with the typing skill of the user;
the following shows the range of typical values:
Best typist (135 wpm) .08
Good typist (90 wpm) .12
Average skilled typist (55 wpm) .20
Average non-secretary typist (40 wpm) .28
Typing random letters .50
Typing complex codes .75
Worst typist (unfamiliar with keyboard) 1.20
P POINT WITH MOUSE TO TARGET ON A DISPLAY. 1.10
The time to point varies with distance and target size
according to Fitt's Law, ranging from .8 to 1.5 sec, with
1.1 being an average. This operator does not include the
(.2 sec) button press that often follows. Mouse pointing
time is also a good estimate for other efficient analogue
pointing devices, such as joysticks (see Chapter 7).
H HOME HAND(S) ON KEYBOARD OR OTHER DEVICE. .40
D(nD,/D) DRAW nD STRAIGHT-LINE SEGMENTS OF
TOTAL LENGTH lD CM. .9nD + .16/D
This is a very restricted operator; it assumes that drawing
is done with the mouse on a system that constrains all
lines to fall on a square .56cm grid. Users vary in their
drawing skill; the time given is an average value.
M MENTALLY PREPARE. 1.35
R(0 RESPONSE BY SYSTEM. t
Different commands require different response times. The
response time is counted only if it causes the user to wait.

(the number of the rule applied is shown in the right-hand column). A


value of 0.50 seconds has been chosen for K operators, since these are
mostly random keys:

Select words
Reach for mouse H 0.40
1.10
Point to word 'The' with mouse P
0.60
Double-click and hold down mouse button K (1)
1.10
P
Move mouse to word 'cat' 0.60
Finish selection by releasing mouse button K (1)
174 USABILITY ANALYSIS AND INSPECTION

Begin with a method of encoding that includes all physical operations and
response operations. Use Rule 0 to place candidate M's, and then cycle
through Rules 1 to 4 for each M to see where it should be deleted.

Rule 0. Insert M's in front of all K's that are not part of text or numeric
argument strings proper (e.g., text or numbers). Place M's in front
of all P's that select commands (not arguments).
Rule 1 . If an operator following an M is fully anticipated in an operator just
previous to M, then delete the M (e.g., PMK -> PK).
Rule 2. If a string of MK's belongs to a cognitive unit (e.g., the name of a
command), then delete all M's but the first.
Rule 3. If a K is a redundant terminator (e.g., the terminator of a command
immediately following the terminator of its argument), then delete
the M in front of it.
Rule 4. If a K terminates a constant string (e.g., a command name), then
delete the M in front of it; but if the K terminates a variable string
(e.g., an argument string) then keep the M in front of it.

Figure 8.5 Rules for placing M operators. From Card et al. (1983).

Set to boldface: 0.60 (2)


Press CONTROL K 0.60 (2)
K 0.60 (3)
Release control K
Total 'b' 5.60 sees
Type
Note that no H operator is included before the coNTROL-b action,
which can be given with the left hand only.
In comparison, the sequence of Figure 8.4, in which the Format pull-
down menu is used, involves the following operators:
Select words (unchanged from previous example)
Reach for mouse H 0.40
P 1.10
Point to word 'The' with mouse 0.60 (1)
Double-click and hold down mouse button K 1.10
P 0.60 (1)
Move mouse to word 'cat' K
Finish selection by releasing mouse button
Set to boldface: 1.10
Point to Format menu with mouse P 0.60 (1)
Press and hold down mouse button K 1.10 (1)
Move down to Bold P 0.60 (1)
Release mouse button K
Total 7.20 sees

Thus the use of the keyboard 'short cut' does indeed reduce the task's
performance time, by over a second and a half. This is due mainly to
avoidance of two P operators.
ANALYSIS TECHNIQUES BASED ON THE Goms MODEL 1 75

Keystroke-Level Analysis: A second example


As a further example of a design problem where Goms modelling is use-
ful, consider the design of a method for generating hard-copy plots of
data. This is a problem of choosing an efficient sequence of operation for
a set of existing programs. The original plots are produced on the screen
with a program called plotgraph, running in the UNIX environment, and
the plots are printed by using the UNIX xwd and xpr utilities.
The first stage of analysis is to walk through the operating sequence,
identifying each of the steps:

(1) Type the following to plot the data:

plotgraph <4-digit number> <3-digit number> <return>


The program takes an average of five seconds to produce the plot.
(2) Type the following to run xwd:
xwd -out abc <return>

The cursor changes within one second to a cross in readiness for selecting
the window containing the plot.
(3) Select the window by pointing anywhere within it. The window image is
dumped on the file abc, which takes six seconds.
(4) Type the following to print the image file:

xpr -device ps abc / Ipr <return>

The xpr program responds within one second.

The Keystroke-Level predictions for task performance times are as


follows. A time of 0.30 seconds is assigned to K operators. Again, num-
bers in the right-hand column refer to the rules in Figure 8.5.

(1) Run plotgraph:


1.35
Mentally prepare M
2.70
Type plotgraph 0.30 (4
9K
K
Type terminating space 1.20
4K
Type 4-digit number 1.35
Mentally prepare M
K 0.30
Type terminating space
0.90
Type 3-digit number 1.35
Mentally prepare 3K
M
K 0.30
Type terminating return 5.00
System response R
Subtask 1: plotgraph Total 14.75 sees
1 76 USABILITY ANALYSIS AND INSPECTION

(2) Run xwd:


1.35
Mentally prepare M
12K 3.60
Type xwd command 0.30 (
Type terminating return K (4)
1.00
System response R
Subtask 2: xwd Total 6.25 sees

(3) Select window:


Reach for mouse H 0.40
Point to window with mouse P 1.10
0.30 (
Click mouse button K (1)
System response R 6.00
Subtask 3: window selection Total 7.80 sees

(4) Run xpr.


1.35
Mentally prepare M 7.20
24K 0.30 (
(4)
Type xpr command
Type terminating return K
1.00
System response R
Subtask 4: xpr Total 9.85 sees

Adding together the subtotals, we arrive at the following total time


for each printout:
Subtask 1: plotgraph 14.75 sees
Subtask 2: xwd 6.25 sees
Subtask 3: window selection 7.80 sees
Subtask 4: xpr 9.85 sees
Total 38.65 sees

The significance of this time prediction depends on the number of


plots to be generated. Suppose we need 300 plots? This will take over
three hours at the workstation. How can this be reduced?
A simple method of speeding up the task is to set up an alias, such as
p, for the command plotgraph. This takes eight K operators, or 2.40 seconds,
out of the first subtask, and reduces the overall time for 300 plots by 12
minutes. The search for other means of saving time is left as an exercise for
the reader, but we can already see that the task must take at least 13 sec-
onds each time, or over an hour for 300 plots, just in terms of the system's
response time. It is the remaining two hours that we can hope to reduce.

8.5 Analysis by Cognitive Walkthrough


Cognitive Walkthroughs provide a method of analysing designs in terms
of exploratory learning. They can be applied to designs for systems that will
be used by people without any prior training, perhaps in a walk-up-and-
use manner. They are also useful in the analysis of systems whose designs
ANALYSIS BY COGNITIVE WALKTHROUGH 177

have been changed or extended, because these changes and extensions


may be encountered by users who have never been taught how to use
them. In either case, the user must learn how to use the system by explor-
ing its user interface. Cognitive Walkthroughs answer questions of the
form, 'How successfully does this design guide the unfamiliar user
through the performance of the task?'
We tend to use Cognitive Walkthroughs, then, when we want to
assess operation by users who are exploring the system's user interface
and learning as they go. Particular measures we will be looking for con-
cern users' success rates in completing tasks, and their ability to recover
from errors. We should not expect to measure users' speed of task perfor-
mance. We need a fairly complete description of the user interface in order
to conduct Cognitive Walkthroughs, because we need to cover all possi-
ble routes that the user may take. However, we don't need to know the
user's sequence of operation, because the analysis itself helps us to dis-
cover what the sequence is likely to be.

8.5.1 The underlying model of exploratory learning


Analysis by Cognitive Walkthrough involves simulating the way users
explore and gain familiarity with interactive systems, with the aid of the
simple step-by-step model introduced in Chapter 3:

(0) The user starts with a rough plan of what he or she wants to achieve - a
task to be performed;
(1) The user explores the system, via the user interface, looking for actions
that might contribute to performing the task;
(2) The user selects the action whose description or appearance most closely
matches what he or she is trying to do;

(3) The user then interprets the system's response and assesses whether
progress has been made towards completing the task.

The analysis involves simulating steps 1, 2 and 3 at each stage of inter-


action, byasking questions of the form:
Ql: Will the correct action be made sufficiently evident to the user?

Q2: Will the user connect the correct action's description with what he or
she is trying to do?

Q3: Will the user interpret the system's response to the chosen action cor-
rectly, that is, will the user know if he or she has made a right or a
wrong choice?
The result of performing a Cognitive Walkthrough is usually to discov-
er problems in these three areas, that is, where the questions receive a 'No'
answer. Solutions to these problems are fed into the next iteration of design-
178 USABILITY ANALYSIS AND INSPECTION

8.5.2 Cognitive Walkthrough: An example


To illustrate the use of Cognitive Walkthroughs, let us analyse the use of
the rapid-transit ticket machine described in Chapter 6. The preliminary
user interface design for the machine is reproduced in Figure 8.6.
We will work through an analysis of the machine's use by a first-time
user. Let us suppose this user wishes to purchase a round-trip ticket to
Dragon Plaza. We will add a complication: the traveller has only ten dol-
lars in cash, but doesn't know this at the outset.
Our first step in the walkthrough is to answer the task-definition
question:
What does the user want to achieve?

Answer:
QO: Purchase a round-trip ticket to Dragon Plaza.
Now we can enter into the walkthrough analysis itself. The initial dis-
play is as shown in Figure 8.6. We start by asking question Ql about this
display:

Ql: Will the correct action be made sufficiently evident to the user?

Answer: There are two possible correct actions, press the 'Dragon Plaza'
button or press 'round-trip'. The design doesn't make this clear,
for it instructs the user to choose the destination before indicating
the journey type. This doesn't impede the user's progress, but it
hides an available option. Thus we have identified Design Flaw

n Choose destination or enter fare A 2. Indicate journey type A


o South Side
Q one way
o Green Edge
o Waterston O round-trip
o
o
Dragon Plaza
West Wood
□□□
□□□
r 3. Deposit money
o Para Lake □□□
□□□
coins notes
o Frennet Park
o Baker
^

J
Press to receive
ticket and change

Figure 8.6 The design for a rapid-transit ticket machine, as developed in Chapter 6, to be
analysed by Cognitive Walkthrough.
179
ANALYSIS BY COGNITIVE WALKTHROUGH

r
O South Side <- choose destination
Q Green Edge
or journey type ->
Q Waterston or enter fare
V
Q Dragon Plaza

O West Wood

Q Para Lake
Q Frennet Park

O Baker

Figure 8.7 Making the range of methods more obvious to the user

no. 1: Option to indicate journey type first is not made suffi-


ciently evident. One possible way to rectify this flaw might be to
provide a prompt via a larger display (see Figure 8.7).
The user is thus likely to be aware of only one correct action, pressing
the 'Dragon Plaza' button. Following the walkthrough analysis sequence,
we will now ask questions Q2 and Q3 about this action:

Q2: Will the user connect the correct action's description with what
he or she is trying to do?
Answer: Yes, the instructions for panel 1 and the button label will enable
the user to make the connection.

Q3: Will the user interpret the system's response to the chosen action
correctly, that is, will the user know if he or she has made a right
or a wrong choice?
Answer: The machine will respond by lighting up the button pressed, as
shown in Figure 8.8. This should appear to the user as confirma-
tion of a correct action.

The user must now indicate the journey type, using panel 2. We apply
the same walkthrough steps as before:
Ql: Will the correct action be made sufficiently evident to the user?

Answer: Yes. The correct action is to press the 'round-trip' button in panel
2, and the instructions labelling this panel make it clear that this
is the next step.

Q2: Will the user connect the correct action's description with what
he or she is trying to do?
180 USABILITY ANALYSIS AND INSPECTION

1 . Choose destination or enter fare

O South Side
O Green Edge

O Waterston
O Dragon Plaza □ □□
O West Wood DDD
DDD
O Para Lake DDD
O Frennet Park

O Baker

Figure 8.8 Confirming the user's choice of destination with a lighted button.

Answer: Yes, the instructions and the labels on the buttons make the con-
nection very clear.

Q3: Will the user interpret the system's response to the chosen action
correctly, that is, will the user know if he or she has made a right
or a wrong choice?

Answer: Yes. The machine will respond by lighting up the 'round-trip'


button and by displaying the journey type and fare, as shown in
Figure 8.9. This provides confirmation of this and the previous
action. If the user should press the 'one-way' button by mistake,
this too will be made clear.

We'll now proceed to the next action, depositing money.


Ql: Will the correct action be made sufficiently evident to the user?

Answer: Yes. Again, the user's main source of assistance is the numbered
sequence of instructions. According to this sequence the next step
is to deposit money.

Q2: Will the user connect the correct action's description with what
he or she is trying to do?
Answer: Yes, a request to deposit money is consistent with purchasing a
ticket.

Q3: Will the user interpret the system's response to the chosen action
correctly, that is, will the user know if he or she has made a right
or a wrong choice?
Answer: Unclear. We need to know what kind of response the machine
will provide to a correct action, that is, to depositing the first por-
tion of the fare. If the machine merely swallows the money, the
ANALYSIS BY COGNITIVE WALKTHROUGH 181

1 . Choose destination or enter fare 2. Indicate journey type


A

O South Side round trip O one way


O Green Edge 17.50
Q round-trip
O Waterston

O
Dragon Plaza

West Wood
r 3. Deposit money
A
notes
O Para Lake coins

O Frennet Park

O Baker

Figure 8.9 The machine's response to selecting the journey type.

user will be little the wiser. According to Figure 8.9, there is no


means of indicating receipt of the money, and thus no means for
the user to keep track of the amount deposited. This could be
considered Design Flaw no. 2: No display of total money
received. A solution might be to extend the display as shown in
Figure 8.10.
The completion of the walkthrough of the normal ticket-purchase
sequence is left as an exercise for the reader. Let us conclude this example
by instead introducing the slight complication we've held in reserve - the

ation or enter fare 2. Indicate journey type

round tripi r\ one way

17.50
10.00 Q round-trip

recv'd
r 3. Deposit money

coins notes

czz

Figure 8.10 Improving the design to show the amount paid so far.
1 82 USABILITY ANALYSIS AND INSPECTION

2. Indicate journey type

Q one way

^. Q round-trip

3. Deposit money
A
coins notes

O RETURN MONEY

/"
Figure 8.11 Adding the capability to retrieve money deposited.

passenger who has only ten dollars, and who discovers this only after
depositing all of it.
Ql: Will the correct action be made sufficiently evident to the user?
Answer: No, because there is no action that the user can take to retrieve
the money deposited. We have discovered Design Flaw no. 3: No
means of retrieving money deposited. The design should
include a 'return money' button as shown in Figure 8.11.
This initial analysis has been very useful, in pointing out three design
flaws:

• The option to indicate the journey type before the destination is not made
clear.

• No display is provided of the amount of money deposited.


• There is no means to retrieve money deposited.

The analysis will not stop there, however. A design such as this will
need to be subjected to a full range of walkthrough analyses, covering all of
the likely tasks that users will want to perform, under all likely conditions.

8.6 Heuristic Evaluation


The two methods discussed so far, Goms analyses and Cognitive
Walkthroughs, both have the disadvantage that they can be applied suc-
cessfully only to certain kinds of design problems. We need methods of
HEURISTIC EVALUATION 183

analysing designs in situations where the method of operation is not fully


predictable, and where the user is not a complete novice. Indeed, a great
many designs fall into this category. The method discussed in this section,
Heuristic Evaluation, can be applied in these cases.
As its name suggests, Heuristic Evaluation is not a pure analysis tech-
nique. Itmight be thought of as 'analysis by a team of analysts using a
variety of informal models'. A more useful descriptive term applied to
Heuristic Evaluation is Usability Inspection: an inspection is carried out,
and a list of problems that could affect usability is drawn up. Then, as
with Cognitive Walkthroughs, the designer revises the solution to address
the problems.

8.6.1 The method of evaluation


For its effect, the Heuristic Evaluation method relies on two techniques in
combination.
First, it employs a team of evaluators rather than relying on one
person to carry out the analysis. This has a number of advantages: in par-
ticular, ateam of external evaluators can be more impartial than the
designers themselves; and through a process of aggregation a compilation
is made of the problems identified by each evaluator, with the result that
a small team of perhaps four evaluators can produce a comprehensive list.
Second, a set of design heuristics is used to guide the evaluators.
Heuristics can be thought of as general-purpose guidelines; the set rec-
ommended byNielsen and Molich (1989) is shown in Figure 8.12. Any
one of these heuristics is likely to apply only some of the time; for exam-
ple, 'Be consistent' is sometimes inapplicable, as Grudin has pointed out
(1989). The important role of the heuristics is to guide the analysis that the
evaluators apply. 'Prevent errors', for example, would focus the evaluator
on searching for errors, perhaps by scanning the design for features that
the user might misinterpret. 'Provide short cuts' would suggest looking
for frequently performed tasks that involve lengthy sequences of actions.
Ultimately the evaluator will fall back on performing informal walk-
throughs inresponse to many of the heuristics.

Simple and natural dialogue Provide clearly marked exits

Speak the user's language Provide short cuts


Minimize user memory load Good error messages
Be consistent Prevent errors
Provide feedback

Figure 8.12 Usability heuristics used to guide a team of evaluators (from Nielson and
Molich, 1989).
184 USABILITY ANALYSIS AND INSPECTION

A number of advantages are claimed for the Heuristic Evaluation


method (Nielsen, 1992). They include low cost, in comparison to other
methods; intuitive to perform; no advance planning required, since the
evaluations can be conducted by team members in isolation; and suitable
for use early in the development process. Disadvantages are its focus on
problems rather than solutions, and its tendency to encourage designers
to strengthen the overall solution proposed rather than break away from
it (Nielsen and Molich, 1990).
It should be added that Heuristic Evaluation is intrinsically less
repeatable than analysis methods that are strongly theory-based. If the
same design is offered to two evaluators, they may well deliver two quite
different sets of design problems. If different descriptions of the same
design are given to the same team, again, different lists of problems may
be handed back. Through the use of a number of evaluators, however, and
the aggregation of problems, the lack of repeatability is brought under
control.

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page

Pover tools o o t> o \


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(can
Order
menu form
Sub-
Figure 8.13 Online hardware catalogue user interface.
HEURISTIC EVALUATION 185

Example: Heuristic evaluation of an online hardware-store catalogue


The use of Heuristic Evaluation can be appreciated from a brief example
of evaluating a design for an online catalogue for use by customers of a
hardware store. Its purpose is to allow customers to place orders so that
they can pay for them and collect them from a pick-up counter. A typical
display layout is shown in Figure 8.13.
The catalogue is laid out as a two-level menu, the first level (shown in
the top left of the screen) allowing the user to choose between broad cat-
egories ofhardware, the second level (below the first) allowing access to
individual types of product. To select a menu item, the user points to it
with his or her finger.
Details of the products available are shown in the main window. Each
item has an order target that can be selected by pointing. The scroll bar on
the right can be used for moving up and down the list of available products.
When the user points to the order target, an entry is made in the bottom
panel. The number ordered is set initially to 1, but may be altered with the
less and more targets. As items are added, and the numbers ordered are
changed, the total value of the purchase is shown at the bottom of the 'Value'
column. The cancel target can be used to cancel the order for an item.
Here are some of comments that evaluators might make about this
design, and the related heuristics:
Evaluator A: The menus aren't labelled, so it's hard for the user to know their
purpose, or to understand the hierarchy (Simple and natural dialogue).
Evaluator C: I think the user will tend to confuse the menus, they look too
much alike (Simple and natural dialogue).
Evaluator A: Why display the menus all the time anyway? While the user is
searching the product descriptions, the menus aren't needed (Simple and
natural dialogue).

Evaluator B: It would be good to have pictures of the products, that's what


conventional catalogues have (Speak the user's language).
Evaluator D: The panel at the bottom is too small - people will order more
than just two different items. They won't be able to remember all the
items they've ordered (Minimize user memory load).
Evaluator B: The targets for ordering items are different from the menu tar-
gets, which are different again from the scroll-bar target. Shouldn't they
be more alike? (Be consistent).

Evaluator C: How does the customer confirm the order? There's no button for
doing this.

Evaluator A: What if the user accidentally cancels an order? They're going to


have to go back to the catalogue to order it again (Prevent errors).

Evaluator B: It's more normal to show price and value alongside each other,
and to place the number ordered on the left (Speak the user's language).
186 USABILITY ANALYSIS AND INSPECTION

Some of these problems are relatively loosely connected with the


heuristics. We should expect this, because there are always specialized
considerations to take into account in any design problem. There are a
number of special heuristics to consider in the design of menu-based dia-
logues, for example. We will return to the subject of heuristics and guide-
lines in Chapter 15.

8.7 Conclusion
A range of analysis methods are available to the designer of interactive
systems. In this chapter we have looked at Goms analysis techniques,
Cognitive Walkthroughs and Heuristic Evaluation. There are other meth-
ods in addition to these, some of which are found in Nielsen (1993) and
Preece (1994).
To be realistic, however, the choice of analysis method is often likely
to be very restricted, because most of the available methods are them-
selves ofrestricted applicability. Goms, for example, demands a definition
of the methods of operation, while Cognitive Walkthrough applies pri-
marily to analysis of learning by exploration. Although the designer will
sometimes have the opportunity to use two or more methods of analysis
and compare the results, the opposite extreme can also arise: no suitable
method of analysis can be found. In these situations, evaluation must be
postponed until a prototype can be built and tested. The next chapter dis-
cusses this use of prototype evaluation as an alternative to analysis.

Exercises
(1) What is the difference between analytical and empirical methods of
assessing usability? Why are some assessments made analytically and
some empirically?
(2) Why is it usually necessary to perform a walkthrough analysis before
attempting to apply some performance analysis techniques? Why is this
not needed in the case of Cognitive Walkthroughs?
(3) Conduct a Cognitive Walkthrough analysis of performing the following
tasks with the aid of the ticket machine of Figure 8.6: (a) travelling as far
as possible for $10; (b) buying a round-trip ticket for $14.55; (c) after
selecting a round-trip ticket to West Wood and depositing $10, deciding to
buy a one-way ticket instead.
(4) Online library catalogue systems often pose problems for first-time users
because they must offer a wide range of functions. Conduct a Cognitive
Walkthrough analysis of an online catalogue to which you have access.
FURTHER READING 187

(5) Calculate the time for scrolling a Macintosh or Microsoft Windows win-
dow. Ignore the value of R, the system response time, in calculating times
for the following tasks: (a) moving to the end of the displayed document;
(b) moving up one screen-full; (c) moving from near the end of the docu-
ment to near the beginning, and then stepping down two screens-full.
(6) What difference will faster or slower typing make to the second example
of Section 8.4.2?

(7) Suppose, in the example of Figure 8.4, the CONTROL-b formatting command
is changed to coNTROL+SHiFT+b; in other words, the user must hold down
control and shift with the left hand, and type /b' with the right. What effect
will this have on the overall task performance time? Does this still repre-
sent a'short cut'?
(8) In the second keystroke-level analysis example, how much time would be
saved in generating 300 plots by (a) reducing the plot-file name to one
character instead of three? (b) invoking xwd and xpr by using a two-char-
acter command macro in place of each command, such as xx in place of
xwd -out abci (c) rewriting the plotgraph program to generate hardcopy
directly?

(9) Make a note of the sequence of operations and displays from one or more
Automated Teller Machines (ATMs) that you use, and perform cognitive
walkthroughs.

(10) Conduct a keystroke-level analysis of the ticket machine of Figure 8.6.


This will involve estimating the time taken for some of the special opera-
tors involved, for example, inserting money and taking ticket and change.
Determine approximate values by timing yourself using a similar
machine. From your analysis, work out how many commuter passengers
the machine can handle per hour.

Further reading
Card S. K., Moran T. P. and Newell A. (1983). The Psychology of Human
Computer Interaction. Hillsdale, NJ: Lawrence Erlbaum Associates
Chapter 8 provides a full description of the Keystroke-Level Model, with a
number of worked examples.
Desurvire H. W., Kondziela J. M. and Atwood M.E. (1992). What is gained
and lost when using evaluation methods other than empirical testing.
In People and Computers VII (Monk A. et al., eds.). Cambridge:
Cambridge University Press
A comparative study of several usability analysis methods.
CHAPTER 9

Prototyping and evaluation

Chapter objectives:
Empirical evaluation, in which a prototype is constructed and tested by users, is
an essential part of interactive system design, because available analytical tools
are limited in scope. This chapter looks at the following aspects of building
prototypes and conducting evaluations:
Why evaluations need to be carried out during the iterative design process, rather
than just at the end
The choice of methods of evaluation available, and how to choose between
them
Conducting the evaluation as a true investigation, with specific learning objec-
tives, and the steps this involves
How to write concise plans and reports of evaluations
How we go about building prototypes, and the tools we use
Methods of informal evaluation
Methods of iterative field testing.

9.1 Introduction
This chapter continues our discussion, begun in the last chapter, of how
to make informed choices between design alternatives, and how to check
189
190 PROTOTYPING AND EVALUATION

the soundness of these and other decisions made in the course of design.
As we have seen, analysis tools can be effective in testing interactive sys-
tem designs, but these tools are in short supply. We will often find our-
selves making a decision that we cannot immediately check for validity.
But we cannot afford to leave such a decision unchecked for long, for it
will affect further decisions. We risk building more and more of the
design on an untested - and possibly unsound - design decision.
When the need arises to check design decisions or compare alterna-
tives, and this cannot be done with available analytical tools, the problem
is solved empirically, by building and testing a prototype. Since the system
is interactive, testing must be carried out with people as subjects, either
under controlled conditions or out in the field. These kinds of tests are
generally known as evaluations. In this chapter we shall discuss how we
can apply prototyping and evaluation effectively during the design
process. The discussion is continued in Chapter 10, which covers methods
of quantitative evaluation under controlled conditions.

9.2 Evaluation in support of design:


The formative approach
We treat prototyping and evaluation as we have already treated the use of
analytical tools - as activities performed in support of design. We carry
them out in order to solve the design problem as efficiently and effective-
ly as possible. This means incorporating them into the iterative processes
of design in such a way that the momentum of the design work is main-
tained and progress is assisted towards a successful conclusion.
Figure 9.1 shows in outline how evaluation assists the process of
enhancing the system's design. At intervals a prototype is built, based on the
current state of the design. The prototype is tested on users, and the results
are fed into the next stage of enhancement of the design. The overall
approach has been called formative evaluation because it is oriented towards
helping/orm the solution to the design problem (Hix and Hartson, 1993).

9.2.1 Evaluating against requirements


The purpose of formative evaluation is to inform the design process - to
check design decisions that have already been made and to assist in mak-
ing the decisions that lie ahead. Most of the time the designer is facing
questions of the following two kinds:

Which should we adopt of the design alternatives under consideration?
Are there any problems with the design we have already adopted?

These questions can be applied to the design problem as a whole, but


there are advantages to be gained from applying them more narrowly. By
EVALUATION IN SUPPORT OF DESIGN: THE FORMATIVE APPROACH 191

or
problem
statement Evaluation in

progress
Figure 9.1 The evaluation process in outline. By building and testing a prototype, with ref-
erence to the requirements or problem statement, we are able to report results
that influence the next stage in the development of the design's specification.

focusing the evaluation on a specific area of the design we can learn about
the decisions we have made in that area, and can discover whether these
decisions were sound. We learn where the source of the problem lies.
In particular, it can be helpful to focus evaluation on specific require-
ments that have been set earlier in the course of design. Rather than eval-
uate against the entire set of specified requirements we evaluate against
just one or two. Ideally we focus on performance requirements so that we
can test the design against defined targets.
For example, we might evaluate a mail-order system in terms of the
requirement, 'The system should enable the availability of the ordered
item to be checked in 25 seconds.' This evaluation would be relatively
easy to carry out, and it would provide feedback about the specific parts
of the design supporting availability checking. By the same approach we
could compare two alternative solution strategies for this function.

9.2.2 The summative approach, and its drawbacks


In order for evaluation to influence the design it must be carried out at fre-
quent intervals. But conducting an evaluation can be time-consuming.
Unlike analytical methods for checking designs, which often yield valu-
able feedback from an hour or two's analysis, evaluations can take
months to organize, conduct, analyse and write up. These lengthy exer-
cises can bring all other design activities to a halt; during the 'evaluation
in progress' periods in Figure 9.1, the design enhancement process simply
192 PROTOTYPING AND EVALUATION

Build
prototype Ktype J
/ \
fProto^
\
Test
-En
-1
V
Investigation
DD
N K report
Require
ments
Spec hance 1 r^ Spec
or reject
Confirm
Spec
spec

hance J"
Figure 9.2 Summative evaluation, in which a single evaluation exercise is performed at the
end of the iterative enhancement process, when it is too late to influence the
design.

stops and waits for the evaluation to deliver its results. If we are not care-
ful, our design process will be reduced to fits and starts.
In the face of tight deadlines and impatient design teams, the forma-
tive approach to evaluation is sometimes abandoned. Instead the design
is prototyped and evaluated at the end, as shown in Figure 9.2. The result
is to test the design as a whole, and to learn whether or not it meets over-
all usability requirements - a summative approach. There is a strong like-
lihood that the design will fail this test - up until this point, remember, it
will have been tested only on paper. If indeed it fails by a wide margin,
rectifying the problem may be too big a task for the time available. Effort
will have been poured into conducting an evaluation that cannot really
influence the design. For these reasons, summative evaluation is less
effective than the formative approach (Hix and Hartson, 1993).
We need to ensure that evaluation is performed in a formative man-
ner, during rather than after design. This means ensuring that each eval-
uation exercise is performed quickly enough to maintain design
momentum. We need to consider ways of shortening the evaluation time,
from months down to weeks or, better still, to a few days' investigation.

9.2.3 Methods of formative evaluation


In this chapter we shall be looking at three principal ways of reducing the
amount of time and effort involved in the evaluation of interactive system
designs. The three methods discussed, and their typical durations, are as
follows:
EVALUATION IN SUPPORT OF DESIGN: THE FORMATIVE APPROACH 193

A Learning from designing and building prototypes. Before we can evalu-


ate adesign we must design and build a prototype incorporating a work-
ing user interface; in the course of doing this we are very likely to discover
problems in the design that were not apparent on paper. The duration of
this evaluation approach depends on the time taken to produce the proto-
type - usually a few weeks to a few months.
B Running informal user tests of the initial prototype. As soon as we have
a working prototype, we can test it ourselves or offer it to willing users for
them to try out. This kind of early evaluation almost always exposes
unexpected properties and design flaws. The duration of each exercise is
typically a few days to a few weeks.
C Conducting a series of field tests of progressive enhancements of the
same prototype. Rather than build a separate prototype for each evalua-
tion, we can leave the system in the field for continued testing by users,
and can introduce minor changes in order to test users' preferences and
performances. The duration of an entire field test is usually measured in
months if not years, but individual evaluations can be completed more
quickly, typically in a few weeks.

A fourth approach will be covered in the next chapter, because it is


rather different from the other three:

D Testing a component of the design under controlled conditions.


Typically this is done in a usability lab, and provides more accurate results
than the other methods. Duration: typically several weeks, sometimes one
or two months.

9.2.4 Choosing between the methods


When we encounter a design question, or reach a point where we need to
check the design, we will select an appropriate method of evaluation from
amongst methods A, B, C and D above. The methods are not mutually
exclusive, and so we can apply several, perhaps even all four - although
this will hardly speed things up.
Some questions may be answered simply by building and quickly
testing a prototype, following methods A and B. The more difficult choic-
es are:

• whether to mount a full-scale field test (C), and


• whether to evaluate under controlled conditions (D).

Typically we will need to conduct a full-scale field test of any system


destined for a critical application, that is, for an application on which
194 PROTOTYPING AND EVALUATION

people depend for essential services, for health and safety, for conduct of
business and performance of work. This covers a great many of the inter-
active systems designed today. In addition, field testing is essential for
systems that will support collaborative activities, involving more than one
concurrent user, because these activities are very hard to simulate during
informal or laboratory tests.
It is appropriate to conduct a controlled investigation when faced
with a crucial decision, perhaps over a central component of the user
interface such as a menu structure; an experiment can be designed to
determine the effect of the component on task performance. Evaluation
under controlled conditions is also essential for systems that must comply
with standards. As more and more national and international standards
for usability are introduced, this becomes an increasingly important issue;
only controlled evaluations can provide the kind of statistically valid
results needed to confirm compliance.

9.3 Conducting the investigation


Whichever method of evaluation we choose, the success of the exercise
will depend on careful planning, execution and analysis. It will depend
on having a clear perception of what we hope to learn from the exercise.
We can usefully treat evaluation as a matter of conducting an investigation
aimed at discovering the information needed at a particular stage in the
design. In this section we will look at some of the basic activities common
to all such investigations, including the basic sequence of stages, the
design of the investigation, the analysis of data, and the documentation of
results.

9.3.1 The basic stages of evaluation


In any evaluation that goes beyond simply designing and building a
prototype, the basic course of events is likely to run as follows:

(1) We identify the usability properties to be measured, stating particular


requirements that the design should attain.
(2) We make ready the prototype to be used for the evaluation.
(3) We design the experiment: we locate the users who will test the system,
we define the activities the users should perform, and we schedule the
tests.

(4) We run the tests and collect data; each user is briefed suitably beforehand
on the testing procedures.

(5) We analyse the data to establish how the conditions of testing have affect-
ed the performance of activities.
195
CONDUCTING THE INVESTIGATION

(6) We draw conclusions about any improvements needed in the design.

These six stages provide a useful basis for any investigation carried
out during interactive system design. They include, in Stage 4, activities
whose methods we have already covered in Chapter 5.
These six stages form only a framework, however. The central stages
(3, 4 and 5) will need to be filled in by a process of experimental design, and
special attention will need to be given to the analysis to be performed dur-
ing Stage 5. Let us look briefly at these two closely related tasks.

9.3.2 Experimental design and analysis


When we conduct an experiment we always hope to obtain a clear-cut
result that we can rely upon with some confidence. We want to be sure
that the eventual product will perform just as well as the prototype we
have tested. In graphical terms, the kinds of results we hope for are as
shown in Figure 9.3(a) - user satisfaction is clearly higher in one case than
the other, task performance time is clearly down.
Figure 9.3 also shows some of the kinds of results we hope to avoid
by careful design and analysis. We would prefer not to find, for example,
that we can detect no difference to speak of between the two designs, as
shown in Figure 9.3(b). This can occur if the designs are tested on an
unsuitable mix of tasks; see Card e t al. (1983), Chapter 4, for an interesting
case where this happened. This kind of result is especially troublesome if
the measured performance value lies close to a requirement.
We can obtain misleading results from experiments if we conduct
them carelessly. For example, we might inadvertently test one design on

K!
User satisfaction
High . Task performance
Task performance • time, sees
Task performance time, sees
time, sees
Low 4.8 Novice users
Requirement
Task performance
5
4.6

Expert users
3 h

Design Design Design Design 5 -


Design Design Design Design
A B A B A B A A
3 -
(a) (b) (c) (d)

Figure 9.3 The dependence of evaluation on good experimental design and analysis: (a) the
3 -
results we want; (b) indistinguishable results, close to the requirement, caused by
poor choice of task mix; (c) poor experimental design leading to misleading
results; (d) a large spread of performance figures, making the result insignificant.
196 PROTOTYPING AND EVALUATION

novice users and the other on experts. Our data may suggest we have
improved the design when in fact we have made it worse, as shown in
Figure 9.3(c). This is a case of poor experimental design.
A problem we always face is variation in the performance of users.
We will always see a spread of performance figures, even when we test
users on the same design under carefully maintained conditions. The val-
ues we compare are usually mean values therefore, calculated by averag-
ing all of the measurements taken. However, a large spread of values, as
shown in Figure 9.3(d), can lead to a result that is not statistically signifi-
cant - we cannot place any confidence in it. Careful analysis, using meth-
ods such as those described in Chapter 10, will help us to determine the
significance of our averaged results.

9.3.3 Documenting the planned investigation and its result


It is important to document the planned investigation and its results,
because we need to integrate the investigation into the design enhance-
ment process. From an adequately documented plan we can tell that the
investigation is aimed at acquiring the knowledge we need, and from an
adequate report we can discover what we need to confirm the usability of
the current design or to suggest changes. The roles of the investigation
plan and report are shown in the expanded process diagram of Figure 9.4.
Plans and reports can take many forms and can go into matters in
varying amounts of detail. To document the investigation thoroughly, the
plan and report would need to cover each of the stages listed in Section
9.3.1. This kind of full-scale documentation is often needed by those close-
ly involved in conducting the investigation or in making use of its results.

•Analyse '->£] u
£] I £h Document
DD
Activity
Investigation
model
report

Confirm

V. enhance^
or

Figure 9.4 The roles of the investigation plan and report in the basic process of evaluation.
CONDUCTING THE INVESTIGATION 197

9.3.4 Documenting with the aid of pro formas


For more general use, e.g., when discussing alternative evaluation strate-
gies, itis useful to encapsulate plans and results in shorter documents.
Two crucial components of the plan and report are (a) the requirement or
requirements on which the evaluation focuses, and (b) the knowledge
gained. Thus it is important, before we plan an evaluation in detail, to be
able to summarize its aims in words such as, There is a requirement that
users of the ticket machine should need no prior training, and we intend
to run tests on first-time users to confirm that they can operate it success-
fully.' At the end of the evaluation, we should be able to state the same
requirement and conclude, '... and we have found that 95 per cent of first-
time users have no difficulty in operating it successfully.'
We can construct useful two-sentence pro formas that document evalu-
ation plans and reports in this way. The first sentence states the requirement:

It is required of the ticket machine that first-time users should be able to


operate it successfully without prior training...

The second sentence of the pro forma plan summarizes the proposed
evaluation:

... We intend to carry out laboratory tests of the machine to confirm that at
least 95 per cent of users can complete normal purchases without difficulty.

In the case of the pro forma report, the second sentence summarizes
the investigation's results:
... We have carried out laboratory tests of the machine in which over 97 per
cent of users completed normal purchases in less than 60 seconds.

Thus the two pro formas for this particular investigation would be
written as shown in Figure 9.5(c). Figures 9.5(a) and 9.5(b) show other
examples of pro forma plans and reports.
Pro formas have other uses. In particular, they can be used in con-
junction with the use of analytical tools; it is sometimes useful to write pro
formas summarizing the results of these analyses. Consider, for instance,
the keystroke-level analysis of the graph-plotting program described in
Section 8.4.2. We could summarize its outcome as follows:

It is a requirement of the plotting package that sequences of hard-copy plots


should take minimum time to prepare. We have established a set of perfor-
mance-time predictions for the steps in the graph-plotting task, and have
shown that each plot will take the user roughly 40 seconds to generate.

Pro formas can also be used for documenting the results of research;
see Newman (1994).
198 PROTOTYPING AND EVALUATION

It is a requirement of the large-screen drawing tool that it should maintain and


augment normal informal meeting practices. We propose to confirm that it
meets this requirement in informal user tests.
It is a requirement of the large-screen drawing tool that it should maintain and
augment normal informal meeting practices. We have conducted informal
user tests that confirm the usefulness of the tool but indicate that the com-
plexity ofthe user interface deters some potential users.
(a)

It is a requirement of the video environment that physically separated col-


leagues should be able to work together effectively and naturally. We intend
to mount an ongoing field test of the environment to determine its effective-
ness in support of distributed work.
It is a requirement of the video environment that physically separated col-
leagues should be able to work together effectively and naturally. We have
conducted a field test extending over several years that has generated a
number of findings, identifying the need to support the full range of shared
work and to meet users' desire for both privacy and unobtrusive awareness.
(b)

It is required of the ticket machine that first-time users should be able to oper-
ate itsuccessfully without prior training. We intend to carry out laboratory
tests of the machine to confirm that at least 95 percent of users can complete
normal purchases without difficulty.
It is required of the ticket machine that first-time users should be able to oper-
ate itsuccessfully without prior training. We have carried out laboratory tests
of the machine in which over 97 percent of users completed normal purchas-
es in less than 60 seconds.

(c)

Figure 9.5 Examples of pro forma plans and reports: (a) for an informal test of a large-
screen shared drawing tool, (b) for an ongoing evaluation of a video environ-
ment, (c)for controlled tests of a rapid-transit ticket machine. Examples (a) and
(b) are based on research reported by Pedersen et al. (1993) and Gaver et al. (1992)
respectively.

9.4 Prototyping
The construction and testing of prototypes is common in almost every
field of engineering design. In fields with a strong basis of engineering
science, however, many design decisions can be checked analytically,
without reliance on prototypes. For example, traffic engineers can test the
design of signalling systems for road intersections by means of analytical
models of vehicular flow (McShane and Roess, 1990); aircraft designers
PROTOTYPING 199

can conduct on-paper analyses and simulations of the designs for wing
sections and flying controls (Vincenti, 1991). In these established fields of
engineering design, it is appropriate to keep prototyping in reserve until
the design is more or less complete (Rogers, 1983). It then serves to 'prove'
the design and to identify areas where minor design changes are needed.
Things are very different in interactive system design. Here prototyp-
ing takes on some special properties, which in their turn justify building
prototypes at a much earlier stage in the design. In this section we will
look briefly at some of the demands that this places on prototypes, and at
the kind of tools available to assist us in building them.

9.4.1 Prototyping in interactive system design


In interactive system design, prototyping is often dominated by the need
to design and implement a complete user interface, and to do this under
tight time constraints.

The completeness of the user interface


Even when we are just evaluating a component of the design we will want
to test it under realistic conditions. We need to make sure our users can
perform tasks as they would in real life - as externally valid tasks. To do this
we need to provide them with a full set of interactive functions.
Consider the earlier example of evaluating the mail-order system's
means of checking availability (see Section 9.2.1). If our users cannot per-
form afull order-entry task, but are restricted to using only the availability-
checking command, they will no longer be testing it in the context of
'normal' operation. Problems that they might otherwise encounter, such as
in handling a customer's question while availability-checking is in progress,
will not occur. We need a prototype that supports the full user interface.

Software engineering under tight timescales: The need for tools


Prototyping is also affected by issues of reliability, performance and ease of
maintenance of the software, in other words by issues of software
engineering. This is an important issue in full-scale field tests, where users
come to depend on the prototype in their work. Simply because it is a
prototype, we cannot allow the system to be so slow as to affect users' pro-
ductivity, orto be so unreliable that they lose valuable data and waste time.
Software engineering requirements can usually be met by using
appropriate methods and devoting suitable care to design and construc-
tion. However, the methods take time to learn and to apply, and during
evaluation there is little time to spare. The prototyping task therefore
depends heavily on the availability of simple tools to assist the designer,
especially in designing and implementing the user interface.
Both of these aspects of prototyping, completeness and timescales,
need to be taken into account. Furthermore we need to allow for the large
amounts of effort that can go into user interface work: Myers and Rosson
200 PROTOTYPING AND EVALUATION

(1992) have estimated that nearly half of the entire software development
effort relates to the user interface. We therefore need to make sure we have
access to prototyping tools that assist in its development.

9.4.2 Prototyping tools


What sorts of facilities should we look for, in terms of user interface sup-
port, when we choose a prototyping tool? What kinds of things will make
user interface prototyping easier? Hix and Hartson (1993) identify a num-
ber of desirable features, including:

• Ease of developing and modifying screen layouts


• Ease of linking screens together and modifying links
• Support for a range of types of user interface
• Support for a variety of input devices
• Means of calling external programs and accessing external text, graphics
and other media.

A number of prototyping tools and toolkits are now available, includ-


ing Visual Basic and Tcl/Tk. We will look briefly at how one of the best
known, HyperCard, provides some of these features.

9.4.3 An overview of HyperCard


HyperCard was developed for the Apple Macintosh, and was the forerun-
ner of a number of similar tools for user interface prototyping on PCs and
other standard platforms. It allows the development of systems of quite
substantial interactive power. A number of successful products have been

in ^m Ticket-machine J^s ID^^SjUE Ticket-machine jBsMBHBM lU^^^SBH Ticket-machine ^^js|H^HBi

1 Choose destination or enter fare


(a) (b) (c)

Figure 9.6 Creating a display layout in HyperCard: (a) creating a box; (b) re-sizing it and
placing it in position; (c) adding graphics and a text label. Courtesy Apple
Computer.
PROTOTYPING
201

Ticket-mathine Ticket-machine Ticket-machine

1 . Choose destination or enter fare 1. Choose destination or enter fare 1 Choose destinatio n or enter fare

|0 South Side | 0 South Side


O Green Edge
I Netit Button
OWaterston
O Dragon Plaza |

O West Wood
OPara LakePark |
OFrennet

0 Baker

(a) (b) (c)

Figure 9.7 Adding buttons to the card: (a) the button is created in a standard form with
'New Button' as a label; (b) it is changed to a radio button, the label is changed
and the button is placed in position; (c) further buttons are added for the remain-
ing stations. Courtesy Apple Computer.

implemented and shipped as HyperCard programs. The basic features of


HyperCard can be appreciated from a simple example, showing how the
rapid-transit ticket machine of the last chapter might be prototyped.
HyperCard provides the first of Hix and Hartson's features, support for
screen layout design, by providing a set of tools for composing layouts on
separate cards. Starting with a blank card, the designer can add one or more
boxes, that is, rectangular regions that can contain typed-in text. In Figure
9.6(a) we see a box being created in response to a menu command, and in
Figure 9.6(b) it is re-sized and positioned. This box will serve as the ticket
machine's display. HyperCard also provides a set of graphics tools, which
the designer can use to add the border and label shown in Figure 9.6(c).
To turn a card into an interactive display, the designer adds buttons
to it. In Figure 9.7(a) we see a new button being created, again by a menu
command, and in Figure 9.7(b) it has been repositioned and changed to a
'radio button' with a round target; its label has been changed to the sta-
tion name, 'South Side'. A separate button is created for each of the sta-
tions, as shown in Figure 9.7(c). While they are being created and
modified, HyperCard gives the buttons rectangular outlines, but these are
removed when the prototype is run.
The facility to link screens together provides a means of making the pro-
totype machine's appearance change in response to user actions, as the
machine would in actual use. Figure 9.8(a) shows a second card that has been
created by copying the first card and making some minor changes to its
appearance; for example, text has been typed into the 'display' box. By
returning to the first card and double-clicking on the 'South Side' button, the
designer can bring up a panel including a LinkTo command, shown in
Figure 9.8(b). Then the designer switches to the second card, as shown in
Figure 9.8(c), and clicks on the button labelled This Card to complete the link.
202 PROTOTYPING AND EVALUATION

j|l^^^^ Ticket-machine M^^^^^M IIJHHaM^™ MUet mad Card button ID: 1


Ticket-machine
one ' way
1 . Choose destination or enter rare 1 Choose destinatio H Show Name 1. Choose destination or enter Fare
one way • ■south Side
Qfluto Hilite
® South Side O South Side [ Icon... J
O Green Edge O Green Edge O Green Edge
8 75
OWaterston O Ulaterston ( Effect... ) O Ulaterston
O Dragon Plaza O Dragon Plaza | 8.75
( LinkTo... ) O Dragon Plaza
OUIest Ulood O Ulest Ulood O Ulest Ulood
[ Script... )
O Para lake O Para Lake
O Frennet Park O Frennet Pork
Bakei
O Baker ( This Card ) (This Stack) ( Cancel )

(a) (c)
(b)
Figure 9.8 Creating a HyperCard link: (a) the linked-to card is defined; (b) the link-from card
is selected, and the linking button is double-clicked to bring up a control panel,
on which the LinkTo option is chosen; (c) the linked-to card is selected, and the
This Card option is selected to complete the link. Courtesy Apple Computer.

Even with just two cards and one link the prototype is capable of
being tested. The designer switches into 'run' mode, clicks on the 'South
Side' button and sees the display change as the second card replaces the
first (Figure 9.9). People with little or no programming experience can
construct prototypes in this way.

9.4.4 HyperCard programming: The HyperTalk language


More cards and links will be needed in order to complete the prototype.
This could be achieved by following the same set of steps a number of
times. However, HyperCard also provides a simple programming lan-
guage, HyperTalk, that allows programs to be invoked when buttons are
pressed or cards are displayed. These programs are known as scripts. For

in- ^m Ticket-machine ~" —


ICE^bS = Ticket-machine a5^ffPBl^^^B
one way
1 . Choose destinatio n or enter fare 1 . Choose destination or enter fare

O South Side
O Green Edge ® South Side
O Green Edge 8 75
OUIaterston
OUIaterston
O Dragon Plaza
O Dragon Plaza
OUIest Ulood OUIest Ulood
O Para Lake
O Frennet Park OPara lake
O Frennel Park
O Baker
O Baker

(a) (b)

Figure 9.9 Testing the prototype: (a) the first card, (b) clicking on the 'South Side' button
causes the second card to replace the first. Courtesy Apple Computer.
203
LEARNING WHILE PROTOTYPING

beep
Script of card button Script of card button
on mouseUp
on mouseUp

end mouseUp end mouseUp

(b)
(a)

Figure 9.10 Making a very simple change to a button's script, using the HyperTalk language:
(a) when a button is created it is provided with an 'empty' script that is run on
the up-stroke of a mouse-click over the button; (b) adding a 'beep' to the script.
Courtesy Apple Computer.

convenience, HyperCard equips each new button with a script whose


contents are empty, as shown in Figure 9.10(a).
A very simple example of HyperTalk programming might be the addi-
tion of audio feedback when a button is pressed. This would be added by
selecting the button and choosing the 'Script...' option, visible in Figure
9.8(b). The button's current script is displayed as shown in Figure 9.10(a),
and the designer can modify it as shown in Figure 9.10(b). The button will
now beep when the user clicks on it.
The designer would almost certainly use HyperTalk to program the
behaviour of the ticket machine's display. This would reduce the number
of separate cards needed in the prototype.

9.5 Learning while prototyping


Many aspects of an interactive system come under scrutiny as the proto-
type isbeing built. Even though the user interface may have been designed
in some detail before prototyping began, many aspects will have been left
undefined, and we will 'discover' these as the prototype takes shape.
It is very common, for example, to omit details of screen layouts from
specifications. Even simple properties like the dimensions of boxes to receive
typed-in text may be left undefined, for it is quite difficult to determine how
wide such a text box should be to accommodate, say, a 24-character customer
name. When the prototype is under construction, we can very easily create a
text box, type 24 characters into it, and set the size accordingly.
204 PROTOTYPING AND EVALUATION

copy

copy

delete
delete

gram

Figure 9.11 Learning about problems in the design while prototyping. The menu prevents
the box from being positioned at the extreme right-hand edge of the window.

During prototyping we also learn about problems in the design of the


interaction. We will find parts of the user interface that cannot be reached
from other parts, or buttons that are obscured from view just when the
user needs to press them. Figure 9.11 shows a typical problem that might
emerge during prototyping: a moveable selection object has a menu
alongside it for invoking functions on the object itself. But the menu pre-
vents the object from being positioned at the extreme edge of the screen.
We will need to find an alternative solution.
A complete study of a prototyping exercise, identifying some of the
lessons learned along the way, is included towards the end of this book in
Case Study B.

9.6 Informal testing of prototypes


We have discussed the lessons to be learned during the design and con-
struction ofprototypes. Now we look at the kinds of informal investiga-
tions we can conduct as soon as we have a working prototype. This form
of evaluation has been discussed by Hix and Hartson (1993) and others in
the context of rapid prototyping. In this section we discuss the goals of
informal testing and look at how the basic investigative framework is
adapted to this style of evaluation.

9.6.1 Goals of informal testing


We undertake early, informal testing in order to find out whether we are
proceeding in the right direction. By this time we have selected our
INFORMAL TESTING OF PROTOTYPES 205

solution strategy, and have made some progress with the design. We need
to know, as soon as possible, whether we have made the right choice, and
are on course to achieve a solution to the overall design problem. We will
probably have tested our design analytically; however, as Gould points
out, we miss things during analysis and simulation, and we rely on proto-
type testing to bring these things out (Gould, 1988).
We are interested, therefore, in checking whether we are covering the
main points in the problem statement. Have we designed a system that
supports the identified activity? Does it meet the primary performance
targets? Can it be operated by the designated users? To a first approxima-
tion, our problem statement defines what we need to test.
Suppose, for example, we have designed a hand-held tool for storing
voice notes, similar to the device shown in Figure 2.10. Here is our prob-
lem statement, worded as in Section 2.7.3:

Design an interactive hand-held consumer product to support the quick and


easy storage and retrieval of voice notes.

To determine whether we are on-course to solve this problem, we


need to answer a number of questions as early as possible, e.g.:

• How successful is the tool at recognizing message-category names? How


is the recognition rate affected by the number of categories in use?
• What kinds of errors does it make due to ambient noise?

• Is it affected by the pitch of the user's voice?


• Is it fast enough in operation to be preferable to a microcassette recorder?
• Is it easy to learn to use?

The problem statement does not cover all of the kinds of knowledge we
seek at this early stage. We will have encountered questions during early
design and prototyping, and we need answers to these. We will want to
know about users' general reactions to the design, and we will be alert to any
other factors that crop up unexpectedly during testing. We plan and conduct
our investigation so as to ensure that we get feedback in all of these areas.

9.6.2 Conducting the investigation


Informal testing is more likely to be effective if conducted according to the
general six-stage framework laid out in Section 9.3.1. Thus we should pay
attention to the following points:

(1) Identifying key properties. We focus on properties identified in the prob-


lem statement or in early requirements documents, and write an investi-
gation plan such as the following:
206 PROTOTYPING AND EVALUATION

It is a requirement of the voice message taker that it should support quick


and easy storage and retrieval of voice notes. We intend to run initial tests
of the message taker with a number of users, testing users' reactions and
identifying problems in use.

(2) Developing the prototype. The prototype should offer appropriate levels
of functionality, performance and robustness. We can often skimp in some
of these areas, and especially in robustness, which is one of the most dif-
ficult properties to guarantee in an early prototype. We need a prototype
that simply has the functions to support the tasks of interest, has the per-
formance to allow a realistic test, and has enough robustness to survive
each test without serious failure.
(3) Experimental design. We need access to a small number of users with an
interest in helping us evaluate the design. If potential users have partici-
pated in the design, they will be obvious candidates for the testing
exercise. We need to set our users a suitable range of benchmark tasks to
perform, and these should be chosen to exercise the prototype's function-
ality as fully as possible.
(4) Collecting data. Several of the techniques discussed in Chapter 5 are
appropriate for data collection. Direct observation and recording of video
and concurrent protocols are especially effective in informal tests.
(5) Data analysis. There may be little need for in-depth analysis of the data
gathered - the good and bad features of the design may be obvious right
away. More importantly, we need to ensure that all of the design team
take part in the analysis; as Shneiderman points out, the effect on design-
ers of seeing their systems fail is a powerful one, and we need to make
sure this happens (Shneiderman, 1992). We may also take simple perfor-
mance measurements. For example, we might make rough comparisons
of users' speed of
a microcassette accessing messages with the voice-notes tool and with
recorder.
(6) Drawing conclusions. The primary outcome of informal testing is a list of
design changes. We will also note users' reactions, and will identify suc-
cessful aspects of the design so as to ensure that these are not discarded.
We write a report, and perhaps summarize it in a pro forma:

It is a requirement of the voice message taker that it should support quick


and easy storage and retrieval of voice notes. We have conducted tests on
six users, and have received a largely positive reaction, but have identified
problems with navigation through the voice-notes database, with perceived
modes, with methods of message interruption, and with lack of response to
voice input.

This example is based on the study conducted by Stifelman et ah (1993). It


outlines the areas in which further enhancement will be needed.
INFORMAL TESTING OF PROTOTYPES 207

A great many accounts of informal evaluations can be found in pub-


lished reports. The case in Section 9.8 at the end of this chapter describes
the evaluation of a large-screen drawing tool, as featured in Figure 9.5(a).
A good example of a design exercise followed up with an informal
evaluation can be found in Bly and Minneman (1990). Here a preliminary
study of group design work led to the definition of requirements for a
prototype, and from there to informal testing by members of the design
team. A quote from this study is given in Figure 9.12: we see two users
discussing a problem of specifying a rectangular box by its diagonal. User
A has missed the fact that this is insufficient for a tilted box, and sudden-
ly gets the point.

9.7 Iterative field tests


The primary aims of conducting a field test are to expose the prototype to a
wide variety of realistic forms of usage, and to give evaluators a chance to
observe this usage thoroughly. Both of these require time - users must adapt
to the new system, and evaluators must gather sufficient data to do a prop-
er analysis. This is why field tests need to be treated as extended evaluation
exercises, lasting many months and sometimes stretching into years.

9.7.1 Participative evaluation


Users participate in extended field tests. An illustration of this can be
found in one of the earliest documented examples of an extended field
test of an interactive system, conducted in-house by Apple Computer. In
a published interview Larry Tesler of Apple describes how the results of
the tests fed into the system's design:
It turned out that good ideas and good criticisms came from everywhere. We
had to come up with some objective ways to decide. That's why we estab-
lished the methodology which involved user testing. We had a procedure for
proposing changes, reviewing the changes, narrowing it down to a few choic-
es, with certain criteria like consistency and parsimony. And then we actual-
ly implemented two or three of the various ways and tested them on users,
and that's how we made the decisions. Sometimes we found that everybody
was wrong. We had a couple of real beauties where users couldn't use any of
the versions that were given to them and they would immediately say, 'Why
don't you just do it this way?' and that was obviously the way to do it. So
sometimes we got the ideas from our user tests, and as soon as we heard the
idea we all thought, 'Why didn't we think of that?' (Morgan et at., 1983)

We see here confirmation of field tests' participative nature. They suc-


ceed by drawing users into the investigation rather than placing them on
the sidelines, and in this respect draw on the same principles as the par-
ticipative design techniques described in Chapter 6. When we mount such
208 PROTOTYPING AND EVALUATION

B: Well, that's okay, it looks like


A: Which is
B: this.
A: Which is, if you take your
blue box
B: uh huh
A: and note that its corner Top
Left, if you will. Bottom
Right, so it's a diagonal
line

B: Right.
A: between these two. What
you've given me from the
starting point — oooh, is the
inside-out version. I'm sorry,
you're right.
B: So I get this, 'cause I wanted
mine to be stretchy. Well,
only you'd draw it better than
I just did.

Figure 9.12 Two users solving a problem with the aid of a shared drawing tool, during an
informal test; from Bly and Minneman (1990).

[
ITERATIVE FIELD TESTS 209

an investigation we try to engage our users' support, and in return we


commit to supporting the users' activities. This in turn affects quite con-
siderably the way we conduct the evaluation.

9.7.2 Stages in field testing


Let us look in some detail at how the six stages of evaluation are affected
by conducting the investigation in the field:

(1) Identifying key properties. Whereas this comes first in most evaluation
exercises, in extended field tests we are more likely to delay this step until
we have developed the prototype, identified our users and installed the
system. Then we will conduct a series of investigations according to the
properties that are of current concern.
As we saw in the quote above, investigations often involve changes to
the prototype. These changes must be kept within bounds. We must avoid
constantly changing the system 'under the user's feet'. The initial intro-
duction of the system will be a major upheaval for users, and further
major upheavals will risk alienating them.

(2) Making ready the prototype. We need a full-scale prototype, engineered


to adequate levels of reliability and performance. Weaknesses in the soft-
ware system will cause failures, and these in turn will lose us our users'
support. We also need a prototype that can be modified as the field test
proceeds; difficult though this may be, we need to leave room for un-
anticipated changes to be made along the way.
It is often difficult to estimate when to plan the installation of the proto-
type, because problems with the design will be discovered during
prototyping itself, and rectifying them may cause the schedule to slip. If
possible, generous amounts of slack time should be built into the evalua-
tion plan.
(3) Experimental design. In comparison with other evaluation methods, field
testing can involve investing a very large amount of effort in identifying
users and planning their tasks. Unless the design project has been orga-
nized as a participative or in-house exercise from the start, it will be nec-
essary tofind a suitable user organization and gain their commitment to
the evaluation. This alone can take months to achieve, for it normally
involves high-level management approval.
The user group must be identified and introduced to the project, and
their commitment too must be secured. We try to avoid groups whose
work is highly critical to the organization, but this may not be possible if
the system itself is designed to perform a critical function. Sometimes the
only solution here is to foot the bill for running the new and old systems
in parallel.
The overall design of the evaluation will be strongly affected by the
choice of activities to be supported by the prototype. These activities
210 PROTOTYPING AND EVALUATION

should match, as closely as possible, the kind of activity for which the sys-
tem has been designed. They should also provide opportunities to con-
duct experiments and vary the way in which the activity is supported.
(4) Running the tests. Our users will need to be thoroughly trained before
any tests are run; the evaluation plan should allow time for this training.
We will also need to ensure that the system is adequately primed with
data; a new mail-order system, for example, will need to be loaded with
customer and product databases. Some of the tests may be scheduled to
take place soon after the system is brought online, in order to measure
users' learning rates and identify problems in familiarization. Other tests
will be delayed until users are fully familiar with the system and have
started to adjust their work practices.

(5) Analysis. Ongoing field tests offer opportunities for before-and-after


investigations. We will be able to measure improvements in task perfor-
mance times and reductions in errors as users gain familiarity, and we
may observe similar effects as changes are made to the design. To make
the most of these opportunities we should use appropriate methods of
analysis, as described in the next chapter.
(6) Drawing conclusions. Some of our analyses will point to a need for
immediate changes in the design; others will be of a more general nature,
perhaps to be considered in future projects. We will undoubtedly learn a
great deal about the users and their activities; ultimately, these findings
may be among the most useful results emerging from the evaluation.

Reports on field tests are frequently published in the literature; see,


for example, the articles by Schroeder et al. (1984) on electronic mail sys-
tems, Gaver et al. (1992) and Dourish et al. (1994) on video communication
systems, and Harper (1991) on police information systems. We will con-
clude with a short case study of an in-house field test.

9.8 Case study: Evaluating a meeting support tool


To illustrate real-world evaluation, we will review a project in which a
meeting-support tool called Tivoli was evaluated (Pedersen et al, 1993).
This was a case of a design whose impact was too far-reaching to measure
in a brief informal test. Nor could the system have been evaluated ade-
quately bycontrolled experiments, for the principal target in the system's
design was to support meetings, in the manner shown in Figure 9.13. In
the designers' words, the requirement was 'to support and augment its
users' informal meeting practices'. They wanted to find out if Tivoli could
meet this requirement, because their longer-term goal was to support
meetings at a distance, with Tivolis in use at two or more sites concur-
rently. How did they go about measuring the system's initial success?
CASE STUDY: EVALUATING A MEETING SUPPORT TOOL 21 1

Figure 9.13 The Tivoli electronic whiteboard in use (Pedersen et al., 1993).

9.8.1 Setting up the experiment


Tivoli was developed in the research lab, and this itself provided an ade-
quate real-world environment in which to test it - many meetings were
taking place at the lab every day. It was unnecessary to identify specific
user groups or to sign up users to carry out specific tasks. Instead the
Tivoli system was installed in ten different locations where meetings fre-
quently took place. No specific action was taken to train users: the inten-
tion was that users should 'walk up and figure how to accomplish what
they could on an ordinary whiteboard'.

9.8.2 The pro forma plan


The purpose of the investigation, then, could be defined as follows:

It is a requirement that Tivoli should enable users to maintain and augment


informal meeting practices in non-distributed situations. We propose to con-
firm this by means of extended user trials in a number of meeting rooms.

Data were gathered about the usage of Tivoli by direct contact with its
users. Many of these users had participated in the design of Tivoli. The ini-
tial evaluation of the system that took place roughly a year after its intro-
duction consisted basically of an analysis of the views collected from users.
212 PROTOTYPING AND EVALUATION

9.8.3 Results
The basic conclusion was that successful meetings could indeed be con-
ducted. Tivoli was used frequently in 'brainstorming' meetings where its
ability to assist in reorganizing collected points was put to good use. It
worked well enough for the next stage of design, a multi-site Tivoli 2.0',
to be undertaken.
The main unexpected discovery was that usage of Tivoli tended to be
by one person at a time, rather than by all members of a meeting as a
group. In other words, one person would act as scribe. The reason for this
lay in the design of the user interface, which had erred in favour of
increased functionality rather than simplicity. In a typical meeting, some
users would have gained significantly greater Tivoli skills than others,
and these people would naturally gravitate towards the role of scribe,
while the rest would play the role of non-user participants in the meeting.
This outcome from the evaluation was fairly clear-cut: most of the
essential meeting practices were supported, but the equality of partici-
pants was affected. A pro forma report of the investigation might run as
follows:

It is a requirement of Tivoli that it should maintain and augment normal


informal meeting practices. We have conducted informal user tests that
confirm the usefulness of the tool but indicate that the complexity of the
user interface deters some potential users, and leads to a meeting practice
in which all use is by one meeting member.

9.9 Conclusion
This chapter has presented methods for developing prototypes and test-
ing them informally and under real-world conditions. We have seen how
these evaluations can assist the design process, and how they can help
maintain its momentum by fitting in with the timescales of design. By
conducting evaluation in this way, rather than at the end of the design
process, we can ensure a formative effect on the design's progress.
Informal evaluation methods, and evaluations conducted in the field,
provide many useful qualitative results. Indeed these are the only meth-
ods that can tell us about user satisfaction, ease of customizing, adapta-
tion of work practices, and other such aspects of the system's usability.
They can also provide us with quantitative measures, for example, of task
performance times. Under real-world testing conditions, however, we
may not be able to control all of the factors affecting users' performance.
It is for this reason that we may turn to controlled experimental methods
to supplement what we have learned from real-world testing. The next
chapter describes these methods.
EXERCISES 213

Exercises
(1) What are formative evaluation and summative evaluation, and why is the
former to be preferred to the latter?
(2) What are the two main forms of design question that evaluation helps
answer?

(3) What are the four main methods for conducting evaluations? Discuss
whether it makes sense (a) to apply them exclusively, that is, to use one
method without involving any of the others, (b) to apply two or more of
them together.
(4) We often focus evaluation exercises on specific requirements.
(a) Why do we do this?
(b) What kinds of questions are answered by focusing on functional
requirements?
(c) What kinds of questions are answered by focusing on performance
requirements?
(5) Why do we sometimes conduct evaluations of just a component of the
design? When we do this, should we implement just the appropriate com-
ponent of the user interface? If not, why not?
(6) (a) Make a list of the six basic stages in evaluation.
(b) Discuss each stage in turn in terms of what might go wrong if you
were to omit it.

(7) Discuss the usefulness of the data collection methods described in


Chapter 5 in support of evaluations.
(8) Write pro forma plans and reports for the other examples in Chapter 8
besides the graph-plotting example.
(9) How would you deal with the examples in Chapter 8 without using ana-
lytical tools, that is, solely by empirical evaluation? Which methods
would you use in each case? Describe in detail how you would conduct
(a) an empirical test of users' problems in using the ticket machine of
Section 8.5.1 for the first time; (b) an empirical evaluation of the online
hardware store catalogue of Section 8.6.1.

(10) What are the main differences between the methods for conducting infor-
mal user tests and full field tests?

(11) (HyperCard programmers) Complete the implementation of the ticket-


machine prototype. Write a pro forma report on what you learn during
the exercise.
214 PROTOTYPING AND EVALUATION

Further reading
Hix D. and Hartson H. R. (1993). Developing User Interfaces: Ensuring
Usability through Product and Process. New York: Wiley
A general and highly readable introduction to user interface design. Chapters
9 and 10 provide thorough coverage of most aspects of prototyping and eval-
uation in support of user interface design.
Whiteside J., Bennett J. and Holtzblatt K. (1988). Usability engineering:
Our experience and evolution. In Handbook of Human-Computer
Interaction (Helander M., ed.), pp. 791-817. Amsterdam: North-
Holland
An excellent, thought-provoking survey of the major issues in usability and
how to measure it.

Bly S. and Minneman S. (1990). Commune: A shared drawing surface.


Proc. COIS '90, Conference on Office Information Systems, Cambridge,
MA, April 25-27, 1990, pp. 184-92
An example of a carefully conducted exercise in study, analysis, design and
evaluation in which some of the originally identified user needs were indeed
seen to be addressed when the system was evaluated.
CHAPTER 10

Experiments in
support of design

Chapter objectives:
Some design questions can be answered properly only by conducting carefully
controlled evaluations. The resulting data then need to be analysed to determine
the result and to establish the level of confidence that can be attached to it. This
chapter presents:
The reasons why we conduct controlled experiments in support of design
Methods for designing experiments that will deliver useful results to the design team
The kinds of problems we face in analysing the results
Some simple analysis methods that illustrate the approach we take to establish-
ing confidence in the results of experiments.

10.1 Introduction
Chapter 9 discussed three approaches to the empirical evaluation of
designs for interactive systems: learning through prototyping, informal
evaluation and field testing. We come now to a fourth and last approach,
in which we evaluate by conducting controlled experiments, that is, where
we control carefully the conditions under which the system is used. We do
this so that we can take accurate measurements and thus compare the per-
formance ofdifferent designs.

215
216 EXPERIMENTS IN SUPPORT OF DESIGN

The methods we use here are different from the methods of field test-
ing and informal evaluation described in Chapter 9. In particular,
controlled experiments are often planned with a view to exploring very
specific hypotheses, for example, the hypothesis that one system is faster in
use than another. An experiment of this kind needs careful planning and
conduct if it is to show whether the hypothesis can be accepted. Careful
analysis is needed to determine how much confidence can be attached to
the result.
This chapter describes in outline how such evaluations are carried
out, and describes some simple statistical methods of data analysis. In
such a short chapter it is not possible to offer a thorough treatment of sta-
tistical methods; the aim here is to indicate the nature of the process that
we go through in conducting an experiment and then in establishing a
level of confidence in the experimental result. For those who want to take
these methods further, some good introductory texts are available
(Keppel and Saufley, 1980; Klugh, 1986; Howell, 1989).

10.2 The purpose of controlled experiments


The basic reason for engaging in controlled experiments is to take accu-
rate measurements of usability levels, more accurate than can be achieved
during informal testing or field evaluation. Sometimes a great deal hinges
on performance, and a small improvement may offer substantial benefits.
Sometimes we can see that the design of a central component will affect
the performance of many tasks. In these cases we need accurate estimates
of the likely effects on task performance. We can conduct these high-pre-
cision evaluations if we can exercise adequate control over the conditions
of testing.

10.2.1 Evaluation when usage is predictable


As we have seen in the last chapter, the basic purpose of evaluation is to
help us make choices between design strategies and to check that we are
on target to meet usability requirements. More specifically, evaluation
addresses design questions of two main kinds:

Is Design A preferable to Design B on the grounds of usability?
Does the chosen design strategy meet requirement R?

These questions can be answered qualitatively, without resorting to


calculating usability values, by the methods described in Chapter 9. This
may be appropriate when the circumstances of system use are unpre-
dictable.
If the situation of use is more predictable, however, a more precise
evaluation may be feasible. One such situation arises when a well-
THE PURPOSE OF CONTROLLED EXPERIMENTS 217

established system is being upgraded in a way that preserves users' task


structures. A similar situation arises if a small but important component
of the user interface is changed, for example, a frequently used menu.
Then we have an opportunity to measure the effect on usability more pre-
cisely. Furthermore, we may have a real need to know the precise effect on
usability, because the success of the whole design may hinge on it.

An example: Upgrading a CAD package


Consider the following example, in which a controlled evaluation might
be preferable to evaluation in the field.
We are upgrading a software drafting package for computer-aided
design (CAD), and need to offer our prospective users more efficient ways
of preparing drawings than they already have. The current user interface
makes heavy use of pull-down menus of the kind shown in Figure 10.1(a).
We might decide to investigate the use of pie menus, that is, menus of
the kind shown in Figure 10.1(b) in which the options are arranged in a
circle around a selected spot (Callahan et a\., 1988; Hopkins, 1991). But this
would represent a significant change in the design of the user interface.
Before making a commitment to this change, we would like to know
whether pie menus will offer a substantial performance improvement
over pull-down menus. We would like to compare the performance of the
current pull-down design with that of a design based on pie menus.
We might consider evaluating the new design by means of a field test.
However, a field test of the new design would involve a large-scale soft-
ware development exercise, which we might wish to avoid. Furthermore,
we would have difficulty obtaining an accurate answer, since we would
have less control over the tasks performed and the conditions surround-
ing each test. We would be more likely to gain our answer by conducting
laboratory tests on users performing a carefully chosen selection of typi-
cal drafting tasks.

Controlled evaluation of user interface components


As in this example, it is common to apply carefully controlled methods of
evaluation to components of the user interface such as menus, icons, screen
layouts and so forth. These components receive heavy use, thus influenc-
ing overall performance significantly. By conducting a controlled experi-
ment we factor these other influences out. We can measure the effect of
changing the component on the performance of users' activities.

Designing an experiment
Accordingly, we could evaluate the pie-menu design against the current
pull-down design by running an experiment. In this experiment we could
set two groups of users to perform the same task, or set of tasks, one
group using the current system, the other using the new system with pie
menus. We would want to ensure that no other factors were affecting
218 EXPERIMENTS IN SUPPORT OF DESIGN

Grids LineType Patterns


Plain
Double
Dashed
flrroui
Dbl Arrow
Custom

(a)
(b)

Figure 10.1 Two alternative designs for menus in a CAD package: (a) the current pull-down
menu design; (b) an alternative design based on pie menus.

performance of the task, and that the task itself was representative of
CAD system use. Provided we paid sufficient attention to these and other
aspects of experimental design, the performance data collected could be
used as a basis for a decision on whether to adopt pie menus.
As we can see, this example raises some important issues in experi-
mental design, some of which have already been touched on in the last
chapter. There are issues to do with eliminating extraneous factors that
might affect the result. There is the issue of recruiting subjects for the exper-
iment and choosing appropriate tasks for them to perform. And there is the
matter of how to analyse the data collected. These issues need to be
addressed in conjunction, because they are not entirely independent. The
next section covers some basic material that helps tie these issues together.

10.3 Populations and samples


Experimental design introduces some new concepts and terminology. We
draw on methods from experimental science, particularly from psycholo-
gy. Some of these methods may seem a little out of place in the context of
evaluating designs. It is important to understand the basic principles on
which they build, however, if we want to apply the methods successfully.

10.3.1 Populations
As much as possible, we design experiments to reproduce the same effects
as will occur when the system is installed in the real world. In other
words, we use a realistic prototype, we recruit subjects who perform like
real users, and we give them realistic tasks to do.
The one thing we cannot reproduce in an experiment is the entire
population of the real-world phenomena we are investigating. We cannot
test our system on the entire population of people who will use it, unless
POPULATIONS AND SAMPLES 219

these are a small and very stable group. We cannot test it on the whole
'population' of tasks our users will perform, unless these are a small and
very repetitive set. In many cases we have no idea of the populations of
potential users and tasks.
There is another even larger population involved in the evaluation of
systems, made up of all of the possible performance values that our users
might achieve when carrying out their tasks. In theory, we would like to
measure all of these performance values, or scores, in our experiment. For
example, we would like to have complete data on how fast the existing
CAD system enabled users to perform their tasks in the past, and we would
like to know how fast our new pie-menu version will be every time it is
used in the future. Then we could take the average, or mean, of the scores
with the old system, and the mean of the scores with the new system, and
compare the two population means. This would give us a reliable result.
But all of this is out of the question. Not only is it too late to measure
the performances that have taken place in the past, but it is too early to
measure the performances that will take place in the future. We can take
measurements only during the conduct of the experiment. Somehow we
must transform these measurements into a useful result.

10.3.2 Samples and sample means


During the experiment, therefore, we gather just a few measurements, a
tiny fraction of the entire population of scores. We call this set of scores a
sample. We try to ensure, through careful design of the experiment, that
our sample is representative of the population. In particular, we try to
draw our samples randomly from the population, so that they are not
biased in one direction or clustered in a particular region. Then we can
calculate the mean of the sample, which we call the sample mean. If the
sample includes an adequate number of scores, taken in a truly random
manner, then the sample mean should lie close to the population mean
that we would like to know but cannot measure. Stated in reverse, the
unknown population mean is likely to lie somewhere near the known
sample mean we have calculated.

10.3.3 Confidence levels

It is not enough to know that the population mean 'is likely to lie some-
where near' the sample mean. A lot may hinge on the result of the experi-
ment, and we need to know how much confidence we can place in it.
How sure are we that our sample is representative of the population?
Could we possibly have gathered a sample whose mean differs consider-
ably from the population mean? What is the likelihood that this has
happened?
Suppose, for example, we work in a company with a large order-entry
department. Errors in data entry are causing problems and losing the
220 EXPERIMENTS IN SUPPORT OF DESIGN

company money. The error rate needs to be reduced by at least 10 per


cent. We therefore design an improved user interface and invite users to
test it in a controlled experiment. Our sample of error rates shows a reduc-
tion of 15 per cent. The data entry manager is delighted, and initiates a
major upgrade of the software, costing several hundred thousand dollars.
But this decision is based on just a sample. A true population mean might
conceivably show that the new interface causes only a two per cent reduc-
tion in errors, or perhaps even an increase. We know there is a low prob-
ability of this, but with hundreds of thousands of dollars about to be
spent, we would like to know just what this probability is.
So when samples are taken and sample means are calculated, further
calculations are then performed to work out what level of confidence can
be attached to the result. Our concern is always that we have been misled
by a promising-looking sample mean, and that the population mean actu-
ally lies on the wrong side of some critical value, for example, below 10
per cent reduction in error rates. The calculation tells us the probability, p,
that this is the case. Normally we consider a value of p < 0.05 (that is, a
chance of less than 5 in 100) to represent an adequate level of confidence.
We try to design experiments to achieve results that justify such con-
fidence levels. We set targets for the level of confidence we want to
achieve. If our samples enable us to achieve such a target, we consider
them to be significant. The targets set at the outset of experiments are
often stated separately from the probabilities attached to the outcome, in
the form of a values; for example, they may set significance targets of a =
0.05 or a = 0.02. These simply mean that we are aiming to achieve p val-
ues below 0.05 or 0.02.
Now let us look at how experiments are designed to achieve signifi-
cant results.

10.4 The design of two-sample experiments


The experiments we conduct in support of design frequently involve com-
parisons oftwo solutions. We may need to compare a new design with an
existing one, as in the case of the CAD package or the order entry system.
We may need to know which of two proposed designs performs better,
independent of any current solution. To find out, we collect performance
data from tests of the two designs in question, and compare the sample
means, as illustrated in Figure 10.2. We call this a two-sample experiment.
Two-sample experiments are not the only kind that arise in the course
of design. These experiments address only the question, Ts Design A
preferable to Design B?' As mentioned above, we also encounter ques-
tions of the form, 'Does Design A meet requirement R?' As we shall see,
however, the methods that we use for two-sample experiments can be
adapted to the single-sample case. They then enable us to compare the
performance of a design with a stated requirement (see Figure 10.3).
THE DESIGN OF TWO-SAMPLE EXPERIMENTS 221

Task performance Error rates


time
10

Per cent
Sees errors

Pie
Pie
Pull-down Pull-down
menus menus menus
menus

(b)
(a)

Figure 10.2 Results of two-sample experiments. The circular symbols represent sample
means, in this case the mean scores determined from testing a pull-down menu
design and a pie-menu design, and measuring (a) task performance time, and (b)
number of errors made when selecting from menus.

Occasionally we encounter more complex evaluations, perhaps


involving three or more samples. Methods for these experiments would
take a lot more explaining than there is room for here. By the end of this
chapter we will have identified some of these more complex cases.

10.4.1 Measurements in the context of task performance


When we conduct controlled experiments we try to ensure that our data
are relevant to real-world use by giving our subjects realistic tasks to per-
form. The choice of these externally valid tasks is an important part of
experimental design.
We try to choose tasks that have similar characteristics to the popula-
tion of tasks performed in the external world. At the same time, we try to
make sure that the tasks will exercise the designs so as to bring out any
differences in their support for the tasks. Thus we would not ask CAD
package users simply to make as many menu selections as possible in two
minutes, because this is a most unlikely thing to find people doing in the
real world. Nor would we ask them to enter 500 numbers into a table -
even though this does happen in the real world - because users entering
text make relatively little use of menus. This task is not sufficiently
sensitive to changes in the menu designs.
Part of the difficulty in task choice lies in the limited range of tasks we
can ask users to perform. Under the tight timescales of design evaluation
we have no time to test them on a wide range of tasks. Inevitably we can
collect data about only a small subset of the full task population.
222 EXPERIMENTS IN SUPPORT OF DESIGN

Task performance Error rates


time
10
4
Per cent Requirement
Sees Requirement errors

2 Pie

menus menus

1 0 I
Pie °
(a) (b)

Figure 10.3 How we can treat comparisons with requirements as simplified forms of two-
sample experiments.

10.4.2 The variables in the experiment


When we plan an experiment, we identify the quantity we want to mea-
sure, for example, the speed of performance of a task or the number of
errors made. We call this the dependent variable because its value is
dependent on the conditions of the experiment, for example, on the
nature of the system used in support of the task. Experiments are usually
concerned with measuring how the experimental conditions affect the
dependent variable; they are conducted by changing the conditions, that
is, by altering the independent variables that determine the conditions.
In many evaluations of designs we select a usability factor - speed of per-
formance, incidence of errors, and so on - as our dependent variable. We
modify the independent variable by introducing changes in the system's
design.
An example of altering the independent variable and measuring a
dependent variable has already been seen in Figure 10.2(a). Here the
design was varied from a pull-down menu version to a pie-menu version
(the independent variable) and measurements were made of task perfor-
mance time (the dependent variable). In Figure 10.2(b) we see the same
variation in the independent variable, but with measurements of a differ-
ent dependent variable, error rates.
In the evaluation of interactive systems it is very common to treat the
design solution as the independent variable and a usability factor as the
dependent variable. Other independent variables may be used; for exam-
ple, we may measure the effect on error rates of varying the amount of
prior training given to users. However, these kinds of experiments are less
directly helpful in making choices between design decisions or checking
designs against requirements.
THE DESIGN OF TWO-SAMPLE EXPERIMENTS 223

10.4.3 Nuisance variables


In designing the experiment, a great deal of effort goes into making sure
that only the independent variables are affecting the dependent variable.
Typically this means making sure that only switching between one design
and another can affect task performance times. We will never succeed in
eradicating other influencing factors entirely, because there is an
inevitable degree of variation among our subjects. What we must guard
against, however, are so-called nuisance variables that vary alongside the
independent variables we are controlling, and cause uncontrolled varia-
tion in the dependent variable.
In our test of the speed of operation of pie menus, for example, we
might fail to maintain the same menu hierarchy as before. Indeed it might
be impossible to squeeze all of the items from a pull-down menu onto one
pie menu - we might have to replace one long pull-down menu with sev-
eral pies. Unfortunately it is known that changes in menu hierarchy affect
task performance time (Miller, 1981). By dividing up the existing menus
we are interfering with the experiment - we are confounding the result,
to use a common term.
Once we have realized that we are dealing with a nuisance variable
we can neutralize it in one of a number of ways. One way is to take steps
to hold it constant, for example, we can be very careful to keep our pie-
menu structure the same as the pull-down structure. Another method is
to spread the effect of the nuisance variable randomly over the subjects,
so that its effect disappears in the averaging of results. In the pie-menu
example, this would involve designing a new menu hierarchy with the
same overall depth and breadth as the old one - not an easy task. It is usu-
ally preferable to deal with nuisance variables by holding them constant,
if this is at all feasible.

10.4.4 The stages of the experiment


These principles of experimental design are reflected in the way we go
about conducting controlled evaluations under laboratory conditions. We
can see their influence on each of the six basic stages:

(1) Identifying the variables. We identify the usability factors to be mea-


sured and treat these as our dependent variables; our independent vari-
able is typically represented by the alternative designs we are testing. At
this stage we should also define the tasks that our users will perform; they
should be externally valid, and sensitive to the proposed changes in the
independent variable.
(2) Making ready the prototype. We need to ensure that the prototype can
support the performance of the selected tasks. We may not need a full
implementation of the user interface, however. If we are comparing two
proposed designs, we may build the prototype so that we can vary
224 EXPERIMENTS IN SUPPORT OF DESIGN

properties of the design independently. We may also introduce tools for


taking precise measurements.
(3) Recruiting the subjects. We need to decide at an early stage how many
subjects we will need. Using more subjects will probably provide a better
estimate of the true population mean, but will expand the scale of the
exercise too. We will draw our subjects from a suitable pool of people with
appropriate backgrounds, for example, by employing students or by
recruiting members of the user organization. We may need to consider
what the subjects should be paid for taking part in the experiment.
(4) Running the tests and collecting data. We must schedule the experimen-
tal sessions according to their length and to the availability of subjects. We
use precise methods of measurement, such as a stop watch or a time-
stamped video recording, or methods built into the software.
(5) Analysing the data. The calculation of sample means is usually a simple
matter, as we have seen. The analysis of confidence levels is more com-
plex; some simple methods are described in the latter part of this chapter.
(6) Drawing conclusions. According to the results of Stage 5, we may now
have evidence that one solution strategy is preferable to another, or we
may have results indicating that our chosen strategy meets our perfor-
mance targets.

Steps 1, 3 and 4, in which the actual experiment is organized and car-


ried out, typically involve much of the effort. Some of the techniques are
similar to those described in Chapter 9 for other types of evaluations.
Data gathering can often be carried out using the techniques described in
Chapter 5. For a more thorough discussion of planning and running eval-
uations, see Hix and Hartson (1993).

10.5 Establishing confidence levels


Thus far, this chapter has been concerned primarily with explaining the
nature of populations, samples and confidence levels, and in laying out
some of the issues in designing successful experiments. Now our discus-
sion turns to methods of testing for significance and establishing confi-
dence levels. A few simple techniques are presented in order to give the
flavour of how these calculations are done. To cater to readers with vary-
ing backgrounds, the explanations are given both in terms of the mathe-
matical formulae involved and as simple step-by-step worked examples.
Although some readers may prefer to stop at this point in the chapter,
they are strongly recommended to read further and catch a glimpse of
how these important analyses are done.
225
ESTABLISHING CONFIDENCE LEVELS

10.5.1 Normal distributions


The challenge in conducting experiments lies, as we have seen, in learn-
ing about unseen populations by taking small samples. One of the
assumptions we can make about our population concerns the shape of the
distribution of its constituent scores. This is extremely helpful, for it helps
us to be much more precise about the range within which the population
mean is likely to lie.
In many of the situations we study, populations of scores will tend to
have a so-called normal distribution. Most of the scores lie near the pop-
ulation mean, tailing off symmetrically on either side, as shown in the
bell-shaped curve of Figure 10.4(a). Sometimes it is possible to collect
scores for large populations and verify that they follow such a distribu-
tion; for example, Gray et al. (1993) conducted a study of telephone

Number
of samples

Mean Sample
value

(a)

Number
Mean
of scores

1000

500

10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
Score (sees)

(b)

Figure 10.4 The normal distribution curve: (a) the shape of the normal distribution; (b) how
a histogram of scores tends to follow the normal distribution curve; the chart
shows the distribution of task performance times we might find in a population
of 75 000 scores.
226 EXPERIMENTS IN SUPPORT OF DESIGN

operators in which they collected data on task times for 78 240 calls, as
described in Case Study A, which follows this chapter. To find the distri-
bution of such data, we count the number of scores lying in each of a
number of intervals, for example, the number of calls lasting between
10.00 and 10.99 seconds, the number from 11.00 to 11.99, and so on. We
will probably arrive at a histogram like the one in Figure 10.4(b), closely
following the path of the bell-shaped curve.
When we conduct an experiment in which we believe that the popu-
lation has a normal distribution, we can make some useful estimates of
probability on this basis. Suppose the population has the distribution
shown in Figure 10.5; we can calculate the probability that it lies at any of
the three positions, in relation to the sample mean, shown in Figures
10.5(a), 10.5(b) and 10.5(c). The further away the population mean lies, the
fewer scores are likely to lie in the 'tail' of the curve, to the left of the sam-
ple we have taken. As a result, the probability of such a sample being part
of this population is that much less.
The same approach can be taken when we have two samples, taken
under two different conditions, for example, using pull-down menus and
pie menus. We assume that the change in conditions creates two different
populations of scores, and that our samples are drawn from two different
populations, as shown in Figure 10.6(a). However, it is possible that the
change in conditions has not affected the population of scores at all -
changing to pie menus has had no effect. In other words, our two samples
are drawn from the same population, as shown in Figure 10.6(b).
In this example there is a good probability that the two samples are
part of the two populations shown in Figure 10.6(a), for the sample means
lie close to the population means. There is a much lower probability that

Population Population Population


mean mean mean

Sample Sample
Sample
mean mean mean

(a) (b)
(c)
Figure 10.5 How we place probabilities on various possible positions of the population dis-
tribution. Here the population mean is seen in three positions increasingly far
from the sample mean. As the area under the curve to the left of the sample
mean decreases, so does the probability (shown as values 0.20, 0.10, 0.02) that the
population curve lies in or beyond this position.
ESTABLISHING CONFIDENCE LEVELS 227

Pie-menu Pull-down
Population
mean
population population
mean mean

Sees Sees
Pie-menu Pull-down Pie-menu Pull-down
sample sample sample sample
mean mean mean mean

(a) (b)

Figure 10.6 Alternative hypotheses we might offer to explain samples taken under two dif-
ferent conditions: (a) the two samples come from two different populations; (b)
the two samples are part of of the same population.

the samples are part of the single population shown in Figure 10.6(b), for
their means lie out in the two tails of the curve, where the population has
relatively few scores.

10.5.2 Population variance and standard deviation


Although normal distribution curves all have roughly the same bell-like
fall-off on either side of the mean, some distributions spread further than
others, because there is more variation among the scores. It is possible that
a sample may belong to a narrow population or a broad one, as shown in
Figure 10.7. This in turn affects how far the population mean is likely to
lie from the sample mean we have measured.

Population Population mean


Population
mean mean

Sees Sees Sees


Sample Sample Sample
mean mean mean

(a) (b) (c)

Figure 10.7 Samples with different variances. The probability that the sample is drawn from
the population is the same in each case, but the increased variance of popula-
tions (b) and (c) implies that their population means may lie further from the
sample mean.
228 EXPERIMENTS IN SUPPORT OF DESIGN

Calculating where the population mean lies with any level of confi-
dence involves estimating the spread of the population distribution. If we
can determine this spread, or variance, we can establish whether the
population mean is likely to lie near the sample mean, as in Figure 10.7(a),
or further away, as in Figures 10.7(b) or 10.7(c). Section 10.6 describes the
method for calculating variances, and also for finding the standard
deviation, s, of a sample by taking the square root of its variance.
The standard deviation provides a more convenient indicator of
spread because it is measured in the same units as the horizontal axis of
the curve. It defines a distance on either side of the normal distribution's
mean that encloses a fixed proportion (68.2 per cent) of the scores.
Likewise the region of the curve from -3 to +3 standard deviations enclos-
es 99.8 per cent of the scores (see Figure 10.8). If we know the standard
deviation of a population we can calculate the percentage of scores
enclosed within any range along the horizontal axis. This is how, for
example, we could calculate the size of the 20 per cent, 10 per cent and 2
per cent regions shown in Figure 10.5.
We cannot calculate variances and standard deviations of popula-
tions, of course, any more than we can determine population means, for
we do not have access to the full set of scores. However, we can make the
useful assumption that the population's standard deviation is closely
related to the standard deviations of samples from the same population.
This means that if we take two samples under different conditions (for
example, using two different designs) and find that they have different
standard deviations, then they probably come from populations with dif-
ferent standard deviations too. This is illustrated in Figure 10.9.
We are starting to see here how small samples can provide us with the
basis for making estimates of the likely nature of much larger populations.

Population
mean
-1

-2
-3

+1 +3

Figure 10.8 The horizontal axis of the normal distribution curve, marked off in standard
deviation units. The regions 1 standard deviation in width on either side of the
mean enclose 34.1 % each of the scores, that is, 68.2 % altogether. The regions
2 standard deviations wide enclose 47.7 % each, or 95.4 % total; 3 standard
deviations enclose 49.9 % on each side, or 99.8 % total.
229
ESTABLISHING CONFIDENCE LEVELS

Population Population
mean mean
No. of
scores

Standard deviation Standard deviation


Sample Sample
mean mean

(a) (b)

Figure 10.9 How sample variances can inform us about population variances. The two sam-
ples in (a) and (b), shown as histograms, contain the same number of scores.
However, sample (a) has relatively small variance compared with sample (b),
indicating that the population variances are likely to differ in the same way.

According to where we think the population mean lies, we can calculate


the probability that our sample was drawn from this population.
According to the sample's standard deviation we can make assumptions
about the population's variance and standard deviation. These are the cal-
culations that enable us, in the design context, to set confidence levels on
measurements of usability.

10.5.3 The null hypothesis


During this chapter we have seen how experiments can produce data that
have different possible explanations. Thus our samples of speed of opera-
tion of the CAD package, indicating a reduction in task times, may indicate
that the new design does indeed increase speed of use (as in Figure 10.6(a)),
or that we have simply drawn two very different samples from a single,
unchanged population of task times (as in Figure 10.6(b)). In the data entry
case, the 15 per cent measured reduction in errors may be caused by the
change in user interface design, or alternatively the new user interface may
have had no effect, and the difference is simply due to sampling errors.
Every controlled experiment can have two such outcomes. Whatever
the scores in our samples, we can explain them in two different ways, by
two different hypotheses:

HQ Our deliberate change in the experimental conditions has had no effect;


any difference in sample means is due entirely to variations among the
population;
230 EXPERIMENTS IN SUPPORT OF DESIGN

H2 Our change in the experimental conditions has had an effect on scores,


which is reflected in the difference in sample means.

Explanation HQ is known as the null hypothesis. It is an explanation


we hope to reject. If we cannot reject it, we must conclude either that the
change in conditions is having no effect on scores, or that our experiment
was insufficiently sensitive to pick up the effect. On the other hand, if our
calculations show that the null hypothesis is false, we can accept Hl - the
experimental hypothesis that claims that the change in conditions has
had an effect.
This is how we go about calculating confidence levels. We establish a
null hypothesis that states the converse of the result we hope to find. In
other words, if we want to show that task time has improved, we state a
null hypothesis that it has not changed at all. We set a target of demon-
strating that the null hypothesis is false, for a particular level of signifi-
cance a. If we succeed, we can accept the alternative hypothesis, and can
set an upper limit, p, to the probability that the null hypothesis holds true.
This represents the confidence level of our result.

10.5.4 Some simple methods of statistical analysis


In the remainder of this chapter we will work through some simple meth-
ods for calculating confidence levels in the results of experiments. The
purpose of introducing these methods is to show that certain simple kinds
of experiments can produce results that are quite easy to analyse. Some of
these types of experiment are very useful in the evaluation of designs;
they can help answer the kinds of questions mentioned at the start of this
chapter, concerning relative usability levels and meeting requirements. It
can be useful to know how to calculate answers to such questions and to
attach confidence levels.
It is important to understand, however, that statistical methods cover
a wide spectrum, and go far beyond these methods in terms of power and
complexity. Sometimes it is necessary to use more complex statistical
methods in support of design evaluations, because the relationship
between the experimental variables is itself more complex. The conclu-
sion to this chapter identifies some situations where this can occur.
So the methods here should be regarded as methods that are suitable
for use in simple experimental cases and that are themselves fairly easy to
perform. If it is feasible to design experiments to comply with these cases,
then the calculations can be carried out in the ways described. But if the
conditions of the experiment change, then it will be unwise to attempt to
use these methods. Advice should be sought from someone experienced
in experimental design and analysis.
BASIC CALCULATIONS OF VARIANCE AND STANDARD DEVIATION 231

1 0.6 Basic calculations of variance and standard


deviation
We will start with some simple calculations that provide building blocks
for the analyses that tell us how to treat scores from experiments. They
enable us to calculate the sums of squares of differences, the variance of
samples, and standard deviations.
Each of these is a very simple calculation, which will be shown as a
formula into which data values can be substituted. To clarify how the sub-
stitutions are done, each calculation is also shown as a worked example,
in the style of a recipe.

10.6.1 Sums of squares of differences from the mean


The first three steps in almost every analysis of experimental data are to
calculate the mean, and then to find the sum of the squares of the scores'
differences from this mean, and from there to proceed to find the variance
and standard deviation. Sums of squares themselves are not particularly
meaningful, but we need to calculate them frequently and therefore
rapidly.
To compute the mean X of a set of scores Xv X2, ... XN, we add them
together and divide by the number of scores, N. The Z symbol, sigma, is
used to represent the summing calculation:

X = (IX,)/N

To compute the sum of squares of differences, SS, we perform the fol-


lowing calculation:

SS = I(X,-X)2

Each of the differences, X( - X, is squared before computing the sum.


An alternative computational formula can be used, involving fewer
steps:

SS = ZX12-X2/N

In other words, we can calculate SS as the sum of the squares of the scores,
minus the square of the sum of scores divided by N.
232 EXPERIMENTS IN SUPPORT OF DESIGN

Worked example: Sum of squares of differences


In this first example we will calculate the mean and the sum of the
squares of differences for the following five values:
3.4, 7.6, 4.5, 6.2, 5.3

To compute the mean we add together the five values and divide by
5. This gives a value of (3.4 + 7.6 + 4.5 + 6.2 + 5.3) -r 5 = 27 -f 5 = 5.4.
The sum of squares of differences is calculated as the difference
between two components:

• The sum of the squares of all of the scores: 3.42 + 7.62 + 4.52 + 6.22
+ 5.32 = 156.1.

• The square of the total, divided by the number of scores, that is,
272 ^ 5 = 729 -r 5 = 145.8.

Subtracting the second from the first, 156.1 - 145.8, gives us the sum
of squares SS = 10.3.
From the following table we can see that the basic method, in
which individual differences are calculated, arrives at the same
result: -2.0

Score -0.9
Difference Difference
from mean 4.00
3.4
7.6 -0.1 squared
2.2 4.84
4.5 0.81
6.2 0.8 0.64
5.3 0.01
27.0 SS = 10.30

10.6.2 Degrees of freedom


There are degrees of freedom in calculated values such as sums of
squares. They arise from the fact that scores are free to vary independently
of each other; thus each of the five scores in the above worked example is
free to take any positive value, whatever the value of the other scores.
When we use calculated values in other calculations we may need to elim-
inate the degrees of freedom, which we do by simple division. This divi-
sion by the number of degrees of freedom is built into most of the
methods described below.
The rules governing the number of degrees of freedom in a calcula-
tion are complex, and do not need to be understood here; they are
233
COMPARISON OF TWO SAMPLES: THE t TEST

explained in the recommended texts. We will simply note the number of


degrees of freedom in each calculation, as we perform the divisions.

10.6.3 Variance and standard deviation of a sample


The variance of a set of N scores, s2, is calculated by dividing the sum of
squares by the degrees of freedom, in this case N — 1:

s2 = SS/(N- 1)

The standard deviation, s, is the square root of the variance:

s = V(s2)

A step-by-step calculation of variance and standard deviation is


shown in the worked example.

Worked example: Variance and standard deviation

We will continue with the same set of scores as in the previous exam-
ple (3.4, 7.6, 4.5, 6.2, 5.3) and compute the variance. We have already
calculated the sum of squares SS = 10.3. The variance is then the sum
of squares divided by the degrees of freedom, that is, by one less
than the number of scores, 10.3 -f 4 = 2.575.
Now we can calculate the standard deviation by taking the
square root of the variance. Our answer is V2.575 = 1.605. We can
confirm, in the following table, that this lies within the range (0.1 to
2.2) of the magnitudes of individual -2.0differences from the mean:
core
-0.9
Difference
3.4 from mean
7.6 -0.1
2.2
4.5
6.2
0.8
5.3

10.7 Comparisons of two samples: The t test


Many design experiments involve two sets of small samples in which
measurements are taken of a single dependent variable, typically mea-
sures of task performance supported by two different designs. The means
of the two samples indicate the difference in performance. In these
234 EXPERIMENTS IN SUPPORT OF DESIGN

experiments, the f test provides a simple method of estimating the confi-


dence with which we can reject the null hypothesis.
The method involves calculating a value t from the sampled scores,
and comparing this with the critical value of t indicating that the null
hypothesis is true, for a particular significance value a and number of
degrees of freedom. If the calculated t value exceeds the critical value, we
will have shown that the null hypothesis is false, for this value of a. The
critical values of t need not be calculated: they can be looked up in the val-
ues given in Table 10.1.
To calculate the t value we must first calculate a combined variance
for the two samples. As in the single-sample variance method described
above, we calculate the sums of squares and divide by the degrees of free-
dom. In this instance we add together the sums of squares SS^ and SS2
from both samples, and use a value of Nl + N2 - 2 for the degrees of free-
dom:

s2 = (SS1 + SS2) I (Nj + N2 - 2)

From this variance we compute the standard error of difference, sed:

sed= V(s2(l/N1 + 1/N2))

To complete the calculation of t we evaluate the following expression:

Table 10.1 Table of t. Each entry represents the value above which the null hypothesis may
be rejected, for a given number of degrees of freedom and significance value.
Significance values are shown both for two-tailed tests of pairs of samples, and
for single-tailed tests of one sample against a required value. Source: the figures
were computed by the authors.

Degrees of a =0.10 a = 0.05 a = 0.02 a = 0.01 (two-tailed)


freedom a = 0.05 a = 0.025 a = 0.01 a = 0.005 (single-tailed)
1 6.314 12.706 31.821 63.656
2 2.920 4.303 6.965 9.925
3 2.353 3.182 4.541 5.841
4 2.132 2.776 3.747 4.604
5 2.015 2.571 3.365 4.032
6 1.943 2.447 -3.143
3.707
7 1.895 2.365 2.998 3.499
8 1.860 2.306 2.896 3.355
9 1.833 2.262 2.821 3.250
10 2.228 2.764 3.169
1.812
11 1.796 2.201 2.718 3.106
12 1.782 2.179 2.681 3.055
235
COMPARISONS OF TWO SAMPLES: THE t TEST

Two-tailed
Single-tailed

Regions of the Region of the


null hypothesis null hypothesis

(a) (b)

Figure 10.10 Two-tailed and single-tailed null hypotheses.

ed
t = (X1-X2)/s
Table 10.1 can be consulted to determine whether this value lies above
or below the critical value. If it lies above, we can reject the null hypothe-
sis with a level of probability less than the a value shown at the head of
the column. We use the 'two-tailed' probability values because we are
testing for differences in either direction between the two samples. In
effect, we are trying to reject a null hypothesis which would place the dif-
ference at either extreme of a distribution curve (Figure 10.10(a)).

Worked example: A t test on two samples

Suppose we have conducted tests of two designs, each on three sub-


jects. This would normally be too small a sample, but we are using it
here to simplify the calculation. Our two sets of three scores are
shown in the table:
Design
Design A
12 8
10 3
6 5
28 16
means 9.33 5.33

Before we can calculate t we need to find the sums of squares SS}


and SS2- We will use the second, faster method described above. For
each sample, we compute the sum of the squares of the scores, and
continues
236 EXPERIMENTS IN SUPPORT OF DESIGN

continued

subtract the square of the sum of the values divided by the number
of scores, to get the sum of squares:

SSl = (122 + 102 + 62) - (282 -r 3) = 280 - 261.33 = 18.67


SS,2 = (82 + 32 + 52) - (162 -r 3) = 98 - 85.33 = 12.67

Next we compute the combined variance, by adding the two sums of


squares together and dividing by the degrees of freedom, 3 + 3-2 = 4:

combined variance = (18.67 + 12.67) -r 4 = 31.33 -r 4 = 7.83

From this we can compute the standard error of difference. We com-


pute 1/Nl + 1/N2, where Nl and N2 are the number of samples, in
each case 3, and multiply this by the combined variance. In other
words, we multiply (1/3 + 1/3) by 7.83 = 2/3 x 7.83 = 5.22. We take
the square root of this value to obtain the standard error of difference:

sed = V 5.22 = 2.285

Our t value is then the difference between the two means, 9.33 - 5.33,
divided by this standard error of difference, that is,

t = (9.33 - 5.33) -r 2.285 = 4 -f 2.285 = 1.75

We have 4 degrees of freedom, and so we consult this row of Table


10.1. The entry for a = 0.05 (two-tailed) is 2.776, and our value of t is
well below this, so we have failed to reject the null hypothesis. Our
result is not significant, for a = 0.05.

10.8 Using lvalues to derive confidence intervals


A simplified form of t test may be used to test a sample in relation to a
required value. It follows much the same sequence of steps as before. This
kind of test is useful when evaluating a system in terms of a performance
requirement. We can easily compute the mean of any performance data
we gather, but how much confidence can we place on this mean value?
The method we use involves calculating the two extreme positions at
which our population mean may lie. We call the interval between these
positions the confidence interval. We want this interval to lie entirely above
a stated minimum performance level or entirely below a stated
USING t VALUES TO DERIVE CONFIDENCE LEVELS
237

maximum. For example, if we have a requirement that collect calls should


be handled in 25 seconds or less, our confidence interval should lie entire-
ly below the 25-second mark. Figures 10.11(a) and 10.11(b) show confi-
dence intervals that lie clear of the requirement, and Figure 10.11(c) shows
a case in which the requirement falls within the interval.
The case shown in Figure 10.11(c) is the case we wish to avoid, and
this forms our null hypothesis: the confidence interval contains the
required score. In order to reject the null hypothesis we use a simplified
version of the t test method above. We calculate the variance by the usual
formula; our degrees of freedom are equal to one less than the number of
scores:

s2 = SS/(N-l)

and then compute a standard error of the mean, sem, as follows:

In the final stage we can calculate the confidence interval as follows,


using a value of t drread from Table 10.1 according to the desired proba-
bility pand the degrees of freedom df:

Xmin =X- (tpjj x sem)


Xmax =X+ (lp,df X Sem)

In other words, we can decide on the maximum acceptable probabil-


ity level, and compute the corresponding confidence interval. We use the
single-tailed values for p since we are attempting to show that our values
lie entirely on one side of the required value, as shown in Figure 10.10(b).
Provided this is the case with Xmin and Xmax, we can reject the null
hypothesis.

Mean -
Requirement

Confidence
interval
Mean - I Confidence
interval

Requirement
Confidence
interval

Requirement

Mean ~

(a) (b) (c)

Figure 10.11 The use of confidence intervals to test a sample of scores against a required
score: (a) the confidence interval lies beneath the requirement; (b) it lies above;
(c) the requirement lies within the interval, the condition of the null hypothesis
we wish to reject.
238 EXPERIMENTS IN SUPPORT OF DESIGN

Alternatively we can compute a value of t in terms of the mean score


X and the required score R, as follows:

t = (X-R)/sm

Table 10.1 can be consulted to determine whether this value lies above
or below the critical value. If it lies above, we can reject the null hypothe-
sis with the level of probability shown at the head of the column, using
the 'single-tailed' probability values.

Worked example: Checking against a performance requirement


Suppose we have tested a system for frequency of user errors, using
four subjects, and have recorded 13, 6, 8 and 11 errors in the four
tests, to arrive at a mean of (13 + 6 + 8 + 11) -r 4 = 38 -=- 4 = 9.5. Our
requirement is that no more than 15 errors should occur under these
conditions.
We calculate the sum of squares of differences by the usual method:

• SS = (132 + 62 + 82 +112) - (382 -f 4) = 390 - 361 = 29

Our variance is this value divided by the degrees of freedom, 4 - 1 =


3, i.e., 29 -r 3 = 9.67. Our standard error of the mean is found by
dividing this variance by the number of scores, and taking the square
root: V9.67/4 = V2.418 = 1.55.
If we are willing to reject the null hypothesis with a probability
of p < 0.05, our critical value of t is 1 05 3 = 2.353, using the single-
tailed a values in Table 10.1. The extremes of the confidence interval
are therefore:

minimum value = 9.5 - (2.353 x 1.55) = 9.5 - 3.65 = 5.85


maximum value = 9.5 + (2.353 x 1.55) = 9.5 + 3.65 = 13.15

The maximum value lies well below our requirement of 15, so we can
reject the null hypothesis, and state that our required performance
lies above the interval represented by our scores, with confidence
p < 0.05.
If we wish to know whether we can improve on this p value, we
can compute the value of t for our scores by taking the difference
between the mean score and the required score, and dividing by the
standard error of the mean. The resulting value of t is (9.5 - 15) -r 1.55
= -5.5 -r 1.55 = -3.95. The magnitude of this value exceeds the single-
tailed value in Table 10.1 for a = 0.025. Therefore we can improve on
our confidence level, from 0.05 to 0.025.
239
CHI-SQUARE ANALYSIS OF CATEGORICAL DATA

20

10
10 20 -

Prefers Prefers Prefers Prefers Prefers Prefers


X Y Z X Y Z

(a) (b)

Figure 10.12 Testing the significance of categorical data: (a) the null-hypothesis condition, (b)
the data to which we apply the chi square calculation.

10.9 Chi-square analysis of categorical data


Another simple form of analysis helps us to deal with experimental data that
fall into two or more categories. We may need to categorize data if, for exam-
ple, we have conducted a survey of 30 users to find out which they prefer
out of three designs, X, Y and Z. We define as our null hypothesis an equal
preference for all three, that is, the frequencies in each of the categories will
be the same (Figure 10.12(a)). In our analysis, we attempt to reject this null
hypothesis by analysing the differences in the scores (Figure 10.12(b)).
The chi square (%2) calculation involves finding the difference
between the observed and expected frequencies, / and/t,. We then square
the difference and divide by the expected frequency. The results of the
divisions are summed to give a value of chi square:

X2 = I (if0 ~fe)2/fe)

Table 10.2 Values of chi square. Source: the figures were computed by the authors.

Degrees of freedom a = 0.05 a = 0.01


1 3.84 6.63
2 5.99
9.21
3 7.81 11.34
4 9.49 13.28
5 11.07 15.09
6 12.59 16.81
7 14.07 18.48
8 15.51 20.09
9 16.92 21.67
10 18.31 23.21
240 EXPERIMENTS IN SUPPORT OF DESIGN

We compare the calculated value of %2 with values in a table of criti-


cal values, as shown in Table 10.2. If the value in the table is less than our
calculated value, we can reject the null hypothesis.

Worked example: A chi square test


Let us apply the chi square analysis to our survey of 30 users, in
which we are trying to find out which they prefer out of three
designs, X, Y and Z. We define as our null hypothesis an equal pref-
erence for all three. We record preference frequencies of 6, 14 and 10
for X, Y and Z, so our initial data are as follows:
Design Observed
Frequency expected
under null hypothesis frequency
X 10
10 5
16
Y
Z 10 9
We compute the squares of the differences between the observed and
expected data, and divide these squares by the expected values. By
summing these quantities we calculate chi squared. These calcula-
tions are shown in the following table:
Design Expected Observed Difference Divided
frequency frequency Difference
X 10 5-5 25
squared by expected
2.5
Y 10 16 6 36 3.6
Z 10 9-1 1
0.1
Total = x1 = 6.2
We have 2 degrees of freedom in this calculation (3 categories - 1
estimate), and so we consult the corresponding row of Table 10.2. We
find a value of 5.99 for a = 0.05. This is less than the calculated value,
so we can reject the null hypothesis with p < 0.05.

10.10 Illustrations of the methods: Testing the ticket


machine
To offer further examples of the use of these methods, we will analyse two
sets of data that might result from controlled evaluations in support of the
design of the rapid-transit ticket machine of Chapters 6 and 8. Let us sup-
pose that we need answers to two questions:
ILLUSTRATIONS OF THE METHODS: TESTING THE TICKET MACHINE 241

(1) Will it be faster to use the machine than to buy tickets over the counter?
The answer to this question will be crucial in the cost justification of the
machine. A certain level of increase in purchase time may be acceptable,
for example, 30 per cent, but no more than this.

(2) How frequently do the one-way and round-trip journey types occur? This
question might arise if we were considering designing the machine to
reset automatically after each purchase to a particular journey type, for
example, to round-trip.

The first question involves the use of a t test, while the second makes use
of a chi-square analysis.

1 0.1 0.1 The question of speed of operation


To answer the first question, we might conduct tests at a real station
counter from which members of the public are excluded. We could then
measure the times taken by a set of six subjects purchasing tickets at the
counter, and by another set of six using the ticket machine. To avoid the
influence of learning difficulties we might give each of the second set of
subjects prior training in the use of the machine. We would certainly make
sure each set of subjects purchased the same kind of ticket and had the
same money available. However, one of the second set of subjects might
fail to turn up, so we would be reduced to five. The performance times (in
seconds) might be as follows:

Counter purchases: 28, 35, 23, 26, 30, 32 sum: 174; mean: 29
Machine purchases: 32, 41, 37, 40, 30 sum: 180; mean: 36

These mean times - 29 and 36 seconds - suggest that machine pur-


chase takes about 24 per cent longer than counter purchase. However, we
need to be sure that we can reject the null hypothesis, which states that the
difference in method of sale has no effect on purchase time. We therefore
perform a t test, as follows:

(1) The sum of squares SSl = (282 + 352 + 232 + 262 + 302 + 322) - (1742 + 6) = 92
(2) The sum of squares SS2 = (322 + 412 + 372 + 402 + 302) - (1802 - 5) - 94
(3) The combined variance s2 = (SSl + SS2) -r (N: + N2 - 2) = (92 + 94) -f 9 =
186 -r 9 = 20.67

(4) The standard error of difference sed = V(s2 (1/Nl + l/N2)) = V(20.67 x (1 /6
+ 1/5)) = V(20.67 x 0.367) = V7.59 = 2.75
(5) The value of t is the difference between the two means, divided by sed, that
is, (29 - 36) -r 2.75 = -7 + 2.75 = -2.55
242 EXPERIMENTS IN SUPPORT OF DESIGN

Table 10.1 gives a critical value of 2.262 for a = 0.05 and 9 degrees of
freedom. Our value of t exceeds this in magnitude, so we can reject the
null hypothesis. We could report the following result:

It is required of the ticket machine that purchases should take no more than
30 per cent longer than counter purchases. We have carried out compar-
isons of counter and machine purchases which show that the machine
takes 24 per cent longer, p < 0.05.

1 0. 1 0.2 The question of preferred journey type


This second question is typical of the kind of knowledge-seeking queries
that arise early in design. We would like the ticket machine to be as rapid
as possible in operation, and one way of speeding it up is to reduce the
need to select the journey type. If a particular journey type is very fre-
quent, we should design the machine to select it automatically after every
purchase. If no journey type predominates, we may design the machine to
maintain the same journey type unchanged so as to assist passengers who
are buying several tickets at a time. We cannot make this decision unless
we know the relative frequency of journey types.
To answer the question, we could take random samples of ticket pur-
chases made over the counter. We would count the number of journeys of
each type. The data gathered from 50 samples might be as follows:

Round-trip ticket: 31
One-way ticket: 19

These frequencies suggest that over 60 per cent of passengers will


purchase round-trip tickets. We can use the chi square method to deter-
mine the significance of the data. Since we took 50 samples, we define our
expected null hypothesis values to be 25 in each category, and perform the
calculation of chi square as before:

Design Expected Observed Difference Difference Divided


frequencies frequencies squared by expected
Round trip 25 31 6 36 1.44
Oneway 25 19 -6 36 1.44
Total = x - 2.88

In this case we have only one degree of freedom, so we compare our


chi square value of 2.88 with the first row of Table 10.2. We see that the
result is not significant, even to a significance level of a = 0.05 for it lies below
the critical value of 3.84. On this basis, we could not justify taking a design
decision about resetting the journey type. We should reword our pro forma
report as follows:
CASE STUDY: EVALUATING A COCKPIT DISPLAY 243

It is a requirement of the ticket machine that it should reset to the most


frequently selected journey type, if this significantly outnumbers other types.
We have sampled purchases currently made by passengers, but have not
been able to establish a clear-cut preference.

The failure of this experiment can be attributed to an insufficient sam-


ple size. If we had taken 100 sample frequencies, and had recorded the
same ratio of values as before, our chi square value would have quadru-
pled to 11.52. This exceeds the a = 0.01 value in Table 10.2. We would have
been able to report our observations with p < .01, or with a 99 per cent
level of confidence.

10.11 Case study: Evaluating a cockpit display


Before concluding this discussion of laboratory-based evaluation, let us
look at a real case of evaluating a cockpit display, in which some of the
methods described here were applied.

10.11.1 The design problem: Reducing automation deficit


One of the problems encountered in aviation, both commercial and mili-
tary, isa loss in pilots' performance when switching off automatic flight
control to manual flying. When the autopilot is switched off there is a tem-
porary automation deficit in the pilot's speed of task performance, lasting
perhaps for a minute. During this period the pilot may be as much as a
second slower than normal in performing tasks. In an aircraft flying at
Mach 3, one second is long enough to cover a kilometre. There is a great
incentive, especially in high-speed military aircraft, to find ways of reduc-
ing the effects of automation deficit.
A recent investigation conducted at the US Naval Research
Laboratory showed the effects on automation deficit of the design of the
pilot's tactical display of targets (Ballas et ah, 1992). The designers
replaced pilots' normal textual display with a graphical display, and also
introduced a touch-screen for selection of targets in place of the usual key-
pad. They then evaluated the four designs: textual versus graphical dis-
plays, each with touch-screen versus keypad selection (Figure 10.13).
They had a theory, which we will not elaborate here, that the graphical
design with touch-screen input would offer a low automation deficit.
This kind of evaluation is best done in the laboratory. It is expensive
to install a new kind of display in a military aircraft, and dangerous to ask
pilots to test experimental equipment at high speed. The conditions of the
evaluation are much easier to control in the laboratory. Accordingly, the
experiment was set up on a prototype system, and 24 subjects were test-
ed, six with each of the four versions of the system.
244 EXPERIMENTS IN SUPPORT OF DESIGN

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AFP

<.
1 AIR Vol 1
318
2 SAM 255 2
3 SAM 228 3
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> neutral | J.
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(c) (d)

3
Figure 10.13 The four tactical display designs, from Ballas et al. (1992).«i(a) Graphical display
with touch-screen (direct manipulation); (b) tabular display with touch-screen;
(c) graphical display with keypad input; (d) tabular display with keypad input
(command language).

10.11.2 The experiment


The goal of the experiment was to test the effectiveness of subjects in
assessing targets on the display under various conditions. One condition
was the 'autopilot' condition - the pilot had nothing else to do but assess
targets. The other was a 'manual tracking' condition, in which the pilot
had to keep tracking a target on a separate display alongside the tactical
display. When the system switched to autopilot, this tracking became
automatic. The condition of particular interest was the short period after
the autopilot was switched off, and while the pilot was experiencing
automation deficit as a result. The investigators took particular care,
therefore, to measure speed of target assessment during this period.
Figure 10.14(a) shows the results of the investigation. Task perfor-
mance times were measured during the period following the switch back
CASE STUDY: EVALUATING A COCKPIT DISPLAY 245

Response First decision


time Automation □ Tabular display
Seventh decision
(msec) deficit O Graphical display
(msec
5000-
4000-
3000
888
2000
„:J
1000
Classify
Direct Graphical/ Tabular/ Command Confirm
manipu- keypad pointer language
lation

(a) (b)

Figure 10.14 Results of the evaluations: (a) task performance times, (b) influence on deficit of
task type, from Ballas et al. (1992).

to manual tracking. The chart shows the difference in performance times


for the first task performed during this period and the seventh task: this
provides a measure of the automation deficit. It shows that the deficit was
much smaller, at around 250 msec or less, for two of the four designs; the
other two had deficits of around one second. The leftmost design in
Figure 10.14(a), with a small deficit and a low average performance time,
was the design with graphical display and touch-screen selection. The
confidence level was p < 0.002.
On the face of it, therefore, the investigation was successful, showing
a low deficit for the favoured design. But the story did not end there. The
tasks that pilots performed were in fact of two kinds, classification and
confirmation, the first considerably more complex than the second. On
looking closer at the data, the investigators discovered that the automa-
tion deficit for confirmation on the graphical display was quite high, a lot
higher than for the other low-deficit design (tabular display and keypad).
This is shown in Figure 10.14(b): the graphical display and touch-screen
were better for the complex task but worse for the simpler task, with
p < 0.02.
Thus a pro forma abstract for this investigation would state a need for
further study:

It is a requirement of the avionics display that automation deficit should be


kept well below one second. We have achieved general confirmation of this
by comparing the design with other designs in user trials, p < 0.002.
However, the results show that the choice of display design for low deficit
must take into account the complexity of the task, and this demands further
investigation in order to achieve reliable deficit figures.
246 EXPERIMENTS IN SUPPORT OF DESIGN

10.12 Conclusion
We have devoted much of the discussion in this chapter to some simple
methods of analysing data from experiments performed during design.
We have also seen how to conduct these experiments so as to produce
data of adequate quality.
The analysis methods described here represent only a few of those
that we may need in order to compute the results of experiments and
establish confidence levels. The methods included here have been chosen
partly because they are particularly useful in simple experiments, and
partly because they are relatively simple themselves. Others that may be
found useful, and that are described in the recommended texts, include:

• Methods for determining whether there is a linear relationship between the


dependent and independent variable. These would help us to determine,
for example, whether the time for performing a task was related to the
number of entries displayed on the screen, and thus set the number of
entries so as to achieve a desired performance time (Figure 10.15(a)).
• Methods for use when two or more independent variables influence the
outcome, for example, two aspects of the design are being altered rather
than just one. One aspect might concern display layout, the other the type
of menu (Figure 10.15(b)). These multi-factor methods are especially use-
ful when a larger-scale evaluation is undertaken to test several aspects of
the design.

• Methods that can handle three or more conditions, using the so-called F
test.

• Methods for analysing the results of testing two different systems on the
same set of subjects. These 'within-group' experiments are harder to

Task
time

Required
time Display 2
Display 1

Number of
Ideal number Menu 1 Menu 2
displayed entries
of entries

(a)
(b)
Figure 10.15 Experiments that require additional analysis methods: (a) to fit a line to task per-
formance times recorded with different displays, and thus determine the ideal
display; (b) to analyse the effects of changing two independent variables.
EXERCISES 247

analyse than the 'between-group' experiments we have discussed in this


chapter.

Some of these experiments may turn into small research projects in


their own right. Thus the investigation of task performance times and dis-
play layouts might discover a more complex relationship than the straight
line shown in Figure 10.15(a). In some circumstances it might be appro-
priate to investigate this relationship. The dividing line between evalua-
tion and applied research is often crossed in the world of interactive
system design.

Exercises
(1) What are the two basic questions in interactive system design that con-
trolled experiments help answer?
(2) What is the difference between a sample and a population?
(3) What is meant by an externally valid task?
(4) What are nuisance variables, and how can they be neutralized?
(5) In what ways do the stages of a controlled experiment differ from the
stages in a field test?
(6) Take down the last digit of 30 observed car number plates and plot their
distribution.

(7) Find the mean, variance and standard deviation of the following sample:
21.6, 18.3, 16.7, 19.4, 20.8, 19.0, 18.3, 22.1, 16.9, 19.7, 18.8, 17.9.

(8) Suppose the times in seconds scored by five subjects when selecting a 3D
target using a virtual-reality headset are 4.4, 6.6, 4.5, 6.2 and 5.3. On a con-
ventional workstation screen, another set of subjects' scores are 5.9, 5.7,
7.2, 8.3 and 8.1. Compute the means, and use a t test to determine whether
these results are significant for a = 0.05.
(9) It is a requirement that users should make fewer than 7 errors per 100
times they set up a machine tool. During tests of the tool, eight subjects
recorded the following number of errors: 2, 5, 3, 7, 8, 1, 6, 2. Using t val-
ues, calculate whether these indicate that the requirement has been met,
for a = 0.05.

(10) Three different icon designs (A, B and C) are tested on 12 users. Nine
users prefer design A, one prefers B and two prefer C. Conduct a chi
square test to determine whether these data are significant, for a = 0.01 and
a = 0.05.
248 EXPERIMENTS IN SUPPORT OF DESIGN

Further reading
Keppel G. and Saufley W. H., Jr. (1980). Introduction to Design and Analysis:
A Student's Handbook. San Francisco: Freeman
An elementary text on analysis methods, clearly written and mathematically
undemanding. Does not cover t tests (for which see Howell (1989)), but pro-
vides an excellent introduction to methods lying beyond the scope of this
chapter, suitable for analysis of more complex experiments.
Howell D. C. (1989). Fundamental Statistics for the Behavioral Sciences.
Boston MA: PWS-Kent
A good introductory text on statistics. Highly readable, with a wide variety
of examples, worked through using both manual and computer-based meth-
ods.

Sellen A. J. (1992). Speech patterns in video-mediated conversations. In


Proc. CHI '92 Human Factors in Computing Systems, May 3-7, Monterey,
CA, pp. 49-59. New York: ACM/SIGCHI
An example of how even the best-designed experiments can lead to unex-
pected results. The investigation was expected to show differences between
conversations held in the same room and via video, but most of these differ-
ences failed to materialize.
CASE STUDY A

Evaluation and analysis


of a telephone operator's
workstation

Chapter objectives:
The work of the Toll and Assistance Operator (TAO) is crucially dependent on
the support of interactive systems. This case study describes an attempt to
design a faster workstation to speed up the TAO's handling of calls. It covers:
The nature of the TAO's work
The design of the new workstation
The conduct of a field trial, from which it emerged that the proposed workstation
was slower than the one currently in use
The use of analytical models to explain the results of the field trial.

A.1 Introduction
Many projects in interactive system design aim to achieve an incremental
improvement in support for people's activities, rather than a radical
change. They concern mundane applications like order processing, cus-
tomer service, record keeping, machine tool operation, and so on. These
are not, as a rule, projects that get a lot of publicity; they have little of the
novelty and mass appeal of virtual reality, say, or multimedia tele-shop-
ping. Nevertheless a lot may hinge on achieving these incremental
enhancements, especially if they affect systems in widespread use. If an

249
250 CASE STUDY A

automated teller machine is made faster and easier to use, for example,
this is good news for the bank and its customers, but if the same redesign
project backfires and has the opposite result, the effect can be disastrous
for business.
In this case study we will look at a real-life case of redesigning the
support system for a mundane but essential activity, the handling of calls
by Toll and Assistance Operators (TAOs) employed by a phone company.
These are the people who answer when we dial 0 (or 100 in the United
Kingdom) and who assist in placing collect calls and pay-phone calls.
Interactive systems are essential to the TAO's job, for they provide the
TAO with billing information and handle the connection of calls, so that
the whole process becomes much simpler and faster.
In this particular case, a new workstation was designed for the TAO
in an attempt to make call-handling faster still. As we shall see, things did
not turn out as expected. The redesigned workstation became the focus of
an extensive field trial and some pioneering research in analysis methods;
the study became known as 'Project Ernestine' and has since been report-
ed by John (1990), by Gray et al. (1992, 1993) and by Atwood et al. (in
press). The work of John, Gray and Atwood represents an outstanding
example of how cognitive science can come to the assistance of interactive
system design. This case study summarizes their work and links it to
some of the methods discussed in the preceding chapters.

A.2 The work of the Toll and Assistance Operator


The work of the telephone assistance operator is familiar to all of us,
because we have all had occasion to call for assistance. Very few of us,
however, will have sat in the operator's seat and attempted to handle sub-
scribers' calls. Probably the nearest we will ever come to this is answering
calls at the office switchboard.

A.2.1 The basic task structure


What is involved in toll and assistance work? Basically the TAO handles a
steady stream of subscribers' calls. Frequently the caller will have dialled
the call in full, with a preceding '0' to ensure that the call is handled by the
operator. In handling each call, the TAO makes sure (a) that the appropri-
ate person pays for the call, (b) that the appropriate rate is charged, and (c)
that the call is handed over to the caller as soon as these two aspects have
been taken care of, so that the next incoming call can be taken. These three
subgoals can be observed in all common categories of call, which include:

• Collect calls. In this case the called party (the 'callee') will need to agree
to pay for the call, which will be billed to their phone at the normal col-
lect-call rate; the call can be connected as soon as the callee agrees.
EVALUATION AND ANALYSIS OF A TELEPHONE OPERATOR'S WORKSTATION 251

• Person-to-person calls. These are charged to the caller's phone, at a high-


er rate than normal calls, but only if the requested person can be brought
to the phone; only then is the call connected.

Coin-box calls. These are paid for in cash by the caller, usually at the basic
pay-phone rate, and are connected when the necessary amount has been
deposited. They are interrupted if the money runs out, and the caller must
then deposit more money to have the call reconnected.
• Call failures. If the caller reports failure in a call they have just made, the
billed party is credited for any charges, and the operator makes the call
afresh, connecting the caller as soon as the call is answered.

The same pattern can be found in the remainder of the 20 or so com-


mon call categories. Thus although the TAO's tasks vary considerably, they
mostly share the common stages of determining who is to pay, establish-
ing the billing rate, and releasing the call. As we shall now see, support for
these stages is built into the user interface of the TAO's workstation.

A. 2. 2 The user interface

The TAO's workstation typically has a screen on which call information


and prompts are displayed, as shown in Figure A. 1(a), and has a key-
board for entering commands. The TAO wears a headset with earphone
and microphone.
As soon as each incoming call is received at the phone-company sta-
tion, itis routed through to one of the TAO's workstations. Waiting calls
do not generate a normal ringing sound (although this is what the caller
hears) but instead sound a beep, or 'call-arrival tone', through the TAO's
headset, indicating that they are about to be put through. Information
appears on the top line of the TAO's display indicating the type of call,
and a short while later the display is amended to show that the caller is
now connected to the TAO (Figure A. 1(b)).
The TAO speaks the appropriate greeting, for example, 'Great Lakes
Telephone, may I help you?' or 'Please deposit seventy cents', to com-
mence the interaction with the caller. Various keys are used during the
interaction to enter data and to mark stages in the progress of the task.
When the call has been connected and is ready to release, this is indicated
by pressing a special call-release key. Then the TAO waits for another
beep indicating that the next call is coming through.

A. 2. 3 Sample interaction sequences


During every interaction the TAO maintains a conversation with the
caller, and with any other people involved, e.g., with the person called. In
the relatively simple task of connecting a credit-card call, the interaction
might be as follows:
252 CASE STUDY A

0+ CDC PD

CALLING NO -555- 1717


CALLED -555- 9265
NO 301-

PFS
415- DR

7////m\\\\\\\\
CALL-RELEASE key
(a)

CDC PD
0+
NO -555-1717
CALLING
-555-9265
CALLED
NO 301-

CLD
PFS 1
415- DR

(b)

Figure A.l A Toll and Assistance Operator's workstation, showing a typical display, (a)
immediately after the call-arrival tone indicating that a call is coming through,
and (b) when the caller is connected to the TAO. In (b), note the symbol cld 1
indicating a call connected on the TAO's line 1. Based on Gray et al. (1993) and
Atwood et al. (in press).
253
EVALUATION AND ANALYSIS OF A TELEPHONE OPERATOR'S WORKSTATION

Caller dials 0-305-555-6748 and waits for operator to answer.


TAO's headset beeps; display shows this is a dialled call and then shows
it connected
TAO: Great Lakes Telephone, may I help you?
Caller: Can I charge this to my credit card, please?
TAO: Card number, please.
Presses card-number key.
Caller: 412-555-6789-4321.
TAO: Enters 14-digit number;
Waits for display of billing rate, presses rate-confirm key.
Waits for display of credit-card authorization.
Thank you.
Presses call-release key.

A collect call will involve a more complex verbal interaction, perhaps


along the following lines:

Caller dials 0-817-555-9091 and waits for operator to answer.


TAO's headset beeps; display shows this is a dialled call and then shows
it connected
TAO: Great Lakes Telephone, may I help you?
Caller: Can I make this a collect call please?
TAO: Your name, please.
Caller: Oh, er, John.
TAO: Thank you.
Writes 'John' on paper;
Presses
answer. collect-call key; waits for someone at called number ('callee') to
Callee: Hello?
TAO: I have a collect call to anyone from John, will you pay for the call?
Callee: Er, can you hold on a minute? ... Yes, we can accept the call.
TAO: Presses rate-confirm key to confirm displayed rate.
Thank you; go ahead, caller.
Presses call-release key.

The workstation's function keys and displayed messages enable the


TAO to handle a wide variety of requests. The time to handle calls varies,
but the average time is around 20 seconds.

A. 3 The workstation redesign project


The case in question began with the redesign of the TAO's workstation.
This was done with a view to increasing its capacity to support TAOs'
tasks. Subsequently the new workstation was chosen by NYNEX, the par-
ent company of New England Telephone, as a proposed replacement for
their TAO's current equipment.
It was essential that the new system should pay for itself through
improvements in efficiency. In other words, the time taken to handle calls
254 CASE STUDY A

for assistance must be reduced so that fewer TAOs could handle the same
volume of calls. The problem statement might have been written as in the
example in Section 2.7.4, that is, as:

Design an enhanced workstation that enables a skilled operator to handle a


full range of telephone-assistance calls, in an average of 2 seconds less per
call than at present.

In this section we will look at the design strategy employed, starting


with the underlying cost-benefit analysis.

A.3.1 Cost-benefit analysis


Telephone operators in the USA earn about $25,000 per year on average
(US Department of Labor Statistics, 1993). At New England Telephone
they work in offices employing about 100 operators; the typical phone
company might have 25 such offices. Altogether, therefore, a phone com-
pany's TAO wage bill might be in the region of $25,000 x 100 x 25 = $62.5
million per year.
On this basis we can estimate the approximate savings from speeding
up performance by two seconds. A two-second saving on a 20-second
task is equivalent to a 10 per cent reduction. Therefore if we can design a
system that will regularly achieve this kind of improvement, we can save
the company 0.1 x $62.5 million, or roughly $6 million per year (Gray et
al, 1992).
A saving of $6 million per year may seem a lot, but it is not large in
relation to the cost of replacing such a system. The cost of equipment and
software to support a thousand TAOs is likely to run to several million
dollars, and must be paid off over the space of a few years. There will also
be initial costs in retraining TAOs to use the new system.

A. 3. 2 Designing for improved TAO performance


Clearly the designers would have to achieve a substantial improvement
in TAO performance in order to cost-justify the new system. This did not
seem difficult, however; the system in current use was already somewhat
dated, and there were several obvious ways of improving its usability.
First, the current TAO workstation was a text-only terminal, connect-
ed to the central computer by a line running at only 300 baud (that is, at
thirty characters per second). A new workstation was proposed with a
1200 baud line and a high-resolution graphical display, capable of sup-
porting amulti-window user interface.
Second, the current keyboard was organized into groups of keys
according to function. No attempt had been made to place frequently
used keys in more optimal positions. A new keyboard layout was devised
so as to minimize the TAO's hand travel. The call-release key, for
EVALUATION AND ANALYSIS OF A TELEPHONE OPERATOR'S WORKSTATION 255

example, was moved from its position at the left-hand side of the key-
board (see Figure A. 1(a)) into proximity with the numeric keypad.
Third, the TAO's task sequences involved a number of inefficient
practices. There were instances, for example, of using two or more key-
strokes where one would suffice. The sequences were therefore
redesigned so as to reduce the number of keystrokes. In some cases it was
possible to eliminate as many as four keystrokes.

A.3.3 The phone company's expectations


Taking all of these changes into account, NYNEX expected substantial
improvements. For example, they expected the proposed workstation to
save nearly a second on every display of a screenful of information, just
because of the improved line speed. The reduction in keystrokes was suf-
ficient to save another half-second per call on average. Other savings
could be gained from decreased TAO hand movement. An average sav-
ing of two seconds seemed eminently achievable.
These expectations were not, however, considered sufficient grounds
to go straight ahead with the introduction of the proposed new work-
station. Rather they were viewed by NYNEX as justification for a con-
trolled evaluation of the new workstation. As we shall see, this turned out
to be a wise decision.

A.4 The field trial


The evaluation of the proposed workstation was carried out as a field trial
under controlled conditions. For reasons explained in Chapter 9, the con-
ditions of field tests are usually far from controlled, but New England
Telephone were able to overcome most of the usual problems in experi-
mental design, and to run controlled tests of the new workstation
handling 'live' customer calls. Instrumentation built into the workstation
software enabled collection of accurate data on call-handling times for
both the current and proposed workstations.

A.4.1 Experimental design


Twelve of the new workstations were introduced at a New England
Telephone location, replacing twelve of the current workstations. These
were used over a four-month period by a group of 24 experienced TAOs;
the performance times of this 'proposed' group were monitored. During
the same period another group of equally experienced TAOs (the 'current'
group) continued to use the current workstation, and their performance
times were monitored too.
The experiment was designed with considerable care. For example, the
TAOs in the proposed and current groups were carefully matched, and
256 CASE STUDY A

TAOs in the proposed group were retrained strictly according to the com-
pany's standard procedures and guidelines. Members of the current group
did not know they were taking part in the experiment although they were
aware, as all TAOs are, that their performance times were being monitored.
Data were collected on all of the 78 240 calls in the 20 major call cate-
gories handled by all 48 TAOs over the entire four-month period. The
subsequent analysis was applied to only the 15 most frequently occurring
categories, however, and to only 23 TAOs in each group because one
member of the proposed group left during the experiment. This still
resulted in a substantial sample size of 72 390 calls.

A.4.2 Analysis of results


The initial analysis indicated an increase of 6 per cent, or 1.3 seconds, in the
average time for handling calls. This unexpected result was statistically
significant, with a probability of p < 0.02, that is, with a chance of less than
2 in 100 that it was due to factors other than the change of workstation.
Further analyses were conducted, showing that the increase applied to
virtually all call categories. According to these analyses, the proposed
workstation would incur extra operating costs of at least $6 million per
year. This was not at all what the phone company had hoped to learn.
The result was so unexpected that NYNEX looked for possible
sources of error in the data. The most likely nuisance variable was the
increasing experience of the proposed group over the four-month experi-
mental period; during the early months, lack of experience could have
affected this group's performance. The results did show the difference
between the two groups to be even greater (9 per cent) during the first
month, but after that the difference dropped to a value that did not
change significantly over the remaining three months.
A fresh analysis was therefore conducted using just the last three
months' data. To achieve a realistic estimate of the effect on operating
costs, the final analysis also took into account the relative frequency of call
categories. The proposed workstation was still significantly slower in this
analysis, by 3.4 percent or 0.65 seconds, with a confidence level of
p < 0.05. This was equivalent to a cost increase of just under $2 million per
year. The fact that such high confidence levels were achieved is a tribute
to the quality of experimental design here.

A.5 What went wrong with the predictions?


The phone company could perhaps feel relief that the performance prob-
lems had been discovered before it was too late, but there were bound to
be questions. How could the early estimates of performance improve-
ments have been so far wrong? What was causing the performance degra-
dations measured in the field trial?
EVALUATION AND ANALYSIS OF A TELEPHONE OPERATOR'S WORKSTATION 257

The next two sections continue the case history, describing a parallel
project in which a detailed analytical model of the performance of TAO
tasks was built. This model provided explanations for the performance
problems of the proposed workstation.

A.5.1 Operators performed in parallel


The basic reason why the early estimates were wrong is simple. These
estimates were made by identifying all of the steps where time savings
could be expected, and adding up the savings. They assumed that each
task could be treated as a simple sequence of steps. However, if we look
at how a TAO task is performed we find many instances where steps are
performed in parallel. In these instances, shortening a step may not short-
en the overall task.
For example, in the case of a credit-card call the TAO enters the card
number as it is being dictated by the caller. Auditory steps are carried out
in parallel with motor steps. In the case of collect calls, the TAO presses
the collect-call key while saying 'Thank you' to the caller, combining
motor operators with voice operators. As Chapter 3's Human Virtual
Machine would predict, the TAO is capable of performing two or more
operators in parallel, since they use different subsystems.
When two such operators are performed in parallel, savings in each
operator cannot be added together. Indeed, if one operator always takes
longer than the other, savings in the shorter operator will probably have
no overall impact.
Suppose the collect-call key is always pressed while the TAO is
engaged in the longer operator of saying 'Thank you'. Then nothing will
be gained by repositioning the key so that it is faster to operate. As illus-
trated in Figure A.2, the overall time for the collect-call task is limited by
the TAO's speed in saying 'Thank you'. Short of leaving out this courtesy
altogether, the TAO cannot take advantage of the keyboard's redesign.

A. 6 The CPM-Goms modelling technique


CPM-Goms is an extension of the Goms modelling technique described in
Chapter 8. We saw there how keystroke-level models of task performance
can be constructed as sequences of operators, and how these sequences
allow predictions of performance times to be made. In CPM-Goms, sepa-
rate sequences are constructed for each category of operator, thus allow-
ing for the possibility that operators will be performed in parallel. Then
the critical path is traced through the parallel streams of operators, that is,
a connected sequence that determines the overall time for the task is
found. In Figure A.2(b), for example, the voice operator 'Thank you'
would probably be on the critical path; the keystroke would not.
Key
258 CASE STUDY A Key

Current I Ih Thank you'


Current h : 1
h ThankH you'

Thank you
Proposed ■ Key ii 'Thank you' t Proposed

Time reduced

Time, sees Time, sees

(a) (b)

Figure A.2 Effect of reducing keystroke time: (a) if motor and speech operators are assumed
to be performed in sequence, a time saving can be expected; (b) if they are per-
formed in parallel, there may be no such saving.

A. 6.1 An example
Figures A.3 and A.4 illustrate the difference between basic keystroke-level
Goms modelling and CPM-Goms modelling. Figure A.3 shows a sequen-
tial keystroke-level model of the TAO completing a task by pressing the
F3 function key, waiting two seconds for a system response, saying
Thank you' and pressing the F4 key. The times for each of the operators
are shown in milliseconds. When these times are totalled, they give a per-
formance time of 3.37 seconds.
Figure A.4 shows a simplified CPM-Goms model of these five steps.
They are separated into three categories of operator, shown on separate
horizontal lines: system response operators, hand operators and verbal
response operators. The diagram shows where opportunities exist for
operators to be performed in parallel. However, some operators are
dependent on completion of others; thus until the TAO has pressed the F3
key the system cannot respond, nor can the TAO begin the verbal Thank
you' response; likewise the TAO cannot press F4 until the system's
response is displayed.
By tracing the dependencies in Figure A.4 we can locate the critical
path; this is shown with heavier lines. The performance time for the

Say

400 410
280 2000 280

Home hands Press Press


F3 Wait for
to keyboard response F4

Thank you'

Figure A.3 Sequential Goms model of pressing two keys and saying 'Thank you'.
EVALUATION AND ANALYSIS OF A TELEPHONE OPERATOR'S WORKSTATION 259

2000

Wait for
System response

400 280

Press
F3
/ V Press
280

Home hands
Hand Say
to keyboard F4

410

Verbal
'Thank you'

Figure A.4 Parallel model of pressing two keys and saying Thank you'.

whole set of operators is determined by the length of this path. If we add


up the individual times, we arrive at a new total of 2.96 seconds. This
time, we have taken into account the TAO's ability to say Thank you'
while awaiting the system's response.
Note that Figure A.4's model of parallel activities, although drawn
with time proceeding from left to right, does not show the durations of
operators to scale. A more realistic picture of where the time is spent and
how operators overlap is shown in Figure A.5. Although this notation
gives a clearer picture of the time-sequence of the call, it takes up a lot of
space and has not been used by Gray et al. in drawing CPM-Goms models.

A.6.2 Building a CPM-Goms model


Constructing a CPM-Goms model is more complicated than the original
keystroke-level modelling technique developed by Card et al. (1983). The
CPM-Goms method has been described by John (1990) and by John and
Gray (1994), and is merely summarized here.
The first stage in model building is much the same as in simple key-
stroke-level modelling. In other words, we build the CPM-Goms model
around a known sequence of manual or voice operators (for example, F3 -
'Thank you' - F4), based on observation or prediction of the user's actions.
Then we introduce cognitive and other operators by applying a set of rules.
The main difference in the modelling technique is the assignment of
operators to different categories according to the human resource on
which they rely:

• Perceptual operators - visual


• Perceptual operators - aural
• Cognitive operators
260 CASE STUDY A

2000

Wait for
System response

400 280
280
Home Press Press
Hand hands to F3
F4
keyboard
410

Verbal

Figure A.5 The same diagram as Figure A.4, drawn with the operators scaled according to
their duration. This notation is not used in CPM-Goms modelling, however, in
order to save space.

• Motor operators - left hand movement


• Motor operators - right hand movement
• Motor operators - verbal response
• Motor operators - eye movement

The operators within each category can then be assigned performance


times and placed in sequential order; there is no possibility that operators
in the same category will overlap, since they rely on the same resources.
To complete the picture, two more categories of operator are added:

• System response time - display


• System response time - other

A schedule chart is drawn, in which each category of operator is shown


on a separate horizontal line.

A.6.3 Schedule chart templates


Three categories of operator can easily be derived from observation or
prediction of users' behaviour: left-hand, right-hand and verbal motor
operators. The other categories must be added to the schedule chart by
applying rules and heuristics. The overall process by which the model is
built is shown in Figure A.6.
Some of the modelling heuristics are quite simple; for example, a sys-
tem response-time operator is added at every point where the user
depends on a response generated as a result of a previous operator.
->
261
EVALUATION AND ANALYSIS OF A TELEPHONE OPERATOR'S WORKSTATION
—>
->-o=M
Observe or
Arrange each
predict Organize category |— |
and heuristics
Apply rules
hand/verbal operators in time to add other
motor operator by category V 1— II— f'I S"
I
sequence categories
sequence
Model

Figure A.6 The process by which CPM-Goms models are built.

Other model-building heuristics are more complex; typically they


involve the introduction of several cognitive, perceptual or motor opera-
tors around each observed operator. However, the rules for introducing
these operators tend to result in repeating patterns of operators. Each pat-
tern is a miniature schedule chart in itself, a template that can be imported
into the main chart in its entirety.
Two examples of schedule-chart templates are shown in Figure A.7.
In Figure A. 7(a) we see how pressing a function key is divided into two
hand-operators, down and up, preceded by a cognitive operator that ini-
tiates the keystroke and a horizontal hand movement to the key. In Figure
A.7(b) we see the sequence of operators involved in perceiving visual
information with prior eye movement.
The operators in schedule chart templates are of a finer grain than the
operators used in earlier Goms modelling techniques, and cover a wider
range. For example, the home-hands operator H used in keystroke-level
modelling (see Table 8.1) is split into two operators, a 50-msec cognitive
operator and a 350-msec motor operator. The total time, 400 msec, is the
same in both modelling techniques, but the CPM-Goms template allows
for overlap of other cognitive or motor operators. Further time estimates
for operators have been published by John (1990) and by Gray et at. (1993).

A.6. 4 Plotting the critical path


When the schedule chart is complete, the critical path is plotted. This is
the sequence of linked operators that represents the greatest total time
and therefore determines the overall time for the task.
In simple charts the critical path can be found by inspection; for
example, in Figure A.7 we can see that the path leads from the initial two
cognitive operators ('attend to information' and 'initiate eye movement')
to the eye-movement operator, then to 'perceive complex information'
and finally to the cognitive operator, 'verify information'. This critical
path is 470 msec in duration. The only alternative path lies along the
sequence of cognitive operators, and this is only 150 msec in duration.
In more complex cases, computer-based tools can be used to locate
the critical path and calculate its length. This method, described in John
and Gray (1994) is especially useful in fitting schedule charts to observed
data and in testing the performance of alternative designs.
262 CASE STUDY A up

Cognitive

60 60
Press Release
Right hand
down

(a)

290

Perceive

information
perception
Verify
50 50 \
\ 50
Initiate eye
Attend to
information movement / information
// S
\
\

Eve \ Eye1 30
movement movement

(b)
Figure A.7 Schedule chart templates: (a) pressing a function key; (b) perceiving displayed
information. Note, as explained in the text, that the charts show overlap even
where operators may not overlap in time. Based on John and Gray (1994).

A.7 Analysis of the TAO workstations


The CPM-Goms technique was used to model the handling of calls with
both the current and proposed TAO workstations. The analysis began
before the field trial, giving early indications that the trial might not
report the expected performance improvements. Subsequently the analy-
sis helped to explain why the proposed workstation was slower.

A.7.1 Benchmark tasks


Calls for assistance do not always follow the same sequence of operators,
because callers make requests and provide information in different ways.
Thus a credit-card call might involve the exchanges shown earlier, or it
might involve only three conversational turns:
EVALUATION AND ANALYSIS OF A TELEPHONE OPERATOR'S WORKSTATION 263

TAO: Great Lakes Telephone, may I help you?


Caller: Operator, bill this to 412-555-6789-4321 .
TAO: Thank you.

When we are analysing a system that can be used in many ways, we


need to choose a smaller number of representative sequences, or bench-
marks (see Section 8.3.1). In the case of the TAO's tasks, the three-turn
sequence shown above is a common form of the credit-card task, and is an
appropriate benchmark.
The TAO analysis involved identifying benchmarks for all 15 of the
common call categories, and recording the sequence of hand and voice
operators. This was done by video recording. Out of a number of record-
ed calls in each category, one benchmark recording was adopted as the
basis for modelling this category of call. All 15 benchmarks were record-
ed using the current workstation. The aim was then to make predictions
of the proposed workstation's performance by analytical techniques
alone, and thus attempt to explain the results of the field trial.

A. 7. 2 Constructing the models


CPM-Goms models were constructed for each of the 15 categories of call,
handled on both the current and proposed workstation. Figure A. 8 shows
two portions of one of these models, representing stages in handling a
credit-card call. Figure A.8(a) is near the start of the call, and Figure A.8(b)
is the concluding stage. The full model for this category of call can be
found in Gray et al. (1993).
The charts shown in Figure A.8 are made up primarily from operators
with known durations, for example, cognitive operators of a constant
50-msec duration or keystrokes of different standard forms. Times for
these operators were derived from prior research, for example, from the
research of Card et al. (1983). Other operators, such as speech and system
responses, were measured from the videotape.
Models for the proposed workstation took into account the changes in
the workstation's design. These changes meant that TAOs would use dif-
ferent sequences of keystrokes; they also affected the amount of hand trav-
el and the length of perceptual operators. The models' construction
involved substituting new keystroke sequences in accordance with the
procedures for which the TAOs were to be trained. Some operators were
left unchanged, for example, where TAOs spoke the same words as before.

A. 7. 3 Comparison of modelled performance times


The modelled performance times were aggregated for all 15 categories of
call, first for the current workstation, then for the proposed design. When
the same allowances were made for relative frequency as in the field trial,
the predicted loss in performance with the proposed workstation was
264 CASE STUDY A
150
220 150
430
560 340 50 380
silence (d)
Perceive- silence (c) 'F2
silence
Perceive-(b) Perceive- Perceive- Perceive- Perceive- Perceive-
Operator, bill' 'this to' Perceive-
'4'
'2'
50 50 50 50 '1' 50 50

Verity- Initiate- Initiate-


keyword- 'bill 'F1' 'F2' Initiate- Initiate- Initiate-
•4'
F2 T. '1' '2' 100
540 70/ 60 \ 170 70/ 60 \200 70/ 30 \100 70/ 30

Home-
trom-lap 'F1'

(a)

d-
F'

Eye-movement (2)

(b)

Figure A.8 Portions of the CPM-Goms model of a credit-card call: (a) in the early stages of hand-
ling the call; (b) the final stage of the same model. Home, down and up strokes are
abbreviated as 'h-', 'd-' and 'u-'. Horizontal lines represent, in (a), from top to bot-
tom, the following operators: perceptual-aural, cognitive, motor right-hand; in (b):
system response, perceptual-visual, perceptual-aural, cognitive, motor left-hand,
motor right-hand, motor verbal, motor eye-movement. From Gray et al. (1993).
EVALUATION AND ANALYSIS OF A TELEPHONE OPERATOR'S WORKSTATION 265

0.63 seconds. This compared very closely with the difference of 0.65 sec-
onds measured in the field trial.
This was a striking illustration of the ability of analytical modelling to
predict usability. But what was the cause of loss of usability in the pro-
posed design? This question could also be answered with the aid of the
models, for they predicted how the tasks would be performed with the
proposed systems.
As a check on the validity of using the models in this way, an analy-
sis was done to compare the individual call-time predictions with the
times measured in the field trial. The average differences between the
modelled times and the field trial times were 11.30 per cent for the current
workstation and 11.87 per cent for the proposed workstation. These dif-
ferences were not unexpected, because the benchmark tasks had not been
chosen for their close adherence to mean performance times. The com-
parison suggested that it was valid to use the models of the proposed
workstation's usage to explain its poor performance.

A.8 Why the proposed workstation was slower


The reasons for the proposed workstation's failure to live up to expecta-
tions fell into three categories:

• Lack of benefit from the keyboard's redesign


• Lack of benefit from the new display
• Effects of redesigning keystroke sequences.

In this final section we will review some of these reasons, which are
discussed more fully in Gray et al. (1993).

A.8.1 The keyboard's redesign


We will recall that the proposed workstation had a redesigned keyboard
in which commonly used keys, such as the numeric keys and the call-
release key indicating call completion, were moved closer together. This
was expected to produce significant time savings.
The CPM-Goms model made it clear, however, that few function-key
operators were on the critical path, whichever workstation was used. For
example, when the TAO types in a credit-card number the critical path is
determined by the speed with which the caller dictates the numbers. This
can be seen in the chart of Figure A.8.
The close placement of commonly used keys in fact had the opposite
of the intended effect, because it discouraged two-handed use of these
keys. In the current design, the TAO was able to press the call-release key
with the left hand immediately after pressing numeric keys with the right.
266 CASE STUDY A

With the new keyboard layout, the right hand would be used throughout
this sequence, and the model predicted that the hand movements between
the keys would increase the overall task performance time.

A. 8. 2 The new display


The layouts for the display were not changed significantly in the pro-
posed workstation. However, since the new display was to be four times
faster in presenting a screenful of information, it was expected to help
achieve substantial performance gains. Here, again, the model showed
why these gains failed to materialize.
The new display was in fact slower in one respect, because it took
over half a second longer to display the first displayed line of text. This
time was on the critical path of every task's performance, and therefore
added to the time for every category of call.
At the same time, the new display had little effect on speed of perceiving
information. As with the current display, text was displayed from top to bot-
tom, and the critical items of information were almost always on the first or
second line displayed. This is illustrated in Figure A.l: the TAO needed to
read only the first line of the display in order to choose the appropriate
response to the caller. The difference in times for displaying these few char-
acters was only a small fraction of a second. The fact that the entire screenful
of text could be displayed in much less time offered no advantage to the TAO.

A.8.3 The redesigned keyboard sequences


As we saw earlier, the TAO's keying procedures were redesigned so as to
involve fewer keystrokes. In some cases four fewer keystrokes were need-
ed. These changes were expected to reduce task times by up to a second.
The CPM-Goms models showed, once again, that this design change
was not always achieving the desired effect. In some cases there was
indeed a resultant saving in time, but in other cases the result was to make
task performance slower. The reason for this lay in the way keystrokes
were moved from one point in the procedure to another.
Thus in the redesign of the credit-card call procedure, several key-
strokes were removed at the start of the keying sequence shown in Figure
A.8(a), and instead an extra keystroke was added at the end of the call,
just before the final F3 keystroke in Figure A.8(b). But we can see that the
keystrokes in Figure A.8(a) are not on the critical path, because the caller
is speaking at the time. On the other hand, any keystrokes added prior to
the F3 keystroke automatically become part of the critical path, and
lengthen the overall time for performing the task.
EVALUATION AND ANALYSIS OF A TELEPHONE OPERATORS WORKSTATION 267

A.8.4 The limited opportunities for speed-up


The CPM-Goms models also help us to judge the feasibility of achieving
the desired speed-up. They made it possible to categorize the total criti-
cal-path time according to the main types of operator, and this showed
that most of the TAO's time was spent in conversation (64 per cent), in
waiting for system responses (16 per cent) or in waiting for calls to be
answered or coins to be inserted (8 per cent). The activities that could
have been influenced by workstation redesign - keying and reading -
amounted to only 11 percent.
In the case of the credit-card call, for instance, the keying operators
that the designers were trying to speed up amounted to only 2 per cent of
the overall task performance time. Even if these operators had been
removed entirely from the critical path, only a 2 per cent improvement
would have resulted.

A.8.5 How a faster design could have been achieved


In the end, we are left wondering if the design team attempted to solve an
impossible design problem. Was there any solution strategy that could
have led to the required savings in performance time? Or should the prob-
lem have been redefined, with a goal of simply maintaining the same per-
formance levels as before?
Gray et al. (1993) address this question, pointing out that other work-
station designs could have been investigated and assessed against
requirements in the same way. They suggest one possible alternative
design, employing a personal response system capable of playing pre-
recorded initial greeting messages such as 'New England Telephone, may
I help you?' This could have been integrated with the workstation, and
could have selected and played the appropriate message according to the
type of incoming call. The TAO would have been saved from carrying out
this initial step. A CPM-Goms analysis showed that this "design could have
achieved the savings of up to $6 million per year in labour costs that the
phone company was seeking. This example illustrates how, as a result of
the work described here, telephone-operator workstations can be
designed to achieve the specific performance requirements.

A. 9 In conclusion
This case study has reviewed a design exercise - the redesign of a Toll and
Assistance Operator's workstation - and two follow-on evaluation exercis-
es. The design exercise involved some carefully considered changes to the
keyboard layout and display, and to the keying procedures. It was followed
by a field trial, also carried out with great care, in which the proposed new
workstation was compared for performance with the workstation in
268 CASE STUDY A

current use. This evaluation gave the unexpected result that the new work-
station was 0.65 seconds slower than the current one, per call handled.
In parallel with the field trial a second evaluation was carried out. This
followed a more unconventional route, employing the CPM-Goms analysis
method as a means of explaining the outcome of the first evaluation. The
analysis provided accurate predictions of the outcomes of the field trial,
including a prediction of an increase of 0.63 seconds in call-handling time.
It also provided a number of explanations for this loss in performance.
The case of 'Project Ernestine' is an outstanding example of providing
tools of the kind interactive system designers need in order to meet per-
formance requirements. The proposed workstation was in fact designed
without the aid of such tools. A requirement was set to reduce call-hand-
ling times by a certain amount, but without tools to help them the design-
ers were unable to achieve this target. As the CPM-Goms analysis
illustrated, however, the performance of the proposed design could have
been predicted quite accurately on paper. The project illustrated the
invaluable role of analytical tools in predicting the outcome when
performance-critical interactive systems are designed.

Further reading
John B. E. (1990). Extension of Goms analyses to expert performance
requiring perception of dynamic auditory and visual information. In
Proc. CHI '90 Human Factors in Computing Systems, April 1-5, Seattle
WA. New York: ACM/SIGCHI, pp. 107-15
A short paper about the modelling technique and its use in the TAO evalua-
tion exercise.

John B. E. and Gray W. D. (1994). Goms Analyses for Parallel Activities. CHI
'94 Tutorial notes. New York: ACM/SIGCHI
A set of notes and viewgraphs explaining how CPM-Goms analyses are per-
formed, with several simple examples.
Gray W. D., John B. E. and Atwood M. E. (1992). The precis of Project
Ernestine or, an overview of a validation of Goms. In Proc. CHI '92
Human Factors in Computing Systems, May 3-7, Monterey, CA, New
York: ACM/SIGCHI, pp. 307-12
Gray W. D., John B. E. and Atwood M. E. (1993). Project Ernestine:
Validating a Goms analysis for predicting and explaining real-world
task performance. Human Computer Interaction, 8, 237-309.
The 1992 paper is a short precis of the full account of the project published in
1993.
/ PART IV
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CHAPTER 11

User interface notations

Chapter objectives:
User interface notations are needed to assist in exploring different solutions, to
allow analysis in terms of usability, and to communicate with others involved in
the design. This chapter is about choosing the right notation to describe user
interfaces. Among the points covered in this chapter are:

Different strategies for describing designs - delineation, enumeration,


instantiation and the use of schemas
State transition charts and other techniques for describing the input syntax of the
user interface

Methods of describing the program's output


Methods for describing interactive objects
The use of prototyping tools for describing the user interface.

11.1 Introduction
The design of interactive systems involves a great deal of exploration of
alternative solutions. Each solution explored needs to be analysed to
assess its usability. These activities lead in turn to a constant need to com-
municate with other people about the design. All of these aspects of
design depend on adequate methods for describing the solutions in

271
272 USER INTERFACE NOTATIONS

question. In this chapter we look at how we choose appropriate methods


to describe our designs for interactive systems.
Our particular concern here is with notations for describing the sys-
tem's user interface. As we saw in Chapter 1, the user interface is the part
of a tool or system with which the user interacts directly, the part that
enables the user to issue commands and enter data, and the part that pro-
vides the user with feedback of computational results. The design of the
user interface determines how users perform activities; in this way the
user interface affects the degree of support that the system provides. The
user interface is also the user's only means of accessing the inner func-
tionality ofthe system. Thus a description of the user interface is essential
in understanding both the usage and the internal structure of the system.
The first section of this chapter looks at the way notations serve the
design process. The rest of the chapter is devoted to an overview of the
main types of user interface notations and representations.

11 .2 The use of representations in design


When we describe a system's design in words or pictures we are repre-
senting it,that is, we are transforming the real system to be built into an
abstract form, usually so that we can record it on paper. Sometimes we
record the design with the aid of a computer-based tool, for example, a
prototyping system like HyperCard, discussed in Chapter 9. Sometimes
we make a video to describe it. Whatever way we choose, the notations,
wordings, mock-ups and prototypes we use when working on system
designs count as representations of the systems themselves.

11 .2.1 The roles of representations


What are the main roles of representations in design? A hint to the answer
was given in the first sentences of this chapter, which identified explo-
ration, analysis and communication as three important design activities
that representations support. Ferguson has described these three cate-
gories slightly differently, in identifying the need for thinking, talking and
prescriptive sketches (Ferguson, 1992). As this chapter proceeds we will
encounter a number of examples of each category. At the end we will
return to the question of what these three roles mean in terms of user
interface design.
Let us look first at what it means to support exploration, analysis and
communication.

Supporting exploration
During exploration the designer is concerned with understanding what
options are available. This may involve sketching out or piecing together
new options. Figure 11.1(a) shows a fragment of a system design in its
273
THE USE OF REPRESENTATIONS IN DESIGN

S6T

I3-.-2.7 u<?ct<

(a)

(c)

Touch SET to enable


time reset

Touch HR to advance time


by one hour

Main display:
Touch MlN to advance time • 4-digit 7-element display, 12 mm high.
• 24-hour time format.
by one minute
• HR MlN SET LOCK targets in plain characters 2.5 mm high.
• Colon between hours and minutes flashes at
1 sec frequency.
Controls:
• Controls operated by short or continued pressure
Touch LOCK to disable time reset • Highlights targets by inverting enclosing rectangle when
touched, etc.

(b) (d)

Figure 11.1 Representing the design for a digital clock, by (a) a quick sketch, (b) a schematic
representation for use in analysis, (c) a still frame from a video, used in present-
ing the design, and (d) a precise specification.

early, exploratory stage. The design has been sketched very quickly, with
a view to deciding whether it merits further development, and so a rep-
resentation has been chosen that is quick and easy to draw.

Supporting analysis
During analysis the designer makes predictions about the performance of
the finished article. It is important to find a representation that makes this
analysis easy and accurate. To analyse a system's efficiency we might
choose to enumerate the steps in the user's operation of the system as
shown in Figure 11.1(b). From such sequences we can conduct walk-
throughs and make more accurate predictions of speed of operation or
user errors.
274 USER INTERFACE NOTATIONS

Supporting communication
In communication the designer is concerned with informing specific people
about specific aspects of the design, and needs representations suited to the
audience and to the content of the message. The intent may be to invite oth-
ers to join in explorations or analyses, and notations may be chosen that sup-
port these. The aim may be to explain the design to someone unfamiliar with
it, such as a marketing manager, in which case a video such as shown in
Figure 11.1(c) as a still may be suitable. A crucial line of communication
exists from the designer to the implementer, and needs to be supported by
highly detailed representations such as the one shown in Figure 11.1(d).

Multi-purpose representations
These three roles place different demands on representations, and so we
might expect that designers would need at least three different notations.
In practice, however, it is more convenient if one representation can be
found that meets all three sets of demands. This avoids the need con-
stantly to transform the design from one representation to another. In
transforming the design we lose information (for example, we lose layout
information if we transform the detailed specification of Figure 11.1(d)
into the action sequence of Figure 11.1(b)) and we may make mistakes. A
single, general-purpose representation, such as the Object State Transition
Charts described below, can overcome these problems.

11.2.2 Representational strategies


Interactive systems are dynamic systems. They vary their appearance and
behaviour constantly as the interaction progresses. Any descriptive nota-
tion we adopt should be capable of capturing this variation. There are
strategies for doing this, and it helps to know about them because each
one has its strengths and weaknesses. The four principal strategies are
delineation, enumeration, instantiation and schematization.
The first strategy, delineation, applies only to designs that don't vary:
it consists of laying out the design in its static form. This is sometimes use-
ful in describing fixed components of interactive systems, e.g., in defining

(a) (b)

Figure 11.2 Delineation of exact static forms (a) of a screen icon, (b) of a command menu.
275
THE USE OF REPRESENTATIONS IN DESIGN

File Format Font Style Format Font


New Left Times Plain Left Times
Open Center Courier Italic Center Courier
Saue Right Rold Right
Delete Indent Symbol Indent Symbol
Rename

(a) (b)

title box Data for menus:


1. Create title box for File
item box menu title New Open Saue Delete Rename
2. Set width for widest Format
item in menu
Left Center Right Indent
3. Insert menu title Font
in title box
Times Courier Symbol
4. Create item box tall enough
to hold menu items Style
5. Insert menu items Plain Italic Bold
in item box

(c) (d)

Figure 11.3 Representational strategies for describing text-editing menus: (a) enumeration of
all possible forms, (b) instantiation of two possible forms, (c) use of a schema to
generate all forms, (d) data used in conjunction with the schema.

the appearance of icons or menus for display on the screen (Figure 11.2).
When designs can take more than one form, we use other ways of
describing them. One method is enumeration, which means drawing all
of the possible forms. Figure 11.3(a) enumerates all of the four menus for
controlling a simple text-editing system.
If time or space does not permit the enumeration of all forms, an
alternative is instantiation: one or more instances of forms are given, and
the rest are left to be inferred by the reader. Figure 11.3(b) shows two
instances of the menus of Figure 11.3(a), from which the variation in
length and the similarity in layout can be inferred. These properties of the
menus could not have been inferred from the single example of Figure
11.2(b).
The final option is schematization - the use of a schema. This involves
the use of an indirect or abstract representation that is generative, that is,
capable of generating any or all of the possible forms. A schematic repre-
sentation of menu construction is shown in Figure 11.3(c); the actual
menus of Figure 11.3(a) will be generated if this schema is used with the
data of Figure 11.3(d). Schematic representations are used extensively in
software design, such as in the notations used for describing program-
ming language syntax.
276 USER INTERFACE NOTATIONS

We will discover uses for all four representational strategies in inter-


active system design, but especially for the use of schemas, for these have
special advantages. Schemas are usually better at handling the extremes
of complexity and variability that we encounter constantly in the design
of interactive systems. Schemas are capable of bringing out special design
properties for analysis, in ways that enumerations and instances cannot.
As we shall see, for example, schematic representations of user interfaces
can often help us to analyse designs in terms of specific usability factors.
Finally, the generative nature of schemas means that we can use them to
generate particular instances or enumerations when we want them. We
could use the schema of Figure 11.3(c), for example, to generate other sets
of menus by using different data. It has to be said that schemas are less
direct in representing the forms of designs, and it may take us time to
learn how to read them, but this is usually time well spent.

11 .2.3 Strategies for describing the user interface


A user interface design has a number of parts, each of which needs to be
described. Usually the part that fields the user's actions needs to be
described in a different notation from the part that presents the system's
reactions. For example, a sequence of user actions will usually be defined
in a schema, while a graphical screen layout will probably be described by
delination or instantiation. In the remainder of this chapter we will look
at examples of notations for these two parts of the user interface. We will
look also at ways of describing objects and action sequences.
This will be only a partial list of the many notations and representations
available to the designer. There are no real standards in this area. Many of
the notations described here can be modified to suit special circumstances,
as long as the rules for using them and reading them are carefully restated.

11 .3 User actions: Defining input syntax


We need to define the order in which steps may be taken by the user and
the alternatives available at each step. A definition of these conventions is
essential, because software must be designed and written accordingly to
handle the user's inputs, and analysis of the user interface depends on
knowing the input sequence. These conventions are known as the input
syntax of the user interface.
The most commonly used notation for describing input syntax is the
state transition chart (Newman, 1968; Engelbart and English, 1968). An
example is shown in Figure 11.4. Each of the circular symbols, or nodes,
represents a point in the input sequence where the user can pause or make
a choice: it represents one of the unique states of the user interface. The
nodes are linked together into a directed graph; this is achieved by draw-
ing connecting lines, or arcs, from each node, representing the user actions
USER ACTIONS: DEFINING INPUT SYNTAX 277

Touch MIN: Touch HR:


increment increment hour
minutes

Hold down MIN:


increment
minutes

Hold down HR:


increment hour

Figure 11.4 A state transition chart, representing the input syntax of the digital clock shown
in Figure 11.1.

available to the user when the user interface reaches that state. Arcs may
return to the same node that they left, indicating repeated actions such as
mouse movements. By labelling the arcs we can show, in a single state
transition chart, all possible user actions.
We can also show, on each arc, the effect of the action. This allows us
to indicate the software function that is invoked or the output response
that is generated. Descriptions of these responses may be appended to the
action descriptions, as in Figure 11.4, or the diagram may use special sym-
bols such as boxes or special arrowheads.
State transition charts are not always ideal for describing user inter-
face syntax. They can become very complex, with many hundreds of
states, and this hinders analysis and communication. Fortunately there
are alternatives. For example, user inputs in the form of lines of text, such
as the commands that airline check-in clerks type at great speed, can be
described in terms of the overall structure of each command rather than
the individual items of data (Figure 11.5).
A more serious problem is presented by user interfaces that permit
several independent streams of user action at the same time, for example,
systems that support several users. These and other problems in user
interface description are still the subject of ongoing research. Often the
only satisfactory means of description lies in the construction of working
prototypes, which we discuss below.
278 USER INTERFACE NOTATIONS

LKI

1. KING. R. L PAR Y
2. KIRKSIECK ROM Y
3. KIELSZEWSKI ROM F

P2/F/ES/1

(a)
L <text> <return>
P <integer> / { M | F } / <text> / <digit> <return>

(b)

• The command for listing passengers is given by typing 'L followed immedi-
ately by one or more characters of the passengers' names, and the termi-
nating RETURN.
• The command for entering passenger data is given by typing 'P' followed
immediately by an integer, and then by the single character 'M' or 'F, by
one or more alphabetic characters, and by an integer, each of these three
operands preceded by a '/' character, and the whole line terminated by typ-
ing RETURN.

(c)

Figure 11.5 Describing text-based interaction syntax. The example in (a) shows interaction
with an airline reservation system, taken from Martin (1973). The user has typed
the command LKI, followed by <return>, to list passengers whose names begin
with the letters KI. A list of three passengers is displayed by the system, and the
user then invokes the P command to select a name (the second name, Kirksieck,
from the displayed list), and to key in the passenger's sex (female), initials (E.S.)
and number of bags (one). In (b) a formal definition of the syntax of the L and P
commands is given; alternatives are shown in curly brackets { } separated by ver-
tical bars. In (c) we see the same syntax described informally.

11.4 Appearance: Describing system output


In most user interfaces, output from the system is presented to the user on
a display screen, and we need methods of describing the screen's appear-
ance. Ifthe output is in the form of simple text we may be able to use a
schematic representation, such as a template describing how each line of
output is to appear. More and more user interfaces are graphical, howev-
er, and these demand a different approach to output specification, with
more reliance on delineation and instantiation.
It is possible in some cases to enumerate all possible forms of a user
interface. Figure 11.6 shows a roadside display indicating lane closures; it
279
DESCRIBING INTERACTIVE OBJECTS

II
/\/V/\ /\/\ /v /\/v

Figure 11.6 Enumeration of all allowable forms of a roadside lane-closures display.

enumerates all six allowable closures. It is unusual to encounter a design


that can be enumerated fully in this way. Sometimes we can enumerate all
forms of a portion of the user interface, such as the set of menus that were
shown in Figure 11.3(a).
As with the user's input, the system's output may not be expressible
as a static graphical image. For example, the system may respond with
voice, with synthesized audio, with an animated sequence or with a video
sequence. These forms of output are best represented as streams of data,
possibly by describing a number of separate instances in the stream. A
video can be made to describe the output to be generated. Again, this is
an active area of research, and the use of working prototypes may prove
to be the best method of documenting the design.

11 .5 Describing interactive objects


We naturally want to achieve as complete a description of the system's
user interface as possible. However, systems rarely have well-defined
boundaries that enable us to decide when a description is complete. There
may be a number of separate interactive components, and we must decide
which of these are parts of the 'system' and which are not. Ultimately the
best way to achieve this is not to try to describe a single user interface to
the system as a whole, but to describe the individual user interfaces of the
separate interactive objects with which the user or users interact.

An example: Interactive objects in an airport control room


To understand this point better, let us look at how the staff of an airport
control room deal with traffic in and out of the airport's gates. This is the
same control room that was introduced in Chapter 3, and that figured in
the transcript of Figure 4.4(b). The controller's support system consists
primarily of a workstation that provides access to up-to-date flight infor-
mation (the Flight Information Display), but there is also a panel of TV
monitors showing views of each of the gates, as shown in Figure 11.7(a).
Controllers are in communication with pilots through two-way radio, and
use telephones to contact the crews at the gates. They keep printouts of
the day's arriving and departing flights on their desks for easy reference.
When a gate-assignment problem arises, e.g., when an arriving pilot
finds the assigned gate still occupied, the controller 'interacts' with all of
280 USER INTERFACE NOTATIONS

Bank of video monitors

Flight
information Papers
display on desk
(FID)

(a)

Pilot: San Tomas Ramp?


Atlantic two eighty six?
Julie: Two eighty six.
This is operations.

» I « 1 » 1
Pilot:
(
I understand gate fourteen is occupied?
*s

'»»»■'

r "v
Do you have any instructions for it?
(0.3)

Julie: Uh: :m, (0.1)

Should have left ten minutes ago.

drrn
f N
Hopefully:, (1 .0) They have pulled the passenger stairs.
They should be leaving momentarily.

Pilot: 0:kay. Thanks.

(b)

Figure 11.7 San Jose Airport control room: (a) layout of controller's information; (b) tran-
script ofcontroller (Julie) solving a gate-conflict problem, with symbols showing
where she refers to workstation, video monitors and flight schedules (from
Goodwin and Goodwin (in press)).
DESCRIBING INTERACTIVE OBJECTS
281

these objects to resolve the problem. An example is shown in the anno-


catetated transcriptofofattention.
her focus Figure 11.7(b). Labels over the controller's speech indi-
This example makes the point that people interact with many objects
besides the screen in front of them. They shift attention from one object to
another in sequences that we, as designers, have no control over. It is only
by letting users manage this sequence themselves that we enable them to
make full use of their problem solving skills.

Objects in graphical user interfaces


An airport control room is just one example of an environment supporting
many interactive objects. Another example is found in the user interface of
a modern interactive workstation. When we look at the workstation's screen
we see an arrangement like Figure 11.8 involving a variety of separate inter-
active objects: windows, menus, icons, control panels, and so on. Each of
these objects is capable of maintaining a separate stream of interaction, or
dialogue, with the user. Each has its own user interface for this purpose.
When the user is surrounded by many interactive objects, each with
its user interface and each capable of maintaining a separate dialogue, the

Menu bar Window


Drop-down menu

Icon

Figure 11.8 Interactive objects on a screen, each capable of maintaining a separate dialogue
via its own user interface. Courtesy Apple Computer.
282 USER INTERFACE NOTATIONS

only simple way to describe the overall user interface is by describing the
user interface of each object in turn.
The panel presents an object-oriented notation for this purpose, based
on Object State Transition Charts, otherwise known as OSTCs or 'ostrich
charts'. The notation makes use of state transition charts to define the
input syntax of each object in the user interface. State symbols and transi-
tions are labelled with instances of the object's appearance, and with other
aspects of the object's behaviour such as audio feedback.

The separate states of an object


(f ^> Mouse {? are shown by round-cornered
click
text boxes, each containing an
^= JexU
instance of the object's appear-
ance in that state.
Transitions between states
are shown by arcs in the form of
arrows, labelled with the action
causing the transition. The first
chart shows the action of click-
ing on a piece of text, causing it
to be selected.
■.■■tt\

^. Mouse At any one time, several differ-


click & ^v ent actions may be applied to
^= an object. This is shown by mul-
tiple transitions from that state,
Mouse each
[Link]
Here wewithseethe user's
double-click
/r=^ two possible actions on a
4> * if menu item, single- or double-
clicking.

m fr Sv Certain actions may cause


fr ^ Mouse
click ^ ■•*' '•■
effects during the state transi-
v» 0 tion; for example, a symbol may
flash or a tone may be
generated. This is shown by a
'fat arrowhead' on the arc. Here
we see a check box temporarily

\- J)
inverted when it is set by
clicking.
283
DESCRIBING INTERACTIVE OBJECTS

An action may be applied with-


out causing a change of state.
The arc is shown returning to
the state it left. A 'fat arrow-
head' may be used to show
Mouse the effect of the action.
move Here we see the effect of
moving the mouse while draw-
ing a box. The changed box
shape is shown in the arrow-
head. Tick marks on the sides
of the arrowhead show the
mouse position, which controls
the corner of the box.

Mouse Often a graphical action takes


click effect only when applied within
/^=^ a certain region of the object.
This may be shown by limiting
^ if the extent of the thick bars
surrounding the object. Here
this is done to show the region
in which the user must click
within a check box.

An action on an object may

0 m
fr -^ Mouse fr ^
click -a change another object; the
two objects are linked. Links
^ if ^— if are shown by dashed lines
connecting the objects. The
inactive object - the object to
which the actions do not apply
- is shown with a single-line
surrounding outline.
Here a selected box is
given a different shading by
clicking on a linked object, an
item in a menu of patterns.

Several objects may be grouped together to form a composite object. This is


shown by enclosing the composite object in a dashed rectangle, and linking
it to charts describing the behaviour of each of the component objects.
284 USER INTERFACE NOTATIONS

Mouse

OK to delete
[( Cancel
Delete "])
Figure 10"? Mouse
click
Cancel

OSTCs: an example
An example illustrates how OSTCs can show the fine detail of an object's
user interface. If we explore the detailed behaviour of an Apple Macintosh
check box, we will discover that it has a 'micro-behaviour' that provides feed-
back during mouse-clicks, and that allows the user to have a change of
mind. The simple mouse-click action, taking the object from the unchecked to
the checked state, in reality has two additional states. Pressing down on the
mouse button takes the check box into an intermediate selected state in
which it acquires a thick outline. During this state the live zone surrounding
the box enlarges, and if the mouse pointer is moved out of it into the outer
dead zone, the box ceases to be selected. In this unselected state, the
release of the mouse button will return the check box to its unchecked state.
The chart shows the action of checking the box in full detail.

\v unselected
(unchecked)

unchecked ' selected checked selected unchecked


Mouse ^checked) Mouse Mouse (checked) Mouse
down up down up

11 .6 Describing methods of operation


One of the main purposes of describing interactive systems is, as we saw
at the outset, to support the analysis of designs. Many of the analyses we
perform are concerned with the system's usability, e.g., with speed of task
performance or likelihood of user errors. These analyses often make use
of descriptions of the user's method of operation. This section briefly dis-
cusses what it means to describe methods of operation.
DESCRIBING METHODS OF OPERATION 285

11 .6.1 An example: Extracting methods from Object State


Transition Charts
Like any schematic notation, state transition charts are generative: they
can describe specific sequences of interaction. We can extract sequences,
corresponding to methods of achieving specific goal states, by tracing
back from the appropriate state in the chart.
Figure 11.9 shows an example, the user interface for icons in an Apple
Macintosh folder. Figure 11.9(a) shows part of the user interface, and
Figure 11.9(b) shows the particular method of selecting an icon and retyp-
ing its label. A description such as this could be used in making approxi-
mate estimates of user selection speeds, using a Keystroke-Level Model as
described in Chapter 8.

11.6.2 Describing action sequences with the UAN


Other methods are available for describing methods of operation at this
detailed level. One example is the User Action Notation or UAN of
Hartson, Siochi and Hix (Hartson et al., 1990). UAN sequences are
described in a text format: the sequence of user actions in retyping an
icon's name could be described as follows:
-[label]

K(new-label)
MvA
The syntax of UAN is quite rich, and only a few of its symbols are
used here. The notation -[object] means that the user positions the point-
er on an object. The symbol M refers to the mouse-button, and the sym-
bols v and A indicate that the button is pressed and released, respectively.
The symbol K refers to keyboard input; it may be followed by a literal or
a variable string.
Thus we can see that the above sequence of UAN actions starts with
positioning on the label to be changed, is followed by pressing and releas-
ing the mouse button, and finishes with the user typing the new label for
the icon.
The User Action Notation allows for the definition of interface feed-
back and interface state. The full description of the label-changing
sequence would be as shown in Table 11.1.
The second column shows the feedback provided by the interface. The
'!' symbol is used to indicate that an object has been highlighted, and '-!' to
indicate de-highlighted. The third column shows the current state of the
interface. For a full description of the UAN, see Hix and Hartson (1993).
286 USER INTERFACE NOTATIONS

(a) -^

r n r \

Mouse v ,^^ J'Doc V J


'
click (f Wait J> Keyboard
/^=^ ^= ^==Ba^
Fil< Dot
J) J)

(b)

Figure 11.9 Icon selection and renaming: (a) the user interface described as an OSTC; (b) a
method of operation extracted from the OSTC. Icon designs courtesy Apple
Computer.
DESCRIBING BY PROTOTYPING 287

Table 11.1 The label-changing example described using the User Action Notation.

User actions Interface feedback Interface state


-[label]
MvAv label! ready for change
label changing
K(new-label)
label-!

1 1 .7 Describing by prototyping
A description on paper has a number of limitations. It cannot show the full
dynamic properties of the user interface, and it may not be able to commu-
nicate the true nature of the application to people outside the design team.
Furthermore, the cycle of enhancement and evaluation is likely to be
slowed down by documenting every detail of each stage on paper. For these
and other reasons it is common to use prototyping tools to describe ideas
for user interface designs. Once described in this way, the designs can be
tested directly, without the need to wait while they are implemented.

An example of the use of HyperCard


Chapter 9 described in outline how prototypes may be built in
HyperCard. In this section we will look at the kinds of descriptions that
such a tool generates.
The example illustrated here is a device to assist memory recall and
retrieval (Lamming and Flynn, 1994). It makes use of records of daily
events such as meetings, receipt of electronic mail, and so on, from which
it helps the user to reconstruct the context of some other event that he or
she is trying to remember. In other words, it acts as a 'memory prosthe-
sis'. A photograph of the prototype, implemented on a hand-held display
device, was shown in Figure 1.1. Its development is described in Case
Study B which follows Chapter 15.
Figure 11.10(a) shows a pre-prototype description of the design - a
rough sketch, drawn on a whiteboard during a design meeting. At this
meeting the decision was made to mock up the design in HyperCard, and
the result is shown in Figure 11.10(b). It includes buttons for stepping to
previous or following cards in the stack, a couple of text boxes, some icons
and other buttons, all created with the HyperCard editor.
Later versions of the prototype allowed the design team to experiment
with different ways of displaying events. Figure 11.11(a) shows an early
version of this prototype, in which no attempt was made to scale it to fit the
hand-held display. In Figure 11.11(b) we see the final form of the design.
288 USER INTERFACE NOTATIONS

0 l6'-» £7 M*k<

(a)

■a

Q 08:35 Q ^i£
discussed office moves with Mike
Kitchen Molloy

c Tart )
f Patch )

(b)

Figure 11.10 Human memory aid: (a) initial sketches; (b) initial prototype. Courtesy Rank Xerox.
289
DESCRIBING BY PROTOTYPING

©Lamm i ng ' s 0 f f i ce Lamm i ng


24 Lamming ©Lamming'
18 12/7/93 1
24 Lamming ©Lamming'
28 12/7/93 1 42 Anderson ©Lamming
41 12/7/93 1
42 12/7/93 1 24 Lamm i ng ©Lamm i ng '
24 Lamming ©Lamming'
52 12/7/93 1 42 Anderson ©Lamming
103 12/7/93 4:25 Robinson ©Lamm in

0)

Subject field

Filter field

Title line

1 16:37 nO§
1 19:33 W e fi J3 r Biography
1 10:39 \ft\ 6 W fl J3
1 10:41 H @ § [PI
' 10:44 0 £3 511 2 518
' 10:46 ft 6 [£d] J

(b)

Figure 11.11 The memory aid: (a) a later prototype and (b) the final design. Courtesy Rank
Xerox.
290 USER INTERFACE NOTATIONS

11.8 Conclusion
These are only some of the wide range of notations available to the user
interface designer. When we choose a notation, it is wise to remember
some of things we may wish to apply it to, because we don't want the
notation to let us down.
First, we make a lot of use of notations during the exploratory stages
of design. When we have ideas for user interfaces we make a note of
them, because other ideas may cause us to forget them. We don't want to
spend a lot of time at this stage drawing intricate diagrams, however, and
so we need a notation that is quick to prepare and easy to read.
Our notations of user interfaces will be used to support analyses of
various kinds. Some are simple analyses that we carry out in our heads:
will the user be able to tell one object from another, for example? Other
analyses involve application of predictive models, as described in the next
chapter. The most important property of a notation, in terms of support-
ing more powerful methods of analysis, is its ability to help us generate
the sequence of actions that the user carries out. Some notations, such as
UAN, are intended for this specific purpose.
We also use notations to communicate our designs to other people - to
other members of the design team, to users outside the team, to imple-
menters, to marketing people. There may not be a single notation suitable
for all of these people. Screen images may convey a lot more than OSTCs
or UANs to people outside the design team.
When none of the available notations is capable of supporting our
design activities, we look for new methods. This is how all of the existing
methods originated: solutions were devised that existing notations could
not describe. We can expect to continue to encounter new solutions that
present us with the same difficulty. It is OK to try out a new notation
when this happens. But we should remember that notations are used in
communicating with other people. A new notation will need to be learned
by everybody with whom we communicate about the design.

Exercises
(1) What are the three main roles of notations in design?
(2) Explain the meaning of delineation, instantiation, enumeration and
schematization as strategies for describing designs.

(3) Identify as many different types of object as you can on your computer's
screen. For each object, (a) which of the four strategies of Question 2
would you use to describe it, and (b) what notation would you expect to
find most capable of filling the three roles of Question 1?
FURTHER READING 291

(4) Describe the user interfaces of specific examples of two of the following:
(a) a pay phone; (b) a VCR's controls for playing videotapes; (c) a VCR's
programming controls; (d) an automated teller machine; (e) a telephone
answering machine; (f) a fax machine; (g) an on-screen window.
(5) Describe the ticket machine of Chapter 6 as a set of Object State Transition
Charts.

(6) Describe the scroll bar of a Macintosh or Microsoft Windows as a set of


Object State Transition Charts.
(7) Draw a state transition chart for a digital alarm watch.
(8) In what circumstances would you use static screen images to describe a
design, and what kinds of user interface would be most effectively
described this way?
(9) Describe the full behaviour of the Macintosh check box using the UAN
(you will need to read the description of the UAN in the references).
(10) As described in this chapter, Object State Transition Charts require the
regions within which graphical actions take effect to be rectangular.
Discuss how the notation might be extended to permit other shapes of
region, for example, circles.

Further reading
Coulouris G. F. and Thimbleby H. (1993). HyperProgramming: Building
Interactive Programs with HyperCard. Reading, MA: Addison-Wesley
An introduction to the use of HyperCard and to writing programs in
HyperTalk.
Hix D. and Hartson H. R. (1993). Developing User Interfaces: Ensuring
Usability through Product and Process. New York: Wiley
Includes a chapter on UAN, in addition to general treatment of user interface
design.

Siochi A. C. and Hartson H. R. (1989). The UAN: A task-oriented notation


for user interfaces. Proceedings of CHI '89 Human Factors in Computing
Systems, April 30-May 4, Austin, TX, pp. 183-8, New York:
ACM/SIGCHI
A short introduction to the UAN.
CHAPTER 12

Interaction styles

Chapter objectives:
The choice of interaction style is an important decision made early in the design
of the user interface. The choice of style will help establish a design strategy,
and will orient the design towards certain levels of usability and system cost. In
this chapter we explore what styles are available and how the choice is made,
covering the following points:

• The basic categories of style: key-modal, direct manipulation, linguistic


• The eight principal styles, their underlying principles, variants of each, and their
basic strengths and weaknesses
• How each style lends itself to a specific application.

12.1 Introduction
The last chapter reviewed the range of notations available for describing
user interfaces. This chapter now begins the coverage of methods of user
interface design: choice of interaction style, conceptual design and the use
of guidelines. Choice of style is covered first, because this is a major deci-
sion that designers must take early in the course of design.

293
294 INTERACTION STYLES

12.1.1 What are interaction styles?


Interaction styles represent alternative design strategies for the user
interface. Each style offers its own cohesive way of organizing the sys-
tem's functionality, of managing the user's inputs, and of presenting
information. Knowledge of interaction styles is therefore of great value to
user interface designers, who need ways of organizing these aspects of the
system's design. There isn't a continuum of design strategies to learn
about, but a relatively small number, each one easily distinguishable from
the others.
When we start to design the user interface of an interactive system,
we choose an appropriate interaction style. This is an important choice: it
affects how the system's functionality is delivered to the user, and thus
impacts the system's usability. Our choice of style is closely linked to the
choice of interactive technology we adopt, the one tending to influence
the other. We need to know what interaction styles exist and what their
general properties are, so that we can choose styles on an informed basis.
The purpose of this chapter is to provide an introduction to the more
widely used interaction styles. It starts with an explanation of the three
main categories of interaction style, and then presents the eight styles
shown in Table 12.1. It covers each style by explaining the underlying
design strategy and discussing the style's properties, applying each one to
addressing the same situation of concern so as to bring out the strengths
and weaknesses of each.

Table 12.1 The eight interaction styles presented in this chapter, organized into three
categories.

Key-modal Direct manipulation Linguistic


Menu-based interaction Graphical direct Command-line
manipulation interaction
Question-and-answer Forms fill-in Text-based
language natural

Function-key interaction
Voice-based interaction

1 2.2 Three categories of style


The main property that sets one interaction style apart from another is the
way the system's interactive resources are organized - the 'architecture' of
the user interface, to use a popular computer term. In some styles, the sys-
tem's resources are made available step by step, while in others they are
all made available to the user more or less from the outset, and in yet
THREE CATEGORIES OF STYLE 295

others they are accessed by composing and issuing commands in an


appropriate language. It is convenient to distinguish between these three
categories of style, which we will call key-modal, direct manipulation and
linguistic. Within each category, we will find certain common properties
shared by interaction styles and we will find certain notations particular-
ly useful for describing the user interface.

12.2.1 Key-modal interaction styles


The term 'key-modal' is a shorthand way of saying that the user interface
is operated mainly with the aid of function keys or an alphanumeric
keyboard, and that it has a number of different modes of behaviour. Four
common interaction styles can be considered key-modal:

Menu-based interaction. The user interface presents the user with a dis-
play of options, and the selection of an option may generate a further set
of options.
Question-and-answer. The system presents a series of questions in text
form, and the user enters the answers via a keyboard.

Function-key interaction. The user makes a series of inputs by pressing


function keys or using other special-purpose hardware, prompted along
the way with displayed information.

Voice-based interaction, often supported by simple telephone equip-
ment. The user is presented with options by a recorded or synthesized
voice message, makes choices with the keys on the telephone keypad, and
records voice responses.

Each of these interaction styles depends on shifts of mode. In other


words, the behaviour of the system in response to a particular input (for
example, typing YES or pressing the return key) varies according to the
stage of the dialogue. A question-and-answer system might ask the ques-
tion, 'Do you want to continue?' at one point, and later on might ask, 'Do
you want to stop now?' The answer YES will have opposite effects at
these two points, and we therefore say that the system has multiple
modes or is modal.
Key-modal user interfaces are used in almost all systems designed for
walk-up use, for example, automated tellers, ticket machines and voice-
mail systems. A very simple key-modal interface, presented by a door
security system, is shown as a state transition chart in Figure 12.1. It has a
sensor capable of detecting a badge shown to it, and a set of keys for
entering a personal identification number or pin. It has an illuminated
sign that tells the user what to do next.
One reason why key-modal interfaces are so popular for walk-up-
and-use systems is that they can provide the user with step-by-step
instructions. The system always 'knows' what state of the interaction has
296 INTERACTION STYLES

Open door,
enter

Figure 12.1 A state transition chart showing the operation of a simple key-modal interface
for a door security system.

been reached, and hence what actions are now available to the user, so it
can present appropriate help. Styles that do not have modes cannot
always be as helpful to the inexperienced user.
In the discussion of individual key-modal styles, we will find the
state-chart notation useful for capturing the details of the user interface. It
identifies each of the modes of the user interface, and shows what user
actions are permitted at each step in the interaction. The system's respons-
es can be shown in separate images and labels attached to the nodes of the
chart. Figure 12.1, for example, shows each of the messages displayed on
a sign beside the badge sensor and keypad.

12.2.2 Direct-manipulation styles


As we saw in the last chapter, the user interface can display a number of
objects on the screen and allow the user to interact with each one inde-
pendently. With the aid of a pointing device the user can apply actions
directly to the object of interest. This style of user interface is known as
direct manipulation. Later in this chapter we will study two widely used
styles of direct-manipulation interface:

• Graphical direct manipulation. Information is displayed in the form of


graphical objects, which the user can query and manipulate graphically
with a pointing device.

• Forms fill-in. The system displays a set of text fields on the screen, and
the user can select individual fields and enter or modify their contents.

A well-known example of a direct-manipulation interface is the


Apple Macintosh desktop, shown in Figure 12.2.
As in other categories of style, there are properties of direct manipu-
lation that set it apart and make it easy to distinguish from other
categories. These properties are as follows:

• The user is provided with a means of manipulating individual objects,


each of which has a direct display representation.
THREE CATEGORIES OF STYLE 297

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Data
4 items 32.4 MB in disk 82.9 MB available Ijliiilililj: Powerbook

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32.4 MB in disk 82.9 MB
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3 items 32.4 MB in disk 82.9 MB availab

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mmm
Figure 12.2 An example of a direct manipulation interface: the Apple Macintosh desktop;
from Apple (1987).

• The user applies actions directly to objects by selecting them, and then enter-
ing text or issuing a command via a function key or menu.
• After each user action, the display of the objects concerned responds immedi-
ately to show any resultant change.

If the user interface doesn't meet this description it cannot be consid-


ered atrue example of direct manipulation - it probably belongs in one of
the other categories, or in a class of its own.

12.2.3 Linguistic styles


Some styles of user interface require all of the user's inputs to be made on
an alphanumeric keyboard, using a particular set of conventions or lan-
guage, and for this reason we group them together as linguistic styles. The
two principal linguistic styles that we discuss in this chapter are:

• Command-line interaction. The user types a command on a keyboard,


and the results are displayed back to the user, usually in the form of text.
• Text-based natural language. The user types queries and enters informa-
tion by typing words and phrases in English or another spoken language,
and the system responds in the same language.
298 INTERACTION STYLES

To use a linguistic-style interface, the user must know the language.


This involves knowing both the syntax of the language, that is, the rules
of grammatical expression, and the semantics or meaning of words and
phrases. When we design these user interfaces, we must define the syntax
and annotate it as necessary to explain the semantics. Figure 12.3 shows
the syntax and semantics of the UNIX operating system's mv command
for moving and renaming files.

NAME
mv - move or rename file

SYNOPSIS
mv [ - ] [ -fi ] filenamel filename2
mv [ - ] [ -fi ] directoryl directory2
mv [ - ] [ -fi ] filename ... directory

DESCRIPTION
mv moves files and directories around in the file system. A side effect
of mv is to rename a file or directory. The three major forms of mv are
shown in the synopsis above.
The first form of mv moves (changes the name of) filenamel to file-
name2. If filename2 already exists, it is removed before filenamel is
moved. If filename2 has a mode that forbids writing, mv prints the mode
(see chmod(2V)) and reads the standard input to obtain a line; if the line
begins with a y, the move takes place, otherwise mv exits.
The second form of mv moves (changes the name of) directoryl to
directory2, only if directory2 does not already exist - if it does, the third form
applies.
The third form of mv moves one or more filenames (may also be direc-
tories) with their original names, into the last directory in the list.
mv refuses to move a file or directory onto itself.

OPTIONS
Interpret all the following arguments to mv as filenames. This allows
filenames starting with minus,
-f Force. Override any mode restrictions and the -i option. The -f option
also suppresses any warning messages about modes which would
potentially restrict overwriting,
-i Interactive mode, mv displays the name of the file or directory followed
by a question mark whenever a move would replace an existing file or
directory. If you type a line starting with y, mv moves the specified file
or directory, otherwise mv does nothing with that file or directory.

Figure 12.3 An example of a linguistic user interface: the mv command of UNIX, as


described in the 'man' pages from the online manual. Copyright in this
documentation of the mv command is owned by Sun Microsystems, Inc. and is
used herein by permission. All other rights reserved.
A SURVEY OF INTERACTION STYLES 299

Command-line user interfaces like this one are extremely widely used
in interactive systems, particularly in those with an information focus.
They are not particularly easy to learn, and normally demand an extend-
ed training period. It is partly for this reason that natural-language inter-
faces are sometimes proposed instead. In theory, a language that mimics
the user's spoken language should be easier to learn. As we shall see,
however, the use of a natural language style does not always offer the
benefits that system designers seek.

12.3 A survey of interaction styles


The next eight sections provide a brief survey of the major interaction
styles, grouped according to the three categories: key-modal, direct
manipulation and linguistic. It is not possible to cover the styles in all of
their many variations during such a brief guided tour. However, it is pos-
sible to see how each style supports the designer in achieving particular
levels of functionality and performance, and also helps in dealing with
the limitations of particular hardware choices. To assist in this, we orient
our survey around a specific example, and show how changes in require-
ments lead to the adoption of different interaction styles.

12.3.1 The example: Purchasing from a hardware catalogue


Let us suppose we wish to design a system to support the task of pur-
chasing items of hardware from a catalogue. Our clients are managers of
a hardware store with the aim of increasing turnover and profits, which
they hope to achieve by applying interactive technology.
This desire for business improvement is the 'situation of concern'
from which we can develop the problem statement and hence the design
itself. But there are many ways of addressing this situation, correspond-
ing to the different activities we can support and the levels of support we
can achieve. There is an opportunity here to explore a full range of inter-
action styles.

The activities involved


Some of the solutions we will be looking at involve supporting the cus-
tomer's activities of identifying products, paying for them, and so on,
while other solutions support the sales staff. The entire process to which
these activities contribute involves five stages, shown in Figure 12.4.
We can address the situation of concern by tackling different combi-
nations ofactivities. In each case, we can set different targets for usability
and cost. The result is a number of separate design problems that we solve
by adopting different interaction styles.
Figure 12.4 identifies the supporting role of the catalogue - the list of
all items available for sale. In a conventional hardware store, the
300 INTERACTION STYLES

I 3
Fetch 1
1 from
Enter
Identify store

product product
details
v J
Take
delivery

Pay for
items
Catalogue

Figure 12.4 Stages in the purchase of items of hardware by customers. r>


catalogue would be used by staff in answering queries and checking
product details, but the customer might never set eyes on it. Making the
catalogue available online provides one of the keys to making the opera-
tion less expensive to operate. Thus we can provide customers with access
to the catalogue so that they can make their selections and take the list to
the sales counter to pay for them; or we can provide sales staff with an
online catalogue so that they can help customers identify the products
they want. We will look at solutions that follow each of these approaches.

How we will conduct the survey of styles


In the sections that follow, each style is explained in outline. The style is
then illustrated with the aid of the hardware-store example, starting with
a redefinition of the problem based on a choice of supported activities and
performance targets, and finishing with a brief description of the solution.
We discuss the basic principles underlying the style, some of the common
variants, and some of the style's properties.
We won't attempt to explore each style in detail. To understand how
to design user interfaces in any particular style, we need to be familiar
with conceptual design methods, explained in the next two chapters. We
also need to be familiar with design guidelines appropriate to the style in
question, and these are discussed in Chapter 15.

12.4 Menu-based interaction


Menu-based interaction provides a means for inexperienced users to nav-
igate through an extensive system functionality, using simple forms of
technology such as alphanumeric display terminals. In the hardware sales
example, menu-based interaction might be our first choice of style, offer-
ing customers a straightforward means of searching through the cata-
logue, and allowing the clients to settle for low-cost equipment. Having
adopted this style, we could write our problem statement as follows:
MENU-BASED INTERACTION 301

Design a low-cost menu-based in-store catalogue system allowing cus-


tomers with no prior experience to search for products.

A solution might be designed along the lines shown in Figure 12.5. At


the outset the customer is shown a list of general categories of product. By
typing in the number opposite the category required, she or he makes a
selection, and another panel of choices is presented. This interaction style
proceeds until the specific item is identified. The customer can then start
another search, or go to the counter to purchase the items selected so far.

12.4.1 Principles of menu-based interaction


The basic principle of menu-based interaction design is to offer the user
only those actions that make sense in the circumstances. This prevents the
user from issuing an inappropriate or unavailable command. Menus are
aptly named in this respect: by analogy, they ensure that the customer
orders a dish that the kitchen can prepare.
The range of options available may be very large, and this leads to a
second underlying design principle. Available options can be divided into
categories and sub-categories, through which the user navigates with the
aid of a sequence of menus. This is how multi-level hierarchies of menus
arise, such as the set of menus shown in Figure 12.5.

12.4.2 Variants of menus


Menu selections can be made in a variety of ways, depending on the input
device available. Keyboard-based menu selection is usually done either
by typing option numbers as in Figure 12.5, or by typing the initial letter
of a command option. Non-keyboard techniques include:

• Pointing with a graphical input device


• Touching a target on a touch-screen
• Pressing a button alongside the displayed option.

The last two of these methods enable the inclusion of menus in function-
key interfaces, discussed below.
While menus can set an interaction style all of their own, they are also
used in support of other interaction styles. They are often used in graph-
ical direct-manipulation interfaces, for example. Here, however, they play
only a subsidiary role in organizing the user interface; they don't set the
style of interaction.

12.4.3 Hypertext embedded menus and the World Wide Web


The use of graphical selection techniques, supported by pointing devices
or touch-screens, allows a more free-form approach to the design of
302 INTERACTION STYLES

BETTERT00LS ON-LINI CATALOGUE

Keyboard: What kind of tools are you looking for?


other ^~ S1 1. Power tools
2. Plastering, plumbing
3. Wrenches, spanners, screwdrivers
A. Woodworking
Keyboard: Keyboard:
0, RETURN 2 , RETURN 5. Painting, decorating, blowtorches

Type the number for the kind of tool you want,


Keyboard: and press the RETURN key.
other 4: You'll see more details of tools available.

Inter number, press RETURN : 2

Keyboard: 4 ,
0, RETURN Keyboard:
I BITTIRT00LS ON-LINI CATALOGUE
RETURN
Plastering and plumbing:
Keyboard:
S3 1. Trowels and floats
other ^~
2. Pipe benders
2 , 3. Pipe cutters
Keyboard: A. Pipe wrenches
5. Plumbing tools
Keyboard: RETURN
0, RETURN Type the number for the kind of tool you want,
and press the RETURN key.
You'll see details of makes available.
Keyboard: Inter 0 to return to the previous menu .
other ^- S4
Inter number, press RETURN : A

Keyboard:
9, RETURN
BETTERT00LS ON-LINI CATALOGUE

Pipe wrenches:
BITTIRTO0LS ON-LINI CATALOGUE 1. Smiths chain pipe wrenches
Maximum grip on irregular shapes
Jones Stillson wrenches: 2. Jones Stillson wrenches
Standard wrench for unobstructed work
Model no. WS09 9 in, 3/4 in. jaw 3. Wells universal pipe wrench
Model no. WS12, 12 in, 1 in. jaw Jaw openings from 1.5 to 5 inches
Model no. WS15, 15 in, 1 1/2 in. jaw
Model no. WS20, 20 in, 2 in. jaw Type the number for the range of tool you want,
Model no. WS30, 30 in, 3 in. jaw and press the RETURN key.
You'll see model and price details.
If you wish to purchase one of these Inter 0 to return to the previous menu .
write its model number on your order
Enter 0 to return to the previous mer Inter number, press RETURN : 2

7
Inter 9 to return to the initial menu

Inter number, press RETURN : 9

Figure 12.5 A menu-based style of solution to the problem of supporting catalogue browsing
and searching. This state transition chart shows four particular panels displayed
in sequence when choosing a Stillson wrench. The full interface would involve
many more panels.
MENU-BASED INTERACTION 303

menus. This technique has been described by Koved and Shneiderman


(1986). Recently it has become the basis of interaction with information on
the World Wide Web via the Internet network (Berners-Lee et al., 1994).
A Web-style hardware catalogue might be designed as shown in
Figure 12.6. The 'menu' is embedded in the text as underlined or outlined
items picked out in a special colour, typically dark blue. When the user
selects an item the appropriate new page is displayed. Targets at the bot-
tom of the screen allow the user to go Back to the previous page, to go
Forward again after going back, to return to the Home page, and to per-
form other more specialized functions.
The World Wide Web is an example of a system supporting hypertext
documents, that is, documents written non-sequentially and intended for
non-sequential reading (Carmody et al., 1969). Non-sequential reading is
facilitated by providing links from one place to another. These may sim-
ply take the reader to another place in the same sequential document.
In the case of the World Wide Web, however, links can point to other
documents, stored at publicly accessible sites all around the Internet.
These documents can be accessed by any program supporting the
Hypertext Transfer Protocol (HTTP) and capable of interpreting the par-
ticular language (Hypertext Mark-up Language or HTML) in which Web
documents are encoded. As in conventional menu-based interaction, the
overall structure of the information is a directed graph, organized hierar-
chically so that the user can navigate downwards by clicking on targets,
and up again by clicking on Back.

12.4.4 Properties of menu-based interaction


Menu-based interaction supports some aspects of functionality better
than others. Its strength lies in the way it supports navigation around the
system's resources; it helps the user who wants to find a particular func-
tion or item of data, or who maybe just wants to know what functions are
available. Its weakness lies in its lack of support for complex actions or
input, for example, commands with several operands. As we shall see, the
second stage in the hardware sales task does involve actions of this kind,
and needs to be supported with a different interaction style.
As regards usability, first-time users can normally find their way
around menu structures with little difficulty. They are helped in this by
the additional information usually displayed along with the menu items
themselves. If problems do arise, these will probably occur when users try
to access parts of the menu that are not immediately accessible, for exam-
ple, when they try to reach the list of power-tool products from the list of
pipe wrenches. Menu-based navigation is not a particularly rapid way of
accessing information when its location is already known to the user.
However, in the kinds of browsing applications we have discussed, high-
speed access to pages may not be important because the user spends so
much time scanning each page retrieved.
304 INTERACTION STYLES

Help

TzT NCSA Mosaic: Doannem View

File Options Navigate Annotate

Document Title: Bettertools Web Catalogue

Document URL: lie //localhost/tmp_mnt/home/newm an/htm l/test/catalogue. htm I

Pipe Wrenches
We can off er a wide range of pipe wrenches for all classes of job. Several are on special offer this month,
be sure to take a look!

Smiths chain pipe wrenches

MWIWHWmWUMW^

Maximum grip on irregular shapes. Our range of these popular products has recently been increased, and
so you'll almost certainly want to look at our current Smiths range. You'll be amazed at the value!
Jones Stillson wrenches

We continue to offer this very popular range, with sizes to suit virtually any job, This is the proven
standard for unobstructed work. So take a look at the Jones Stillson range. Some special bargains on
offer here this month .

Wells universal pipe wrenches

Home Reload Open . Save As . jClone New Window Close Window

Figure 12.6 A catalogue with embedded menus, based on the style of the World Wide Web.
NCSA Mosaic™ is copyrighted by and is property of the Board of Trustees of
the University of Illinois.
QUESTION AND ANSWER 305

12.5 Question and answer


There are a number of unsatisfactory aspects to the solution of Figure 12.5.
Although it supports the customer in finding the items to purchase, it pro-
vides no support at all to the remaining stages in the process, for example,
the stages of identifying and paying for the selected items. By demanding
that the user should write the product model number on a piece of paper
it invites all sorts of errors. When payment is made, details of the order
must inevitably be entered for the purpose of generating a receipt. We
haven't really addressed the situation of concern. We need to extend the
problem statement to cover at least the next stage of the process:

Design a low-cost in-store catalogue system allowing customers with no


prior experience to search for products and record details of the items they
wish to purchase.

How does a question-and-answer style of interaction enable us to solve


this problem?
To record details of the order, the customer needs both to identify the
item and to specify how many are wanted. Equally importantly, she needs
to identify herself as the originator of the order, so that when she goes to
the checkout counter the clerk can match her up with the right order. The
simplest way to achieve this is by issuing numbered tickets on entry to the
store (Figure 12.7). By this scheme, the customer need enter just three
pieces of information - product number, number of items wanted and
ticket number - with each product selected.
A question-and-answer style of user interface is often the best choice
for data-entry tasks performed by unskilled users. In this instance the
user interface can be extended as shown in Figure 12.8.
Unlike the menu panels of Figure 12.5, the questions and answers of
the dialogue will normally remain displayed so that the user can check
back to previous questions and their answers:

"Ns. «^

o
Press

\
m
Figure 12.7 Issuing tickets to enable customers to identify themselves when placing orders
on the system.
306 INTERACTION STYLES

BITTIRTOOLS ON-LINI CATALOGUE

Jones Stillson wrenches :

1. 9 in, 3/4 in. jaw


2. 12 in , 1 in. jaw S15. 99
3. 15 in, 1 1/2 in. jaw $18.99
A. 20 in, 2 in. jaw S19.99
5. 30 in, 3 in. jaw S34.49
379.99
Type the number for the product you want,
and press the RITUJiN key.
Inter 0 to return to the previous menu .
Inter 9 to return to the initial menu.

Inter number, press KITORN :

f How many of this item do you wish to purchase? J

I Inter your ticket number: J


1
From ( Do you wish to moke another purchase?!
Figure
12.5

Keyboard: Keyboard: Keyboard


number,
1-5, RETURN
number,
RETURN RETURN

I Please take your ticket to a checkout counter]

Figure 12.8 Extending the menu-based interface with a three-stage question-and-answer


dialogue for entry of product choice, number of items and ticket number.

Enter number, press return: 2


How many of this item do you wish to purchase? 1
Enter your ticket number: 1534
Do you wish to make another purchase? no
Please take your ticket to a checkout counter.

12.5.1 Properties of question and answer


Question-and-answer user interfaces support a particular range of func-
tionality inwhich the emphasis is on simple data capture, one item at a
time. They allow a limited degree of variation in the sequence, for exam-
ple, through the use of yes/no questions. The provision of prompts and
explanatory information at each step means that they require little or no
prior training.
FUNCTION-KEY INTERFACES 307

Question-and-answer interfaces have a number of inherent usability


problems, however. They are very slow and unreliable in the hands of a
non-typist; they provide no natural means of correcting errors in previous
entries; they provide little reassurance in the form of feedback, giving the
user little idea of where the interaction is leading; and they often waste
time by asking the user unnecessary questions. This is therefore a style to
use sparingly, so as not to impact the usability of the system as a whole.

12.6 Function-key interfaces


In systems intended for use in public places, we see increasing reliance on
special-purpose input technologies such as push-buttons, function keys
and numeric keypads. The systems in which these technologies are used
include ticket machines, automated tellers, pay phones, door-entry systems
and automated tollbooths, to name just a few examples. They support a
particular function-key interaction style in which the user's dialogue has
many of the properties of menu-based or question-and-answer interaction,
but in which different input devices are used as the task progresses.
Figure 12.9 shows a function-key solution to the problems of the hard-
ware sales user interface. It incorporates a graphical display flanked by
two sets of function keys (numbered 1 to 6 in the figure) and with a card-
reader on the right. We might choose this solution strategy if it should
become important to support the payment stage in the process:

Design an in-store catalogue system allowing customers with no prior expe-


rience to search for products and pay for the items they choose by credit
card.

The design of Figure 12.9 overcomes several of our two previous


designs' limitations in functionality and usability. By allowing credit-card
holders to pay for their selected items it saves them from waiting at the
checkout counter. It avoids possible breakdowns in the process of Figure
12.8 due to lost tickets or incorrectly entered numbers. It relies less on cus-
tomers' keyboard skills. These improvements might be crucial to main-
taining customer satisfaction.

12.6.1 Principles of function-key interfaces


A wide variety of interaction devices can be incorporated into function-
key style user interfaces. The list includes not only function keys, but
numeric keypads, credit-card readers, coin and bill slots, vehicle sensors,
and magnetic or infrared ID badge detectors. Many of the domestic and
personal devices that incorporate microprocessor-based controls - heat-
ing controls, digital watches, stereo and TV equipment, and so on - have
function-key interfaces.
308 INTERACTION STYLES

-□
WELCOME TO BETTERTOOLS
-D
« Power tools Woodworking »

« Plastering & Painting & »


plumbing decorating
« Wrenches & Previous menu »
spanners


Plastering and Plumbing

Key: 6 Key: 3 « Trowels & Pipe wrenches »


floats
« Pipe benders Plumbing »
tools
« Pipe cutters Previous menu » PIPE
WRENCHES
« Smiths chain
7

Key: 6 Key: 3
Jones Stillson
wrenches
« 9 in, 3/4 in
(fU (Hi
pipe wrenches
:
Wells
universal
»

20 in, 2 in »
« Jones Stillson Previous »
jaw: $15.99 jaw: $34.99 wrenches menu
« 12 in, 1 in 30 in, 3 in »
jaw: $18.99 jaw: $79.99
Key: 2 « 15 in, 1 .5 in Previous menu » Your selection:
Jones Stillson wrench,
jaw: $24.99 12 in x 1 in jaw
$18.99
« cancel this confirm this »
selection,
selection
Key: 5 make payment
Please pass your credit card
through the card reader
Thank you. Your account has
Time- been debited as follows:
out: 30 Wipe
sees >?card
Jones Stillson wrench,
1 2 in x 1 in jaw $18.99
S7
You may pick up your
Time-out: 10 sees
purchase at the counter.
S8

Figure 12.9 A function-key interface incorporating a credit-card reader. This state transition
chart shows just one purchasing sequence.
VOICE-BASED INTERACTION 309

There are some principles, however, that help us to design these inter-
faces in a systematic way. A basic principle is to manage the activation of
input devices during the course of the interaction. As a rule the various
buttons, keys, coin slots, and so on, cannot be operated in any order, even
though they are all phyically accessible to the user. On the contrary, they
must usually be operated in strict sequence: thus the Stillson wrench must
be selected before the credit-card is wiped. Automated teller machines
likewise enforce a strict sequence of operation, and so do ticket machines,
door entry systems, VCR programmers and so on. The design of a func-
tion-key interface involves managing the activation of devices, a task that
is often aided by laying out the state transitions in a systematic way, as in
Figure 12.9. It also involves making sure that the user is guided success-
fully from one active device to the next by means of prompts and mes-
sages.

12.7 Voice-based interaction


A voice-based solution enables us to take a completely different approach
to hardware sales: ordering by phone. The customer telephones the hard-
ware sales service, and is presented with a sequence of pre-recorded
messages that guide him through the stages of the purchase, including
identification of products and entry of credit-card information or account
numbers. Thus voice-based interaction enables us to address the situation
of concern by solving a quite different problem from before:

Design a phone-based system allowing customers with no prior experience


to make credit-card purchases.

Figure 12.10 shows a simple solution employing voice-based interac-


tion. We rely here on the customer having set up an account with the
hardware company, thus avoiding the difficult problem of capturing the
customer's name and address. We also require the customer to identify
products from a printed catalogue.
We could nevertheless offer catalogue searching as an alternative,
using a series of voice-based menus such as the following:

For power tools press one, for plastering and plumbing press two, for
wrenches and spanners press three, for woodworking press four, for painting
and decorating press five, to hear this list again press zero, to hear the previ-
ous list press eight, to stop searching press nine.
USER PRESSES 2

For trowels and floats press one, for pipe benders press two, for pipe cutters
press three, for pipe wrenches press four, for plumbing tools ...
USER PRESSES 4
310 INTERACTION STYLES

Welcome to Bettertools.
J
Please enter the catalogue product code of your purchase, and
press star.

Key code Thank you. You have identified a Jones Stillson wrench,
nine inch jaw, price fifteen dollars ninety nine.

To proceed with this purchase, press zero;


to order a different item instead, press one;
if you do not wish to order any more items, press two.

Please enter how many of this item you wish to


purchase, and press star.

Thank you. You have requested two of this item, total


cost thirty one dollars ninety eight.

If these details are satisfactory, please press zero;


to order a different item instead, press one;
to change how many you order, press two.

To order an additional item from the catalogue, press zero;


To complete your order and pay for it, press one. J
Thank you.
To hear full details of the items you've ordered, press zero;
To charge these items to your account, press one;
if you wish to cancel your entire order, please hang up,
^you will not owe anything.

^You have placed the following order:


Two off, Jones Stillson wrench, price per item fifteen dollars ninety
Key 1 nine, total cost thirty eight dollars ninety eight,

^Total of purchase, seventy eight dollars nine cents.

J
Thank you.

Key ■- Please enter your account number and press star.


^Thank you.
account The items you have ordered will be shipped to you at
no., the following address:

Thank you for ordering from Bettertools.

Figure 12.10 Voice-based interaction with an online catalogue.


GRAPHICAL DIRECT MANIPULATION 31 1

For Smiths chain pipe wrenches press one, for Jones Stillson wrenches press
two, for Wells universal pipe wrenches press three, to hear this list ...
USER PRESSES 2

For a nine-inch wrench, three-quarter-inch jaw, price 15.99, press one; for a
twelve-inch wrench, one-inch jaw, price 18.99, press two; for a fifteen-inch
wrench, one-and-a half-inch jaw, ...
USER PRESSES 1

Thank you, you have selected a Jones nine-inch Stillson wrench, three-quar-
ter-inch jaw, price 15.99. Please enter how many of this product you wish to
purchase, and press star.
USER PRESSES 2 *

The great attraction of voice-based systems is their ability to exploit


the existing telephone network, thus reaching many millions of homes
and businesses without the need to install any new interactive equipment.
The disadvantage is poor usability. Try reciting the voice messages in the
above sequence: it will probably take you nearly a minute. The four
equivalent displays of Figure 12.9 could be presented, one after the other,
in just a few seconds. The voice-based solution makes greater demands on
the user's memory: there is no visual representation of the products for
the user to peruse.

12.8 Graphical direct manipulation


The styles we have explored thus far have offered various ways of achiev-
ing a compromise between functionality, usability and system cost. Some
solutions can improve usability through the use of special-purpose func-
tion-key terminals, while others can reduce equipment costs by making
use of standard terminals or by providing a voice-based interface. One
further approach, graphical direct manipulation, is worth considering,
because it offers a compromise between the relatively high cost of the
function-key terminal and the poor usability of the phone-based interface.
We might be tempted to adopt this approach in order to provide a more
attractive user interface:

Design an attractive in-store catalogue system allowing customers with no


prior experience to search for products and to record details of the items
they wish to purchase.

A graphical direct-manipulation solution is shown in Figure 12.11.


This interface could be operated either by pointing at a touch-sensi-
tive screen or by using a separate pointing device such as a mouse. The
design shown in Figure 12.12 has been seen in an earlier version in
Chapter 8, and addresses some of the problems identified there by
312 INTERACTION STYLES

u y y y

Plumbing. 0*ck) Jones Stillson Wrenches


I bacl- }

The standard wrench for unobstructed work


^^ from $6 99 to $249.50
Available m five sizes, click to order
j-—-. Pipe cutters roller and 3-wheel types, from $7 99 to
(order) Model WS 09 9 in, 3/4 in jaw $15.99
$8714 Also spare blades
(prderj Model WS 12, 12 in, 1 m jaw $18 99
/tjjs Pipe wrenches, full range of Wells and Jones Sullsons, (order) Model WS15, 15 in, 1 1/2 in jaw $19 99
K-SSJ from $5 95 up to $79 99 (order) Model WS20, 20 in, 2 in jaw $34 49
(order) Model WS30, 30 in, 3 in jaw $79 99
( fmd j
(»ee) Plumbers' tools pipe clarnps, reseaters, valve testers, etc -oooo—
o o o o (fuid^
ipprcal Pi
Your order Item (hid
number ordered
Price Value
number ordered
4 70
Mills woodworkers glue, 6 oz tube 2 ('more') 2 35 ! o t. c e 1 I Mill3 woodworkers glue, 6 oz tube 182 99
35 470 (cancel )
(.more) (^cancel)
'Je«» 18 99
Jones Stillson wrench, 1 2" x 1 " jaw (more)

4 70
( confirm orders TOTAL
X confirm order ) ^

Figure 12.11 A graphical direct-manipulation style of user interface to the hardware catalogue.

heuristic evaluation. It uses fairly large targets that would probably allow
the use of a touch screen. It includes a number of interactive objects: tar-
gets for selecting catalogue sections, a scroll box and scrolling controls,
and several other targets for invoking specific commands. These are
shown in Figure 12.12.

12.8.1 Properties of graphical direct-manipulation interfaces


A number of advantages are gained by providing access to the system's
functionality via a set of directly manipulated graphic objects. The funda-
mental advantage is the directness of interaction: when the user wants to
see a particular section of the catalogue she points to the title and the sec-
tion is immediately displayed; when she wants to order an item she
selects the order button beside the item's catalogue entry, and the item is
immediately added to the list of ordered items. Thus not only is the goal
easily translated into action, but the action produces an effect that con-
firms success in achieving the goal. This in turn helps the user to make
fewer mistakes, identify more easily those mistakes that are made, and
learn the interface more quickly via exploratory learning.
Graphical direct manipulation is well suited to applications that
involve editing and problem solving. There aren't very many opportuni-
ties to exploit these advantages in the hardware-catalogue example; how-
ever, we can see how the less and more buttons allow simple editing of
the number-of-items value, and the cancel button supports editing on an
item-by-item basis. The system also allows the customer to set a goal of
spending a certain amount (say $25) and to use the automatic totalling
capability to experiment with different sets of items.
In terms of usability, therefore, graphical direct manipulation scores
high for error-reduction and ease of exploratory learning. How well does
it score for speed of operation in the hands of a skilled operator? As we
have seen in our analyses of graphical interfaces, it is sometimes slower
313
FORMS FILL-IN

Catalogue selection
target (TTajcjk) Scroll control (up)

Targets for order Scroll Pox


preparation

Cfm<Q Scroll control (down)

Figure 12.12 Interactive objects of the interface shown in Figure 12.11.

to perform tasks by pointing and clicking than by pressing one or more


keys. For this reason, grapical direct-manipulation interfaces sometimes
provide keyboard 'short cuts'. However, people browsing through a cata-
logue are unlikely to worry about an extra second or two in task perfor-
mance time.
The one property of graphical direct manipulation that might argue
against its use in this application is the magnitude of the learning task.
Direct-manipulation interfaces cannot usually provide the same step-by-
step assistance that key-modal interfaces provide, because they do not
progress through an identifiable sequence of modes. The user finds his
way by exploring rather than by following instructions. If he gets lost
somewhere in a complex task sequence, the system may not be able to
help him find his way out. For these reasons, graphical direct-manipula-
tion interfaces are more commonly used for work support than for walk-
up use by the public.

12.9 Forms fill-in


Some interaction styles are particularly well suited to the support of work
activities: they enable skilled users to achieve rapid task performance and
to tackle a variety of complex tasks and processes. The key-modal styles
we have looked at earlier cannot support work so well, except in the case
of very simple tasks such as key-punching data. The next two styles are
specifically oriented towards work support. The first, forms fill-in, is
another example of a direct-manipulation interface.
In our hardware sales example we might adopt a forms fill-in inter-
face to support order entry by sales staff, rather than by customers. In
other words, we might address the situation of concern by tackling the
following design problem:

Design a system to support rapid entry of customer purchases by sales


counter staff.
314 INTERACTION STYLES

Ticket no: 15341 Date: 04-16-94


Name:
House .
street :
City,
state, zip:
Order:

-94

Payment by: Account no :

(a)

Ticket no: 1534


Date 04-16-
Name :
House,
street :
City,
state, zip:
Order:
2 Hills voodvrkrs glue 6oz 2.35 4. 70
1 Jones Stlsn wrench 12xlin 18.99 18. 99
Subtotal 23. 69
Sales tax, 9. 5% 2. 94
25
Total -94
25.

Payment by: Account no:

(b)

Ticket no: 1534 Date


Name Jane Smith 04-16-
House,
street: |
City,
state, zip:
Order :
2 Hills woodTrkrs glue 6oz 2.35 4. 70
1 Jone3 Stlsn wrench 12zlin 18.99 18 99
Subtotal 23. 69
Sales tax, 9.5X 2. 25
Total 25. 94

Payment by: Account no:

(c)

Figure 12.13 Entering details of a hardware purchase using a forms fill-in style of interface: (a)
entering the ticket number; (b) the tab key confirms the ticket number and automat-
ically fills in the order details; (c) the customer's name and address are filled in.
COMMAND-LINE INTERACTION 315

Such a system would be appropriate for use in conjunction with the


solutions of Figures 12.5 and 12.8, combining menu-based searching with
question-and-answer entry of order details. The sales clerk could then
complete the purchase with the aid of an interactive form. The interface is
shown in Figure 12.13 as a sequence of screen layouts.

1 2.9. 1 Properties of forms fill-in


As this example illustrates, forms fill-in provides a means of both enter-
ing and retrieving data, often in the course of performing one task. Here
we see the entry of the customer's ticket number, leading to the retrieval
of order details, followed by the entry of customer data. Forms fill-in also
supports the editing of existing entries in fields. Its basic functional limi-
tation lies in its restriction to textual data. More broadly, forms-based
interaction tends to limit the range of supported tasks, because each task
may require a pre-defined form.
As regards usability, the user of a forms fill-in system must have ade-
quate typing skills and will usually need to be trained in the use of the
various forms and templates. We would not normally choose forms fill-in
as an interaction style for walk-up-and-use systems. However, some
experiments have been conducted into the use of interactive forms to sup-
port online application for welfare benefits (Frohlich, 1988).

12.10 Command-line interaction


Many modern-day occupations involve performing a wide range of data-
entry and retrieval tasks, some of them highly complex. These occupa-
tions - which include banking, airline reservation and check-in, record
keeping, and so on - make heavy demands on supporting interactive sys-
tems. Most of the interaction styles we have discussed so far are unsuit-
able, for they cannot deliver the functionality and speed of operation that
the user needs. Instead, the tendency is to provide a keyboard-based user
interface in which the user types commands as lines of text, using a style
known as command-line interaction.
The hardware sales application might justify a command-language
approach if the decision were taken to have staff handle sales by tele-
phone. We would address the situation of concern as follows:

Design a system to support rapid catalogue search and customer order


entry by telephone sales staff.

The user interface would then need to be designed to support both


order entry and catalogue searches; a range of commands would be need-
ed in order for staff to handle orders sufficiently rapidly.
For example, a find command could be used to identify a customer,
using command-line 'switches' to label the various items of text to search
316 INTERACTION STYLES

for. The following command might be used to search for customers called
'Thwaites', using the switch '/n' to indicate a 'name' search:
find thwaites/n

The name on its own might be insufficient to identify the customer -


it might return with a number of candidates:

find thwaites/n
1. Thwaites, Bertha F. 1215 Colorado Ave, Bu
2. Thwaites, Frank V. 21 Flamsteed Way, Cla
3. Thwaites, Mary P. 660 2nd Ave, Salt Lak
4. Thwaites, Vincent J. 4134 Main Street, Pal

The salesperson could narrow down the search by asking the cus-
tomer for his or her address, but is more likely to request this at the out-
set to avoid wasting time: 'Could I have your name and address please?'
A more complex form of the find command would then be used, includ-
ing the first few letters of the street name indicated by the '/s' switch:
find thwaites/n flamst/s

This would identify the customer uniquely in this case, printing out the
entry for 'Frank V. Thwaites'.
A similar command could be used to search the catalogue; the 12-inch
Stillson wrench might be tracked down and displayed as follows:

cat still/d 12/s


106041 Stillson wrench Jones 12 in. $18.99

12.10.1 Properties of command-language interaction


In other words, a command-line style of user interface could support
much of the salesperson's interaction with the system. Where might it
give trouble? Probably the only part of the order-entry task where an
alternative style might be preferable lies in the entry of a new customer's
details; it isn't easy to enter a several-line address, for example, in a sin-
gle command line. Here a forms fill-in interaction style is preferable.
In summary, command-line interaction can support a wide range of
functional properties including both the entry and retrieval of data. Like
most of the styles covered so far, it relies only on simple technology. In
terms of usability, its major drawback is the amount of training involved:
command languages usually involve a wide range of commands and for-
mats, simply because this is how they derive their power. In return for
this investment from the user, command-line interaction often offers the
fastest way of entering and retrieving data.
TEXT-BASED NATURAL LANGUAGE 317

12.11 Text-based natural language


A computer can be programmed to interpret simple sentences typed by
the user in a natural language such as English. It can extract the meaning
from the sentence and respond to it, either in the conventional manner of
command-line interaction, or by composing a natural-language sentence
itself. This is called natural-language interaction; it has been the focus of a
great deal of research over the past few decades, and is sometimes appro-
priate for use in interactive applications.
Natural-language interaction may at first sight seem to offer the
answer to many problems in user interface design. In particular, it
appears to provide us with a way around the problem of training the user
to understand the system's language: instead, we train the system to
understand our language. In the case of the hardware-store example, nat-
ural language might suggest a means of reducing training costs, and lead
us to define the design problem as follows:

Design a system to support rapid catalogue search and customer order


entry by telephone sales staff, with little need for prior training.

It is a mistake to view computer-based natural language as the user's


language, however. What natural language really offers is a means of low-
ering the initial 'learning hurdle' of a command-line interface. It is easier
to get started. But the language we ask the user to adopt isn't really
English, or some other spoken language. It is a computer language that
uses certain natural-language components, thus allowing commands of
the form shown in Figure 12.14.
The use of a familiar syntax makes the user interface more approach-
able. There is nevertheless a lot for the user to learn in order to become an
efficient user. Unless the user interface is designed very carefully, the learn-
ing 'hump' that follows the initial hurdle may be insurmountable. Problems
that must be addressed fall into four categories, mentioned here briefly; for
more thorough discussions, see Ogden (1988) or Shneiderman (1992).
The first problem is to overcome the user's unfamiliarity with the
structure of the information accessible via the user interface. It is not easy for
a hardware-store customer, for example, to guess what information is
available within a system that offers the following initial display:

Please enter your first request

By way of contrast, the menu-based and function-key styles present-


ed earlier each made the top-level structure quite clear at the outset.
The second problem is that the user cannot easily determine what
repertoire of functions the system offers. This is a problem with command-
line styles in general, and is one of the reasons why prior training is
usually a necessity. An online hardware catalogue might offer functions
318 INTERACTION STYLES

LIST DESCRIPTIONS AND PRICES OF PRODUCTS WITH MAKER = JONES


AND PRODUCT-TYPE = STILLSON-WRENCH

1. Model no. WS09 9 in, 3/4 in. jaw $15.99


2. Model no. WS12, 12 in, 1 in. jaw $18.99
3. Model no. WS15, 15 in, 1 1/2 in. jaw $19.99
4. Model no. WS20, 20 in, 2 in. jaw $34.49
5. Model no. WS30, 30 in, 3 in. jaw $79.99

Figure 12.14 Natural-language interaction with an online hardware catalogue. The user's
input is shown in upper-case.

for listing the products of a particular description, for providing details


about one particular product, for asking about special offers, for placing
orders for products, and so forth:

LIST PRODUCTS WITH PRODUCT-TYPE = WRENCH


PRINT DESCRIPTION OF PRODUCT WITH ITEM-NUMBER = 2
LIST PRODUCTS WITH PRODUCT-STATUS = SPECIAL-OFFER
ORDER PRODUCT WITH ITEM-NUMBER = 2

However, the user doesn't know at the outset which of these functions are
available, and probably doesn't even know how to find out.
A third problem for the user is to learn the syntax that the system
expects. Many natural-language systems allow a more informal syntax
than the one shown above; for example, the command shown in Figure
12.14 might be restated as the following question:

WHAT STILLSON WRENCHES ARE MADE BY JONES?

There will always be syntactic forms that the system cannot under-
stand, for example, 'do you have any jones stillson wrenches?' One of
the techniques used in natural-language systems is to restate the user's
question in the form preferred by the system:

User: WHAT STILLSON WRENCHES ARE MADE BY JONES?


System: LIST DESCRIPTIONS AND PRICES OF PRODUCTS WITH MAKER
= JONES AND PRODUCT-TYPE = STILLSON-WRENCH
1. Model no. WS09 9 in, 3/4 in. jaw $15.99

This helps the user to learn to use the system's language more effectively.
A final problem lies with the system's limited vocabulary. A question
such as 'do you have any cheaper models?' may confuse the system - it
may start looking for models made by Cheaper Inc. Like all of the other
CHOICE OF INTERACTION STYLE 319

problems mentioned, this one is eventually solved as the user gains expe-
rience with the system, but it can cause a lot of problems for first-time
users.
It still isn't clear whether natural-language interaction technology can
overcome all of these problems, and compete successfully with other
styles in terms of usability. The idea for text-based natural language dates
back to a period when text terminals were the only form of interactive
device widely available. At that time, it seemed to offer the only means of
making interactive computing acceptable to professional and managerial
users. Now, as Shneiderman points out, there is a much wider choice of
styles available; in particular, there is the alternative of graphical direct
manipulation, which has established a very strong following among pro-
fessional users.

12.12 Choice of interaction style


The choice of an interaction style is one of the most important decisions
the designer makes about the user interface. The chosen style provides an
architecture that supports the functionality of the user interface; it pro-
vides the means of fitting all the functions together into a usable design.
If the choice of style is a poor one, fitting things together will become
more difficult, maybe impossible. This final section looks at some of the
issues we face in choosing an appropriate style of interaction.

12.12.1 Narrowing down the choice


Although the range of styles available to the designer is quite large, the
eventual choice often narrows down to one or two, and indeed there may
be no freedom of choice at all in the matter. The reason for this lies in the
need to address requirements for functionality and usability, and at the
same time achieve cost targets for hardware and software. The result is
often a heavily constrained design problem, in which most of the avail-
able interaction styles can be ruled out immediately.
In the example of the hardware sales system we have seen instances of
how requirements place constraints on the choice of style. We saw, for
example, that the requirement for an easily learned, walk-up-and-use inter-
face pointed towards the adoption of a key-modal style. We saw that the
introduction of a further requirement to combine catalogue-browsing and
order-entry functions narrowed the choice to two possible solutions: a func-
tion-key design and a combination of menus and question-and-answer. Of
these two, only the function-key design could support unassisted purchase
by the customer. The only reason for choosing menus and question-and-
answer would have been to reduce hardware and software costs.
This process of elimination can often be carried out during problem
definition or in the early stages of requirements definition. We start by
320 INTERACTION STYLES

identifying the range of activities that the system is to support. If these


include editing activities, the choice of style will already be focusing on
graphical direct manipulation. If there is no editing requirement, but
rather an emphasis on data entry, the choice will probably lie between
forms fill-in and command-line interaction. By the time we have identi-
fied the system's broad functionality, we will probably be in a position to
eliminate several of the remaining candidates; for example, we may rule
out forms fill-in if there are a number of non-data-entry functions. If there
are still several candidates at this stage in the requirements process, they
will be narrowed down still further when we consider the levels of usabil-
ity we must attain, and the limits on cost of equipment.

12.12.2 Style-specific design knowledge


This approach to selecting a style does not guarantee that requirements
for functionality, usability and cost will be met; it simply sets the stage for
designing a user interface that meets them. A great deal of detailed design
work goes into achieving a satisfactory interface. The course taken in this
work will be affected by the initial choice of style. In particular, it will
depend on the availability of style-specific design knowledge.
Much of what we know about user interface design is specific to one
style or another. Many of the available solution strategies are still evolv-
ing, and our understanding of them is built upon the experiences that we
and other people have had with them. Some of these experiences are
extremely solution-specific; we saw an instance in Chapter 10, in the
experiments with different interaction styles for aircraft pilots. However,
a lot of what we know relates more broadly to a collection of solutions,
and often it applies to solutions that follow a particular style. This is what
we mean when we say that knowledge is style-specific.
Style-specific design knowledge is often shared amongst designers in
the form of guidelines. Thus we can find guidelines for designing menu-
based systems, guidelines for forms fill-in, and so forth. An example, taken
from Shneiderman's text on user interface design, is shown in Figure 12.15.
These are akin to the design heuristics used in heuristic evaluation, and
one way to evaluate a design is in fact to apply a heuristic approach, focus-
ing on style-specific guidelines. Chapter 15 will explore the use of these
and other kinds of guidelines in user interface design.

12.12.3 Combining styles and maintaining consistency


Under certain circumstances we can combine together two or more styles
in a single user interface. This means we can sometimes consider a wider
range of styles, and deal with problems that no single style can solve.
However, it also complicates the selection process.
Generally speaking, we combine styles to overcome hard limits on
functionality or usability. Thus we needed to combine menu-based and
EXERCISES 321

Menu selection guidelines


• Use task semantics to organize menus (single, linear sequence, tree
structure, acyclic and cyclic networks)
• Prefer broad and shallow to narrow and deep
• Show position by graphics, numbers or titles
• Use item names as titles for trees
• Use meaningful groupings for items
• Use meaningful sequencing of items
• Make items brief, begin with keyword
• Use consistent grammar, layout, terminology
• Allow typeahead, jumpahead, or other shortcuts
• Allow jumps to previous and main menus
• Consider online help, novel selection mechanisms, response time, dis-
play rate, and screen size.

Figure 12.15 Guidelines for designing menu-based user interfaces, from Shneiderman (1992).

question-and-answer styles in the hardware sales example, because nei-


ther style could support both catalogue searching and order entry on its
own. We might need to combine graphical direct manipulation and func-
tion-key styles in order to overcome the performance limits of direct
manipulation: this is what 'keyboard short cuts' achieve.
We cannot mix interaction styles with complete freedom, however.
The reasons for this relate to the user's need for consistency, and espe-
cially for consistency in the structures that the system presents and the
sequences by which tasks are performed. Structures can change their
appearance or behaviour according to the interaction style: a hardware
item that appears as a line of text in a menu can appear as a picture in a
graphical direct-manipulation interface, and even as a three-dimensional
working simulation in a virtual-reality environment. The user must learn
how to deal with information according to the style of presentation.
A change of style can also affect task-performance sequences. The
sequence for changing a piece of text to boldface is different if performed
with key combinations than if performed graphically, as we saw in Chapter
8. The user's selection of a sequence of operations is made more complex
by the availability of a choice of methods. These issues relate to the user's
mental model of the system, and are discussed in the next two chapters.

Exercises
(1) Summarize the pros and cons of the eight styles described in this chapter.
322 INTERACTION STYLES

(2) Make a list of the interactive tools and systems you have used recently, or
that you have seen others use, and identify the interaction style of each one.

(3) List the three basic properties of direct-manipulation styles.


(4) Security systems usually have time-outs to avoid, for example, leaving
the door unlocked indefinitely. Extend Figure 12.1 to show the time-outs
you consider appropriate for this design.
(5) Why are user interfaces that rely entirely on a small set of function keys
likely to have several modes?

(6) Apply heuristic evaluation to the voice-based design of Figure 12.10, and
modify the design to overcome any problems identified.

(7) Conduct a Cognitive Walkthrough analysis of the direct-manipulation


interface of Figure 12.11.
(8) Under what circumstances or for what reasons might the World Wide
Web represent an appropriate strategy for addressing the hardware-store
situation?

(9) What style best describes the user interface of an answerphone, as used
by the receiver, and as used by the caller? Discuss what other styles could
be used.

(10) Another situation of concern we might explore is a doctor's general prac-


tice that needs to provide a better service to patients. Think of different
ways of addressing this situation, and explore the interaction styles that
might suit each problem you define.

Further reading
Mayhew D. J. (1992). Principles and Guidelines in Software User Interface
Design. Englewood Cliffs, NJ: Prentice Hall
A comprehensive survey of the major styles of user interface, discussing HCI
research that has contributed to understanding of each style and presenting
design guidelines.
Shneiderman B. (1992). Designing the User Interface: Strategies for Effective
Human-Computer Interaction, 2nd edn. Reading, MA:Addison-Wesley
A book on user interface design that addresses both the practitioner's and the
researcher's needs. All of the principal interaction styles are covered, and are
copiously illustrated with examples.
Newman W. M. (1988). The representation of user interface style. In People
and Computers IV (Jones D.M. and Winder R., eds.), pp. 123^43.
Cambridge: Cambridge University Press
CHAPTER 13
Lfl

Conceptual design:
The user's mental model

Chapter objectives:
It is crucial that the user should understand how to use an interactive system.
Conceptual design is concerned with achieving this understanding, by helping
the user build a mental model of the system. The nature of this mental model is C
the first topic in conceptual design, and we therefore cover in this chapter:

• What is meant by the user's mental model


• How the user relies on it in the course of system usage
• The various forms that mental models can take

• How the mental model supports the user's cycle of interaction.

13.1 Introduction
In this chapter we continue our exploration of user interface design meth- Xi

ods. The issue at stake here, and in Chapter 14, is the user's understand-
ing of the system - a vitally important issue since lack of understanding
is a serious barrier to effective use. We will be looking at conceptual design
techniques, aimed specifically at assisting users in understanding systems
better.
The order in which we approach conceptual design involves first
identifying the sources of users' misunderstandings about the systems

323
324 CONCEPTUAL DESIGN: THE USER'S MENTAL MODEL

they use. In this chapter, therefore, we highlight the key role of the user's
mental model of the system. We see that users' mental models can take a
number of very different forms; we also see how the successive stages in
the user's cycle of interaction are potentially affected, in different ways,
by the user's mental model. This discussion will set the stage for the next
chapter's coverage of a set of methods for conceptual design.

13.2 Understanding software systems


Software systems are never easy for people to understand. Partly because
software is so inaccessible, hidden away inside the memories of comput-
ers, and partly because it can be so complex, people constantly have dif-
ficulty ingetting it to do what they want, and are constantly surprised by
the results. We shall start, therefore, by looking at the nature of the mis-
understandings osoftware
f users. As we shall see, many of them are bet-
ter described as misconceptions, that is, as false or inaccurate concepts
about the software's structure and functionality.

13.2.1 Programmers' misunderstandings


It is important to realize, right from the start, that misconceptions about
software are not limited to non-programmers. The people who design and
build programs often have their own difficulties in understanding the
other software modules on which their program depends. As a result,
they cannot always make their own programs work as they should.
For example, the designers of an emergency dispatch system tried to
make it run faster by using a 'screen pre-load' feature to store all of the fre-
quently used screen displays on the system's disk; in this way the images
wouldn't have to be generated afresh each time they were needed. The
effect was to make the system run slower, however. It turned out that the
images occupied so much disk space that the system kept running out of
space for process swapping (London Ambulance Service, 1993). The sys-
tem's designers were labouring under a misconception, namely that
'screen pre-loads always improve speed of response'. A more accurate
statement would be that pre-loads can improve response, and so can effi-
cient swapping, but both of them contend for the same disk-memory
resource.
Before we look at users' misconceptions, therefore, we need to accept
that designers themselves have only an incomplete understanding of how
the system works. They too have a model of the system, in this case a
model of the hardware and software which we call the system model - a
concept introduced in Chapter 6. The system model may bear some simi-
larity to the user's mental model, since both are views of the same system.
But there are always differences, and we need to be fully aware of them.
UNDERSTANDING SOFTWARE SYSTEMS 325

13.2.2 Users' problems with conceptual mismatch


When non-programmers are confronted by software they face a different
set of problems from the programmer's. We should remember that these
people do not, as a rule, perform activities purely for the sake of interact-
ing with a computer. Instead they are concerned with goals such as dis-
patching ambulances to scenes of accidents, cashing cheques, telephoning
friends or borrowing books from a library. The concepts involved in these
activities are not necessarily easy to translate into the terms demanded by
the software system.
Users therefore encounter difficulties of many kinds. Routine use of
office software, for example, may involve problems such as these:

• The sizes of documents are measured in bytes, not pages or words.


• Finding a document involves remembering a file name such as jhb-8-29-
[Link], not a location in a file-cabinet drawer.
• Entering simple data, such as a date, may involve translation into an
obscure format, for example, 29th August 1994 may become 940829.

• Recognizing a person's name may mean allowing for missing letters, for
example, the name 'E. Pedersen' may become epederse.
• Interpreting error messages may involve dealing with codes such as 'C5'
and knowing that this means that the printer is out of paper.

In every one of these cases, the user is being confronted with concepts
drawn from the designer's system model. In each case there has been a
failure to match the concepts of the user interface to the concepts of the
user's come
activity. Firstof and
these kinds foremost, the role of conceptual design is to over-
mismatch.

13.2.3 The problem of learning on the job


Another vital role for conceptual design lies in reducing the user's prob-
lems in learning to use the system. If the user interface can be made more
obvious and self-explanatory, the user will be less reliant on formal train-
ing, and more capable of dealing with unfamiliar tasks when they arise.
This is an important design issue, because the trend these days is
always towards reducing training. There is a consequent danger that
users will never learn to use systems properly, and will instead learn slow
or unreliable ways of performing tasks. They may never learn more than
a fraction of the system's functionality, as was shown in a study by
Rosson; she found that average users of a word processor made use of
only one-sixth of the available functions (Rosson, 1983). Another study, by
Kraut et al. (1983), showed that even expert users of UNIX make use of
only a small fraction of the command repertoire.
326 CONCEPTUAL DESIGN: THE USER'S MENTAL MODEL

Conceptual design methods can come to the rescue by making sys-


tems easier to learn by exploration. If users can gain an adequate under-
standing of the system just from using it, their reliance on training
becomes much less. We therefore try increasingly to support exploratory
learning by users. We employ design strategies that make the system's
functionality and behaviour more obvious, and we test our designs with
methods such as the Cognitive Walkthroughs of Chapter 8.

13.3 The user's mental model


Conceptual design is concerned with helping people to accumulate
knowledge about the systems they use. As they gain experience of a par-
ticular system, they acquire knowledge about the system's behaviour, and
on this basis they are able to develop theories about its inner workings
(Olson, 1992). They gradually form a working 'model' of the system
around which they organize their knowledge and theories. This is their
mental model of the system.
Mental models can in fact be formed through many kinds of user expe-
rience -through use of the system, through observation of other users at
work, through training, through reading documentation. Some of the com-
mon processes by which mental models arise are shown in Figure 13.1.
We deliberately use some of the same symbols here as earlier in the
book, for some of the components are the same as before. Note, however,
that these are processes performed by the user, not by a designer. To avoid
confusing the two, different arrow symbols are used. Where systems or
activities occur as models they are shown in fainter or broken lines.

13.3.1 Runnable mental models


In Chapter 3 we encountered the distinction between static and dynamic
models. Dynamic models have the property that they can be 'run' over a
sequence of actions; either over observed actions in order to explain them
or, as shown in Figure 13.2, over possible future actions in order to predict
what may happen.

kindsWhen we study
of model. people's
We find cases mental
where models we static
users have see evidence
models of
of both
how
information is stored in the system (Figure 13.3(a)). We also observe users
with dynamic models of 'what will happen if I do this', runnable models
that help the user to look ahead in the dialogue (Figure 13.3(b)).
A runnable mental model is a model of causality, that is, of relations
between cause and effect (Moray, 1992). It is a model of the causal links by
which actions on one object cause actions on others. The simple model of
Figure 13.3(b) reminds the user of the causal link between deleting a fold-
er and deleting all of its contents. A more complex causal model is learned
by users of the UNIX mv command for renaming files, described earlier in
THE USER'S MENTAL MODEL 327
f ^

I Mental I
^1 model

fSystem \
\

'I mode
It Mental "\I
^l model '
. *

Observe

Other

activity
Other user's observed
actions
user's

K
f
Read
Docu-
=^•1 It Mental
model "\'
tation
t / ----- v*
men-

Figure 13.1 Some of the processes by which users form mental models: by use, by observation
of other users, from documentation. Thinner or broken lines are used here to denote
models of real activities or systems, rather than the activities or systems themselves.

^IImo
Mental
del^I

. \
/ ~ '

System Use SO Predict

/ ^ Activity
a activity
Predicted

Figure 13.2 How the user may rely on a mental model to make predictions about the out-
come of using the system.
328
CONCEPTUAL DESIGN: THE USER'S MENTAL MODEL

1 I I |
Forms Memos Letters Forms Memos Forms Letters
Letters
Delete
memos

mm1 mm2 mm3 mm1 mm2 mm3

I've stored mm1, mm2 and mm3 If I delete 'memos' I'll delete mm1, mm2 and mm3.
in 'memos'

(a) (b)

Figure 13.3 (a) A static mental model of how information is stored; (b) a dynamic, 'runnable'
mental model of what will happen if a folder is deleted.

Figure 12.3; they learn that the command mv abc xyz not only renames
the file abc to be called xyz, but also deletes any existing file xyz.
There are parallels between the runnable mental models on which
users rely and the dynamic models we use in design, such as the
Keystroke-Level Model or the model of exploratory learning. For example,
when users are faced with two alternative methods for performing a task,
they may try to predict which method will be faster (Figure 13.4), in a man-
ner that resembles a designer using keystroke-level analysis to choose
between two user interfaces (Young and MacLean, 1988). However, we
should avoid making the assumption that users and designers have the

I Mental I
^Imodel/

Method 1 predicted
outcome: faster

Predict (=»r55p
Method 2 predicted
outcome: slower

Figure 13.4 The user makes predictions of the outcome of two methods of operation, in order
to decide which method to adopt. On this basis, method 1 is chosen as likely to
be faster.

!
THE USER'S MENTAL MODEL 329

same dynamic models of systems. Indeed for the most part we cannot be
sure what mental models our users have, because we cannot look inside
their heads. This makes conceptual design a challenging task.

13.3.2 Running a mental model: A simple example


The notion of a 'runnable' mental model has been raised, and we will
explore it further with the aid of an example.
When we make a telephone call we have a mental model of the stages
that the call will go through between first picking up the phone and finally

Lift off hook

Dial
remainder

Place on
hook

Wait for
greeting

Figure 13.5 A user's mental model of the stages in placing a phone call, and the actions to be
performed.
330 CONCEPTUAL DESIGN: THE USER'S MENTAL MODEL

hearing an answering voice. As we mentally run this model, it predicts


that there will be a short silence after we finish dialling and before the call
is connected, and then usually a ringing signal, which will break off when
someone answers the call or when we hang up (Figure 13.5).
Suppose we make a call to a foreign country for the first time. We will
probably hear some unexpected sounds, and we can try to explain these
by running the model. Thus we can account fairly easily for a longer
silence than usual after dialling, for our model tells us that the call is being
connected, and this country is located at an unusually distant part of the
phone network. If the silence is then broken by an unfamiliar signal such
as a sequence of very rapid 'pips', our model cannot immediately provide
a clear-cut explanation, but may offer suggestions - the line is busy or this
is the ringing signal in the country we are calling. If the pips shortly give
way to a more recognizable ringing signal, our model is back in action,

Event: User's interpretation:

Lift off hook Lift off


hook

Start dialling Dial first


digit

Dial remaining digits It's listening


Dial
remainder
Wait
Wait

Wait some more OK, it's a long way away

Hear rapid pips


Is it busy? —
Is it ringing?

■ Don 't give up Wait


Wait
Hear ringing tone
Aha!

Figure 13.6 How the user's mental model serves in support of an unfamiliar task - placing a
call to a foreign country.
THE FORM OF THE MENTAL MODEL 331

'locking on' to this familiar sound and telling us that someone should
answer soon (Figure 13.6).
This example illustrates an important point: when we design a sys-
tem, we must try to help the user form a runnable mental model that will
assist him or her in using the system. Thus if we were to set up a new tele-
phone network in a foreign country, we might adopt one of the following
two strategies:

(1) We might try to adopt a switching system that worked in accordance with
people's mental models of the existing phone system. Of course this
might be difficult to achieve if (due to the existing system's peculiarities)
local subscribers had acquired highly unusual mental models.
(2) We might try to find a solution capable of steering local users towards a
more 'international' model.

Almost certainly we would try to avoid a system that conflicted with all
existing conventions, both local and international. Whatever our final
decision, just by considering these alternatives we would be engaging in
an exercise in conceptual design.

13.3.3 How the system image helps form mental models


We saw earlier how the user forms a mental model from using the system
and observing its behaviour or, in some cases, observing its use by some-
one else. Thus their mental model is not based on knowledge of the inter-
nal structure of the system, but on observation of its external behaviour.
It is based on the generated image of the system, visible or audible, which
Don Norman has called the system image (Norman, 1986). To a large
extent the system image is presented via the user interface.
The system image helps the user to understand the state of the sys-
tem. Sometimes this assistance is largely unplanned by the designer; for
example, dishwashers gratuitously emit various clicks and swishing nois-
es that inform us about the progress of the wash cycle. But in complex
interactive systems it is normal design practice to take advantage of the
visual and auditory channels to help the user understand what the system
is doing. In this sense the system image is an important factor in concep-
tual design, a point to which we will return in Section 14.4.

13.4 The form of the mental model


Any mental model that can be 'run' will have some form or structure, link-
ing together the various items of knowledge and causal relationships
learned by the user. Among users of the same system, the form of the model
probably won't be the same, because people's mental models are influenced
by their personal experiences with the system. However, we can often see
332 CONCEPTUAL DESIGN: THE USER'S MENTAL MODEL

Electricity Was Leaking All Over The House

Figure 13.7 James Thurber's grandmother adhered to the 'flowing waters' model of electrici-
ty to an extreme degree. From Thurber (1961). Copyright © 1933, 1961 James
Thurber. From My Life and Hard Times, published by HarperCollins.

recurring forms of model; for example, Gentner and Gentner studied peo-
ple's models of electricity and found two dominant models, analogous to
'flowing waters' or 'teeming crowds' (Gentner and Gentner, 1983). The
humorist James Thurber wrote about his grandmother's mental models of
technology; her model of electricity 'leaking out of empty sockets' can be
viewed as a rather bizarre form of the 'flowing waters' model (Figure 13.7).
Some systems tend to suggest one particular form of model more than
any other. Thus an electronic piano will suggest, just through its appear-
ance, a mental model of a conventional keyboard musical instrument.
This mental model will be reinforced by the experience of playing it. Any
other model that might have been suggested at the outset, perhaps of a
sideboard in the shape of a piano, will quickly be dispelled.
During system design it helps to know that a particular form of model
is likely to arise. We can design the user interface around this model, re-
inforcing iin
t ways that we think will help the user. We can make various
assumptions about the concepts that the user is likely to transfer from
previous experience; for example, we can assume that a set of buttons,
laid out in three rows and labelled Q, W, E, R, T, Y, and so on, will be
THE FORM OF THE MENTAL MODEL 333

treated as keys for text entry. The existence of a single dominant mental
model makes conceptual design easier.

13.4.1 Recurring forms of mental model


What are the forms of mental model that arise most frequently with users
of interactive systems? In this section we will look briefly at four common
forms of model:

• State transition models

• Object-action models
• Mapping models
• Analogies.

We will see that some of these are associated with user interfaces of a
particular style; for example, a direct-manipulation interface is very like-
ly to suggest an object-action model. A more comprehensive discussion of
forms of mental model can be found in Young (1983).

13.4.2 State transition models


In some cases, systems tend to encourage users to form mental models
around observed changes in the system's overall state. We have already
encountered an example of such a system in the telephone switching net-
work: the basic transitions that the user expects during a successful phone
call were shown in Figure 13.5.
A state transition model is likely to arise if the system is seen to switch
between different modes of behaviour, e.g., if it changes its overall
appearance or if it responds differently to the user's actions (Williams et ah,
1983). The phone network's state transitions are designed to be audible to
the person placing the call, but they can equally well be displayed visual-
ly, and indeed many fax machines do this. Many users of telephones are
aware not only that the network changes state during a call, but also that
it alters its response to user actions as it changes state. For example, the
network doesn't usually react at all to keystroke actions while the phone
is in its cradle, nor while the number is ringing.

13.4.3 Object-action models


Users' mental models of interactive systems almost invariably include
concepts about objects accessible via the user interface (Williams et ah, 1983).
They are aware of the existence of these objects, of their respective states
and attributes, and of causal relationships between them. They are also
often aware of actions they can perform on these objects; hence they
acquire an object-action mental model.
334 CONCEPTUAL DESIGN: THE USER'S MENTAL MODEL

•3 Objects
Puzzle
4 8 15
/ \
1 14 7 11
6 2 9 10 wpiwh
12 13
^ v
S
^B Tiles
Frame

(a) (b)

Figure 13.8 A 'squares' puzzle, (a) as it appears on the screen, (b) as represented as a set of
conceptual objects in the user's mental model.

The user of a 'squares' puzzle game, for example, is aware of the exis-
tence of 15 numbered tile-like objects and a frame within which these can
be slid around (Figure 13.8(a)). Thus the user depends on a model in
which two different kinds of object are represented: a frame, and a set of
tiles (Figure 13.8(b)).
When systems offer the user an object-based mental model, they usu-
ally offer a set of actions applicable to specific objects. The squares puzzle
offers only a single slide action applicable to tiles. A richer example is
found in graphical desktops, which present a number of different objects,
including icons representing documents, folders and applications (Figure
13.9(a)). Actions that users know they can generally apply to icons
include moving, selecting, opening and deleting. The user's mental
model of a set of icons might therefore take the form shown in Figure
13.9(b). It shows that icons can be in different states, for example, selected
or unselected, opened or closed; it also shows that each icon has a label,
in effect a sub-object owned by the icon, which the user can change. The
model is shown here as a lattice of concepts about objects, actions and
attributes; lattices are discussed further in Section 13.5 below.
Object-action models provide a basis for organizing knowledge about
the system's functionality. Thus the user of a graphics editor will be aware
of the various displayed lines, boxes, circles, and text items in the draw-
ing, and also of the actions that can be performed on each one, for exam-
ple, deleting an object, moving it, duplicating it and rotating it. Some
actions will be known to apply to certain objects but not to others; for
example, boxes and circles can be filled with a selected pattern, while text
items can be set to a different typeface, but not vice versa. When the sys-
tem's functionality is explicitly organized according to object types, the
user tends to operate it with the aid of an object-action model.
THE FORM OF THE MENTAL MODEL 335

:;i:i:i::;::i;;;i;:;:;i;i;::

Powerbook
ICON

saana • ambia 1995 draft


LABEL ATTRIBUTES

02^ CHANGE MOVE / /~~~~V OPEN


Gambia 1995 final LABEL
E5t DELETE OPEN/
C5= SELECTED? POSITION CLOSED
Zair^ 1994 final

jiMacPaint 2.i ift*t.a;l*t


Mac ['i

(a)
(b)
Figure 13.9 Macintosh desktop icons: (a) as they appear on the screen, and (b) a possible
object-action mental model of an icon. Icon designs: courtesy Claris Corporation;
Microsoft Inc.

13.4.4 Mapping models


Just as users always have some knowledge of the objects within the sys-
tem, they also know how to 'map' their intentions into sequences of
actions. An airline check-in clerk forms the intention of querying the system
about passenger Mik Lamming, and maps this into the command line
llamming/m. On a four-function calculator, the intention of adding 2517 to
781 and subtracting 688 would be mapped into pressing the following keys:

2517+781-688=

Mapping models are especially likely to arise in systems that involve


repetitive sequences of actions. Here, even if the system basically behaves
according to a state transition or object-action model, the mapping model
can 'take over'. In other words, the mapping model is the one that the
user retrieves from memory and runs. An experienced user of a word
processor, for example, will tend to learn mappings for the more common
commands (for example, 'double-click, control-i to set a word to italic')
and to rely on these rather than the basic object-action model.
In some cases the user must rely primarily on mappings because the
system does not suggest any other form of mental model. This is the case
with the four-function calculator. It does have a set of internal objects in
the form of memory registers, and the push-buttons perform actions on
these objects, but the internal model is far too complex to be understood
336
CONCEPTUAL DESIGN: THE USER'S MENTAL MODEL

Number

Operator

•- OP
A

V Display

Initialize:

SW->X ; i.e., switch points to X


OP > "+" ; store N in register SW points to
Input number N:
@SW:=N ' then do
Press operation f:
OP^f
if implied "='
Y^X sequence for "="
SW -> Y ; set switch to Y
X > OP(X, Y)

SW->X ; set switch to X


Press "="

Figure 13.10 Register model for the four-function calculator. From Young (1983).

!
or run by the average user (Figure 13.10). Studies by Young have sug-
gested that the user instead learns a number of 'core mappings' for sim-
ple tasks such as the one above, and extends or repeats these mappings to
perform more complex calculations (Young, 1983).

13.4.5 Analogical models


An analogical model is likely to arise when the user encounters a new sys-
tem that closely resembles a system they are familiar with. What we see
then is the user's adoption of a model for the new system that is similar
or identical to the model held for the old one. The adopted model may be
of any form, including the forms we have already discussed, that is, state
transition, object-action or mapping. Gentner and Gentner have discussed
the nature of analogical models at some length in their study of people's
models of electricity (Gentner and Gentner, 1983).
THE FORM OF THE MENTAL MODEL
337

Figure 13.11 A flight simulator of the type on which airline pilots gain much of their training;
it depends on achieving an exact analogy. Courtesy Thomson Training and
Simulation.
338 CONCEPTUAL DESIGN: THE USER'S MENTAL MODEL

Interactive systems often draw analogies from the real world; a well-
known example is the 'desktop' user interface with its objects analogous
to paper documents, folders, files, wastebaskets, and so on. However,
these analogies serve mainly to introduce the user to the concepts of the
user interface; they are offered as metaphors rather than as strict analogies.
Much more exact analogies are found in simulation programs, especially
those that attempt to simulate systems in real time. Flight simulators, for
example, are designed to be exactly analogous with cockpits of real air-
craft, to the extent of providing realistic background noise and a 'cockpit'
that tilts and vibrates just as a real aircraft would in flight (Figure 13.11).

13.5 Mental models of complex systems


Users may be able to form state transition or object-action models of sim-
ple systems, but how do they deal with highly complex, constantly chang-
ing systems such as nuclear power stations or spacecraft? How do their
models change over time? And how do we apply our knowledge about
mental models to system design?

13.5.1 Lattices of causal relationships


We will start with the question of how users deal with complex systems.
Studies by Moray suggest that their mental models rely on the same kinds
of causal links as in, say, a mental model of the telephone network.

ICON
DOCUMENT

ATTRIBUTES

LABEL

CHANGE
LABEL OPEN/
CLOSED

uflumil BBffigl Memo 4

Figure 13.12 A comprehensive mental model of Macintosh icons. Icons here and in Figure
13.13 courtesy of Microsoft Inc.
MENTAL MODELS OF COMPLEX SYSTEMS 339

However, there are many levels of understanding, each forming a lattice


of relationships, different parts of which are called into use depending on
the task (Moray, 1992).
The object-action model of Figure 13.9(b) is a simple example of a lat-
tice. It shows only the causal relationships that might exist between
objects and actions, however. A more complete lattice model might be as
shown in Figure 13.12. In comparison with Figure 13.9(b), it shows some
of the causal relationships that the user might form between, say, the
change label action and the label-selected attribute - if the label is not
selected, the icon is not ready for it to be changed. The expert user relies
on this kind of understanding to operate the user interface efficiently.
The beginner's lattice will be less complete, as shown in Figure 13.13.
Actions may be missing, such as delete and change label in this exam-
ple. There may be erroneous connections in the lattice; here the user
believes that icons have only one 'selected' state and just one appearance
when selected. This mental model will hamper the user, who won't know
how to delete icons, nor how to change their labels.
How do flaws in the conceptual lattice affect people's ability to
operate more complex systems? Moray quotes an example of a pasteur-
ization plant which is operated with the aid of the status display shown
in Figure 13.14(a), and with means of controlling feedstock pump rates,
steam pump rates and heater settings. As they become more experienced,
operators build up an increasingly powerful set of lattices of causal

ICON
DOCUMENT

ATTRIBUTES

LABEL

Memo 4

Figure 13.13 An incomplete mental model, belonging to a user who has not learned about the
delete action or about the separate ways of selecting the icon and its label.
340
CONCEPTUAL DESIGN: THE USER'S MENTAL MODEL

Steam pump
Raw
^vJ'-^SSZST

}
juice
Steam heater
Active heat
exchanger 2222222 ^ Too cold
3-way automatic
>-zzzzzzz valve

To
OK: pasteurized Too hot
waste Passive
heat
exchanger
XM
Waste

Feedstock pump
Pasteurized
juice product d
TF*
juice
(a)

Product Input
Input vat
volume Waste volume
volume volume

Valve

position Steam flow


rate Juice pump rate
Heater
control Steam pump Juice pump
Inflow
rate Input vat
control temperature control

(b)
(c)
Figure 13.14 (a) An orange-juice pasteurizing plant, and two causal-lattice mental models of it
formed by operators: (b) of a novice operator, and (c) of an expert. From Moray
(1992).

relationships. A novice operator may believe only that product volume is


affected by the valve position, which in turn is affected by input volume
and heater control position (Figure 13.14(b)). An experienced operator
may know about a great many causal links, as shown in Figure 13.14(c).
These are not the only levels of understanding that operators may
acquire: they also learn how supply rates affect displays, for example, and
they develop models of state transitions and mappings (Moray, 1992).
Moray was able to explain differences in users' performance of tasks
with the aid of these lattice models. He built a simulator of the pasteur-
ization plant, and conducted tests with users of different levels of
experience. Figure 13.15 shows how two operators tackled the same task of
dealing with a fault in the juice pump. Each diagram shows how the opera-
tor's focus of attention shifted from one part of the plant to another, and
MENTAL MODELS OF COMPLEX SYSTEMS 341

(13) Steam pump control

(7) Steam flow rate


i1-.-' ■■■•■ ■■■■■.■■-■■ ■■-■■ ■■-■■ i
Steam temp (1 4) Heater contro|
(1) Inflow rate (2) Inflow temp

(3) Input

7?
volume (4) Input temp (9) Valve position
3-way automatic
valve
Waste
(5) Overflow rate

juice
(10) Waste volume
(6) Pump rate

Pasteurized

6
juice product
(12) Pump control
(1 1) Product volume

(a)

(12) Pump
control

Figure 13.15 Sequences of focus of attention while dealing with a juice pump failure in the
pasteurizing plant of Figure 13.14(a), by (a) a novice operator, (b) an expert oper-
ator. From Lee J. D. (1992).
342 CONCEPTUAL DESIGN: THE USER'S MENTAL MODEL

indicates the frequency of each transition by the thickness of lines. The


skilled operator 's sequence (shown in Figure 13. 15(b)) involved a number of
shifts of attention but very little repetition, leading to quick resolution of the
problem. The novice (Figure 13.15(a)) focused almost entirely on two areas
of the plant, and was unable to rectify the fault after many attempts. The two
mental models shown in Figures 13.14(b) and 13.14(c) help explain why -
the novice's understanding of the plant extended only to a few components.

13.5.2 Mixed forms of mental model


We looked briefly at four different forms of mental model in the last sec-
tion. We saw that there is evidence that each of these different forms can
arise while users operate interactive systems. However, there is also evi-
dence that users can maintain several different forms of model concur-
rently in order to represent the system's behaviour (Williams, 1983). This
is consistent with Moray's view that users maintain several levels of
model (Moray, 1992).
Someone placing a phone call, for example, is aware of the existence
of an object in the form of a telephone at the called number, and is aware
of the moment when this invisible telephone starts ringing and the
moment when it stops. This object-action model supplements the basic
state transition model. The caller is aware that by hanging up their own
phone they can cause ringing to cease at the other end - this is another
action they can perform indirectly.
Likewise, experienced users of interactive systems learn mappings
that complement their knowledge about states and objects. Ultimately
they may come to rely heavily on these mappings, and resort to the use of
their deeper understanding of the system only when it behaves in an
unusual way.

13.5.3 Running different forms of mental model


The form of mental model of course makes a difference to how the user
applies it to explaining and to making predictions. But the difference is
not as great as we might expect. For the purposes of explanation, the men-
tal model helps the user to answer questions such as,

What am I now seeing?


What did the system just do?
What did I do to make it do that?

In other words, by running the mental model the user can reconstruct the
most recent sequence of events.
For the purposes of prediction, the mental model supports the user in
answering a corresponding set of questions about the future:
THE INTERACTION CYCLE AND THE USER'S UNDERSTANDING 343

What can I do next?


What if I do this?
What will the system do then?
What will I see as a result?

Here the user runs the mental model in order to anticipate the next
sequence of events.
The common property of all of these examples is the underlying cycle
of interaction, the same cycle that we first encountered in Chapter 3. In run-
ning the mental model over past events the user is stepping through
recent stages in the interaction cycle, and in running the model predic-
tively he or she is playing out the next few stages. Section 13.6 takes up
this point and shows how the interaction cycle provides a basis for engag-
ing in conceptual design.

13.6 The interaction cycle and the user's


understanding
The cycle of interaction, with its seven stages of user action, was introduced
in Chapter 3. It is shown again diagramatically in Figure 13.16.
Each of the seven stages depends on the user's level of understand-
ing. The stages most strongly affected by the mental model are shown
highlighted in Figure 13.16.
The stages draw on knowledge of different kinds. The 'execution stages'
on the left are particularly dependent on the user's understanding of the sys-
tem's functions. They depend on understanding what functions are available
and how to put together a sequence of actions that will have the desired

Set goal

Form intention to act so Evaluate interpretation


as to achieve goal against what was expected

Execution ^ Evaluation
Map intention into Interpret perception

i t
sequence of actions according to expectations

Physically execute Perceive state

1
action sequence of world

THE WORLD

Figure 13.16 The user's interaction cycle. Based on Norman (1986).


344 CONCEPTUAL DESIGN: THE USER'S MENTAL MODEL

effect. In contrast, the 'evaluation stages' on the right rely on the user's
understanding
rent state can theof user
the system's [Link]
tell whether by correctly
desired effect hasrecognizing the cur-
been achieved.
Accordingly, if we want to avoid misconceptions, we must attend to
these stages in the cycle. We must understand the way mental models
support each stage, and help the user build adequate models of the sys-
tem's function and state. We must understand how conceptual break-
downs can occur, and try to prevent them.

How conceptual breakdowns occur: An example

An example helps illustrate the kinds of breakdowns that can arise dur-
ing the interaction cycle. It shows a number of ways in which faulty men-
tal models can lead the user to take inappropriate action.
Figure 13.17(a) shows a simple line drawing prepared on a computer,
consisting of three symbols. The user wishes to change the top and bot-
tom symbols to point to the right instead of the left, as shown in Figure
13.17(b). She therefore selects the symbols, and the system responds by
showing 'selection marks' as in Figure 13.17(c). So far, so good. However,
when she applies the function to reverse the symbol, the result is quite
unexpected: the selected symbols remain unaltered, and the middle sym-
bol changes out of all recognition (Figure 13.17(d)). At this point the user
gives up, and decides to redraw the entire figure.
Several misunderstandings, occurring at different points in the inter-
action cycle, have combined to cause this unwanted outcome:

(1) Failure to appreciate the system's state (Interpret perception stage). The user
had selected the symbols by drawing diagonally across them. She had

< > :<=i


:<

< > :< :<

(a) (c) (d)


(b)

Figure 13.17 Misunderstandings during the interaction cycle: (a) the initial drawing, in which
the top and bottom symbols are to be reversed; (b) the intended result; (c) the
two symbols are selected, accidentally including the middle symbol in the selec-
tion; (d) the Flip Vertical command leaves the two symbols unchanged and the
middle symbol in a mess.
THE INTERACTION CYCLE AND THE USER'S UNDERSTANDING 345

therefore selected the six-sided symbol in the middle, but the selection
marks on this symbol were invisible because the pairs of marks coincid-
ing at each vertex cancelled each other out (see Figure 13.17(c)). The first
mark was generated by turning all white pixels to black, and black to
white; the second mark was created in the same way, returning all pixels
to their original state.
(2) Failure to select the appropriate action (Map intention stage). The user
applied the Flip Vertical command, thinking this meant 'flip about a ver-
tical axis'. She should have used Flip Horizontal instead. Then, at least,
the top and bottom symbols would have reversed direction.

(3) Inadequate evaluation of the resulting state of the system (Evaluate interpreta-
tion stage). The user could not relate the result of Figure 13.17(d) to the
action she had just taken. The system appeared to have 'gone beserk'; in
fact it had merely flipped each component of the drawing vertically about
its midpoint.
(4) Lack of intention to take recovery action (Form intention stage). Due either to
panic or lack of training, the user didn't take the opportunity to apply the
Undo command to return the symbols to their previous state.

This example illustrates the user's shifting dependence on models of


function and state during the execution and evaluation halves of the
cycle. Failures 2 and 4 occur on the execution side, and are failures in tak-
ing action. Failures 1 and 3 occur on the evaluation side, because of mis-
understanding the system's state.

13.6.1 In conclusion: How we tackle conceptual design problems


Problems of misunderstanding by users provide us with a basis for
improving designs. When we see users repeating the same mistakes, we
see evidence of inadequate mental models, and we can learn from these
examples how to achieve better conceptual designs.
The next chapter discusses a number of conceptual design methods;
but we can already see, in the preceding example, the basis on which
analysis of conceptual designs can be performed. The cycle of interaction
offers us a framework for conducting walkthroughs of tasks that may give
users trouble. At each stage in the cycle we can look at the kinds of prob-
lems we have observed, and relate them to possible flaws in their mental
models. Then we can modify the system's design so as to help users
acquire the mental models they need.
In the case of Figure 13.17, for example, we can rectify one of the
user's problems by making clear exactly which objects are selected.
Selection marks should not cancel each other out completely; we need to
devise a means of making overlapping marks visible. A second problem,
confusion over the meaning of Flip vertical, can be rectified by a change
of name, for example, to Vertical-axis flip.
346
CONCEPTUAL DESIGN: THE USER'S MENTAL MODEL

We will explore this technique, and several others, in Chapter 14. In


this continued discussion, we will build extensively on this chapter's pre-
sentation ofdifferent forms of mental model.

Exercises
Explain the terms mental model, system model, system image.
Describe three ways in which mental models may be formed by users.
( 1
Give three examples of users' models of causality of actions.
(2List four major kinds of mental model, and give an example of each.
(3Describe the form of mental model that a telephone caller might have con-

(4 cerning (a)the receiver's phone, and (b) the receiver's answerphone.


(5Describe the mappings used by car drivers when moving off from a sta-
tionary position, (a) using a stick shift, (b) using an automatic transmission.
(6 Observe a checkout clerk, and try to establish what mappings he or she
uses.

(7Draw a lattice describing a user's mental model of (a) a check box, (b) a scroll
bar. Which parts of the lattice might users not include in their models?
(8Describe a possible user's model of the system in Figure 12.11.
Make a list of all of the mappings you know for a four-function calculator.
( 1 0 (9

Further reading
Norman D. A. (1986). Cognitive engineering. In User Centered System
Design (Norman D. A. and Draper S. W., eds.), pp. 31-65. Hillsdale NJ:
Lawrence Erlbaum Associates
A valuable presentation by Norman of his Cycle of Interaction and of aspects
of conceptual design and direct manipulation.
Norman, D.A. (1988). The Psychology of Everyday Things. New York: Basic
Books
An entertaining book on mental models and conceptual design, with many
examples.
Young R. M. (1983). Surrogates and mappings: Two kinds of conceptual
models of interactive devices. In Mental Models (Gentner D. and
Stevens A. L., eds.), pp. 35-52. Hillsdale NJ: Lawrence Erlbaum
Associates
A useful summary of types of mental model, coupled with an analysis of
mental models of several devices including calculators.
CHAPTER 14
Lfl

Conceptual design: Methods

Chapter objectives:
We need methods to to help us identify the kind of mental model our users
should acquire, and to design the user interface so that the user will indeed
acquire this model. Several such methods are presented here, including:
Defining the intended mental model
Hiding the technology of the system
Designing a suitable system image
Analysing by Cognitive Walkthrough
Applying appropriate design guidelines.

14.1 Introduction
In Chapter 13 we discussed mental models, the different forms they take and
their support for interaction - material that provides a basis for methods of
conceptual design. This chapter picks up the story, and presents a number of
conceptual design techniques for improving users' chances of understand-
ing how to operate systems, effectively and efficiently. In other words, it
explains how to promote system usability through conceptual design.
The methods presented here, like those in this book as a whole, are a
combination of synthesis and analysis. They help us to synthesize designs

347
348 CONCEPTUAL DESIGN: METHODS

in terms of appropriate forms of mental model, and they provide ways of


analysing designs in terms of their support for the stages in the interac-
tion cycle. The methods include:

• Identifying the form of mental model we wish the user to acquire


• Hiding the system model
• Encouraging the acquisition of this mental model by designing a suitable
system image
• Analysing the design by means of detailed Cognitive Walkthroughs
• Application of appropriate design heuristics and guidelines.

We will study each of these techniques with the aid of a number of


simple design cases and examples.

14.2 The intended mental model


The first and most obvious approach to conceptual design is to choose the
mental model we would like the user to adopt. This is the intended men-
tal model. Once we have chosen it, we then design the user interface to
present and reinforce this model, and we analyse the model's ability to
support the user during the interaction cycle.
It is important to realize that this is only an intended mental model,
and the real mental model adopted by the user may be quite different. As
Norman points out, the individual user's own mental model is personal
and idiosyncratic, while the designer's intended model is generalized to
suit the 'typical user' (Norman, 1986). Consider the user of a word proces-
sor, for example, who typically knows only a fraction of the command
repertoire (Rosson, 1983); the designer's intended model probably
extends much further. One of the aims of iterative conceptual design is to
try to bring the intended and actual mental models into closer alignment.

14.2.1 How the choice of mental model influences design


We can view the definition of the intended mental model as a precursor
to design. We start out with a 'design' for the intended mental model, and
transform this into a design for the system itself (Figure 14.1).
For example, we might approach the design of a document retrieval
system by choosing the sets of objects and actions available to the user,
including objects such as documents and folders, and actions such as
opening, viewing, scrolling and closing. On this basis we could define the
object-action mental model we would like the user to adopt. We could then
design a user interface, and underlying software, to present and reinforce
this model. We would probably adopt a direct-manipulation style in this
instance; in Section 14.4.1 we will see examples of such a user interface.
349
THE INTENDED MENTAL MODEL

Intended Cental I I
mental l |i model ' I-
model . v J i

Problem Design
V
F
Synthesize
ment
state- spec

Figure 14.1 Designing the system on the basis of an initial 'design' for an intended mental
model.

14.2.2 Retrofitting the mental model


Ideally we should define the intended mental model at the outset, before
we get too deeply into user interface design. However, there are situations
where this is difficult, for example, where we must retain compatibility
with an existing system or must interface to an existing machine.
For these and other reasons it is quite common to 'retrofit' an intend-
ed mental model after the initial stage of system design, as shown in
Figure 14.2. This initial stage usually involves choosing an appropriate
style of interaction and a set of functions, and the intended mental model
is fitted around these, influencing further enhancements of the design.
An alternative document retrieval system, for example, might be built
onto an existing menu-based office system. It would need to use a menu-
based interaction style, allowing the user to search through a hierarchy of
document directories. This in turn would suggest a state transition men-
tal model. We might sketch out the set of states that we intended the user
to be aware of, and develop the design further in terms of this state tran-
sition model.

14.2.3 The intended mental model and the style of interaction


The intended mental model may take any of the general forms discussed
in Chapter 13, for example, it may be a state transition model, an object-
action model or a mapping model. Our choice of interaction style will
usually be strongly linked to this choice of form of mental model,
whichever is chosen first. Thus:

• An object-action mental model is likely to encourage the adoption of a


direct-manipulation style of user interface, in which each of the concep-
tual objects is represented as a manipulable screen object.
350 CONCEPTUAL DESIGN: METHODS

i
Intended i i Mental I I
mental I I model \

Design
vw

spec

Figure 14.2 Fitting the intended mental model around the initial system design.

• A state transition mental model is likely to make sense as an intended


model if a menu-based or voice-based style of interaction has been cho-
sen, as in the example above.

• A mapping model may arise as a result of choosing a command-line or


function-key style.
• An analogical mental model, such as a desktop metaphor, might be cho-
sen as a basis for a system with a direct-manipulation style of interaction,
or to assist in introducing new objects to an existing such system.

14.2.4 In summary
Conceptual design involves identifying the structure of the mental model
we intend the user to acquire. If we can, we identify it prior to user inter-
face design; if not, we determine the mental model from the user inter-
face. Either way, we will find links between the mental model and the
style of interaction that the user interface presents.

14.3 Hiding the system model


User interfaces are often designed to allow computer-based control of
machinery and to access existing systems. We can see countless examples
of this, in telephone answering machines, VCRs, automated tellers, auto-
mobile test equipment, flight automation systems, digital heating con-
trols, home security systems, digital phone switchboards, and so on. In
these situations, conceptual design faces the problem of hiding those
aspects of the machine or system that might interfere with the user's per-
formance ofhis or her activities (Gentner and Grudin, 1990). In effect, we
need to hide the system model wherever its visibility may cause problems.
HIDING THE SYSTEM MODEL
351

(a)

(b)

Figure 14.3 Water supply (a) revealing the two-temperature system model, (b) hiding it.
Based on Norman (1988).

Some examples
A simple example of revealing the system model, quoted by Norman, is
the provision of separate hot and cold water taps, as shown in Figure
14.3(a) (Norman, 1988). Why is this done? What task, other than connec-
tion to a washing machine, could conceivably demand separation of hot
and cold supplies? All we need is a single outlet of water at a controlled
temperature, as shown in Figure 14.3(b). But of course, the supply system
provides water at two temperatures - the system model says you can have
either hot water or cold. This is the system model that two taps fail to hide.
As in the case of water taps, hiding the system model is usually a
matter of finding a simpler model. In the case of automobile control, dig-
ital systems have been applied towards making the task of starting a car
extremely simple: all that the driver does is insert a key and turn it. In the
days of vintage cars the task was much more complex and failure-prone;
it involved advancing and then retarding the ignition, adjusting the fuel
mixture, repositioning the fuel jets, and possibly pumping atomized fuel
into the induction manifold; it also involved knowing whether the car
was fitted with coil or magneto ignition (Wheatley and Morgan, 1964).
Over time, ways have been found to hide these features of the internal
mechanism, one by one. This example still serves to remind us that one of
the difficulties in hiding system models is to recognize all of the elements
of the model that can be hidden without loss of usability.
352 CONCEPTUAL DESIGN: METHODS

Defining the virtual system model


In conceptual design we attempt to avoid the problem of system models
by, in effect, replacing the machine or system with a different virtual sys-
tem model to which a more appropriate user interface can be designed.
This involves converting the outputs of the real system to a different set
for the virtual system, and applying a corresponding conversion to the
virtual system's inputs before feeding them to the real inputs.
Figure 14.4 shows an example of the system-model interface problem
and its solution. A user interface to an audio-video switch, based on a sys-
tem model, is shown in Figure 14.4(a): it requires the user, wishing to be
connected to another user, to type four separate commands defining the
parameters of each of four audio or video connections. It suffers from vari-
ous problems, including a high risk of typing error, lack of help regarding
command syntax or available names, and an unavoidable step-by-step con-
nection process which causes the connection to be revealed piece by piece.

> connect newman vl-out lamming vl-in


note: now lamming sees newman but newman's screen remains blank
> connect lamming vl-out newman vl-in
now both parties can see each other but there is no audio
> connect newman al-out lamming al-in
lamming can now hear newman but cannot be heard
> connect lamming al-out newman al-in
finally, the connection is complete.

(a)

JLJ Jkows v3 J (Sup 16* t2:4t)

Background J Glance ) Vphone } Offka-share ') hip.? Off bantlay


• Watch 't

codec

lamming
near?
gaver

sal Ian
pod~1f
tuner

(b)

Figure 14.4 Setting up an audio-video link using (a) a device-based interface, (b) a user inter-
face that hides the system model, based on the Portholes system (Dourish and
Bly, 1992).
DESIGNING THE SYSTEM IMAGE 353

In Figure 14.4(b) a much simpler menu-based interface has been


designed in which connections are made simply by selecting a name. In
effect, this has been done by defining a 'virtual audio-video switch' that
differs in two important respects from the real switch: it provides a list of
names of all accessible users, and it allows a complete connection to be set
up as a single 'atomic' operation. It provides a virtual system model we
can design to.

14.3.1 In summary
One way of thinking about conceptual design is, therefore, as redefining the
system model - as a task of surrounding the existing machine or system with
a new one, to which an appropriate user interface can easily be fitted. This
is sometimes called 'bottom-up' design, because it starts with the technolo-
gy and works outwards towards the user interface. However, as we saw at
the start of this section, sometimes we have no means of influencing the
choice of technology; we must simply focus on making it comprehensible.

14.4 Designing the system image


The system image, as we saw in Chapter 13, is the means by which the
functionality and state of the system are presented to the user. In intro-
ducing the notion of a system image, Don Norman also drew attention to
its value as a basis for conceptual design (Norman, 1986). In his words,

... in many ways, the primary task of the designer is to construct an appro-
priate System Image, realizing that everything the user interacts with helps to
form that image: the physical knobs, dials, keyboards, and displays, and the
documentation, including instruction manuals, help facilities, text input and
output, and error messages.

He went on to discuss the implications for the system designer:

If one hopes for the user to understand the system, to use it properly, and to
enjoy using it, then it is up to the designer to make the System Image explicit,
intelligible, consistent. And this goes for everything associated with the sys-
tem. Remember too that people do not always read documentation, and so the
major (perhaps entire) burden is placed on the image that the system projects.

Let us look at some of these implications in more detail.

14.4.1 The user interface as the presenter of the system image


Display-based user interfaces are capable of presenting the user with a
comprehensive picture of the system. They can show, for example, the
entire 'desktop' on which the user's working set of documents are
354 CONCEPTUAL DESIGN: METHODS

arranged (Figure 14.5(a)); they can show a menu of all of the main
categories of function available via sub-menus (Figure 14.5(b)); they can
show diagrammatically all of the main stages in the steam process of a
nuclear power station (Figure 14.5(c)). m o

Edit Window

File Cabinet
Name
Tanzania 1995 final
t> CD Ad-hoc Briefings J3JB
Staff Report: [> D Back-to-Office Reports sm
Tanzania 1995 £> CD Briefing Papers
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□ Egypt 1995 draft
of the country's economy The principal findings were a3 folli □ Gambia 1 995 final
32K
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Q S Africa 1995 final 14K
D Tanzania 1 995 final 42K
D Zaire 1 994 final 10K I Jt
□ Zaire 1 995 draft 48K
D Zaire 1 995 final

42K

(a)

CAMBRIDGE UNIVERSITY LIBRARY ON-LINE CATALOGUE SYSTEM:

1. University Library Main Building - catalogue of post-1977


imprints

2. University Library Main Building - title index of pre-1978


borrowable books

3. Union Catalogue of Departmental & College Libraries

4. Cambridge Union List of Serials

5. Cambridge Libraries Directory (including abbreviations)

To finish searching type END at any numbered menu prompt.


Type option (1,2,...) and press RETURN: 1

(b)
Figure 14.5 Examples of displays showing comprehensive views of systems: (a) a graphical
desktop (Apple, 1987); (b) a top-level menu of categories of function; (c) a
process flow display (Rasmussen and Goodstein, 1988). Courtesy Apple
Computer; Microsoft Inc.; Cambridge University Library.
DESIGNING THE SYSTEM IMAGE 355

350 —

Figure 14.5 Continued

These overall views are powerful mechanisms for presenting a sys-


tem image. They allow us to transform the intended mental model into
pictorial or texual form, and display it on the screen. This is a very direct
way of getting across an intended mental model. However, when we use
this technique for presenting the system image, we must take care to
maintain the two properties of currency and consistency.

14.4.2 Maintaining the currency of the system image


The display should show the state of the system as it is now, not as it was
some time ago. Otherwise it will convey the wrong mental model to the user.
356 CONCEPTUAL DESIGN: METHODS

A simple failure to maintain display currency contributed to the 1979


accident at Metropolitan Edison's Three Mile Island power station. The
light indicating the status of a pilot-operated relief valve misled the con-
trol-room staff, who thought it showed that the valve was closed. In fact
it showed only that the relay to close it had been actuated; the valve itself
was stuck open. As the President's Commission reported:
Had the valve closed as it was designed to do, or if the control room opera-
tors had realized that the valve was stuck open, or if they had simply left on
the plant's
would have high pressure
remained littleinjection pumps,
more than the inconvenience
a minor accident at Three
for Mile
Met. Island
Ed.

The cost of this failure was estimated at upwards of $1 billion in 1979 dol-
lars (President's Commission, 1979).

14.4.3 Maintaining system-image consistency


Likewise, each successive display that the user receives should reinforce the
system image rather than conflict with it. In Figure 14.6 we see an example
of inconsistent displays of a desktop folder's contents. The panel on the left
could confuse the user into believing the folder has documents missing.

08-Figures
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C
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Figure-8-1 5. paint

Figure 14.6 Two displays of a folder's contents. On its own, the display on the left could sug-
gest that items are missing. Courtesy Apple Computer.
DESIGNING THE SYSTEM IMAGE 357

14.4.4 Progressive reinforcement of the system image


Reinforcement of the system image can also have a powerful cumulative
effect. Sometimes this is the only way to get the intended mental model
across - the available communication channel is too restrictive, or the
model too complex, for a comprehensive display.
Voice-based interaction relies extensively on progressive reinforce-
ment to build up and maintain an adequate mental model. In designing a
voice message system, for example, we need to present the user not only
with a state-transition model of the available functions, but an object-
action model of the stored messages. We may find it particularly vital to
reinforce the stored-message model, because the user relies heavily on
this part of their mental model in order to perform the task. Thus it prob-
ably wouldn't be adequate to prompt the user with the initial message:
Press 2 to hear your first new message

because this would give no indication of the number of stored messages.


A more helpful message would be:

You have three new messages. Press 2 to hear your first new message.

The user is already able to build up a simple model of the stored messages
and of the likely effect of pressing the '2' key (Figure 14.7).

14.4.5 In summary
The system image offers an invaluable means for presenting and re-
inforcing the mental model of our choice. It can be presented via a variety
of channels, including display, audio feedback, training and documenta-
tion. Itis important to maintain currency and consistency in the system
image, and to consider ways of reinforcing it as the interaction proceeds.

Messages

Message 1 Message 2 Message 3

^, Hear

Figure 14.7 The mental model that starts to build in response to the prompt, You have three
new messages. Press2 '2 to hear your first new message. The user learns about mes-
Key
sage-objects, and a 'hear' action that can be invoked by the mapping 'press 2'.
358 CONCEPTUAL DESIGN: METHODS

14.5 Walkthrough analysis


Synthesis techniques, such as designing the intended mental model or
creating a system image, are useful only if we are also able to analyse the
results for usability. This is one of the more difficult areas of conceptual
design, for there is no tangible mental model that we can analyse. We can
analyse the mental model we intend for the user, but of course there is no
guarantee that the user will adopt it. Alternatively we can try to deter-
mine what mental model our user has adopted, but this is a slow and
error-prone task, and by the time we find out it may be too late to rectify
mistakes in the design.
In this section we will look at a way of extending Cognitive
Walkthrough methods so that they help us analyse our conceptual designs.

14.5.1 Cognitive Walkthroughs: The technique in outline


The Cognitive Walkthrough method has already been described in
Chapter 8, and its underlying theory of exploratory learning was present-
ed in Chapter 3. For the reader's convenience the method itself is sum-
marized inFigure 14.8.
The primary purpose of the technique is to analyse user interfaces in
terms of problems users may encounter due to lack of understanding of
the user interface. It is often used to analyse walk-up-and-use interfaces.

14.5.2 Extending the walkthrough technique


If we want to use the walkthrough technique to analyse designs in terms
of users' mental models, we can modify the three iterated questions, and
add a fourth, to read as follows:

Ql: Will the correct action be sufficiently evident to the user via their existing
mental model or via the system image?
Q2: Will the user connect the correct action with what he or she is trying to do,
either via his or her own mental model or via its description?

Q3: Will the user interpret the system's response to the chosen action correct-
ly, that is, will the user know from this response, and from his or her own
mental model, if he or she has made a right or a wrong choice?

Q4: Will the user's mental model be affected? Will new concepts be added, or existing
concepts lost?

As with the basic walkthrough technique, we iterate until the task is com-
plete or until we encounter a design problem that justifies halting.
With the addition of the questions in italics the technique becomes
more challenging. It involves identifying the user's probable mental
WALKTHROUGH ANALYSIS 359

Analysis by Cognitive Walkthrough involves simulating the way users


explore and gain familiarity with interactive systems, with the aid of a simple
step-by-step model:

0 The user starts with a rough plan of what he or she wants to achieve - a
task to be performed;
1 The user explores the system, via the user interface, looking for actions
that might contribute to performing the task;
2 The user selects the action whose description or appearance most close-
ly matches what he or she is trying to do;
3 The user then interprets the system's response and assesses whether
progress has been made towards completing the task.

The analysis involves simulating steps 1 , 2 and 3 at each stage of interac-


tion, byasking questions of the form:

Q1 : Will the correct action be made sufficiently evident to the user?


Q2: Will the user connect the correct action's description with what they are
trying to do?
Q3: Will the user interpret the system's response to the chosen action cor-
rectly, that is, will the user know if he or she has made a right or a
wrong choice?

The process is repeated until the task sequence is completed or until the
analysis succeeds in identifying sufficient problems to make further analysis
unnecessary.

Figure 14.8 The basic Cognitive Walkthrough technique, from Chapter 8 (Lewis et a\., 1992).

model at the outset, and keeping it updated by answering question Q4 at


each step. Question Q4 involves assessing the user's capacity to remem-
ber the new concepts that are presented, and this is difficult. Nevertheless,
the technique can be very useful in helping to identify conceptual design
problems. Three short examples follow, illustrating this use of the tech-
nique.

Example 1: Changing an icon's label


To introduce this use of the Cognitive Walkthrough method we will
analyse a simple example: the novice Macintosh user attempting to
change the name of an icon. As we saw in the last chapter, a novice user
may not appreciate that icons can be selected in two ways, and that the
label itself must be selected in order to change it, as shown in Figure
14.9(a).
The correct initial action, then, is to click on the label, as shown in
Figure 14.9(a). Instead the user clicks on the icon itself, as shown in Figure
14.9(b). Here is the first stage in the analysis of this sequence:
360 CONCEPTUAL DESIGN: METHODS

=^v

(a)

Mouse 'Fi'
ft click
Keyboard ^ "N
%.
Picture fSHTOl GEfflB
V 0

(b)
^s-
Figure 14.9 Changing the label on a Macintosh icon by selecting and retyping: (a) the correct
method; (b) an incorrect method - the user selects the body of the icon. Icons
courtesy Claris Corporation.

Ql: Will the correct action be sufficiently evident to the user via his or her
existing mental model or via the system image?

Answer: No. As we can see in Figure 14.10, the user's mental model lacks the dis-
tinction between selecting the icon and selecting the label. The icon's
appearance does not immediately suggest that there are two objects here.
Q2: Will the user connect the correct action with what he or she is trying to do,
either via his or her own mental model or via its description?

Answer: Possibly. But this user hasn't made the connection.


Q3: Will the user interpret the system's response to the chosen action correct-
ly, that is, will the user know from this response, and from his or her own
mental model, if he or she has made a right or a wrong choice?
Answer: No. The system responds by highlighting the entire icon, including the
label. This doesn't tell the user that the icon itself, not the label, has been
selected.

Q4: Will the user's mental model be affected? Will new concepts be added, or
existing concepts lost?

Answer: No. If anything, the system's response has reinforced the user's view of
the icon as a single object.

Thus the system has encouraged the user to view the icon as a single
entity. Now we'll analyse the second step. The correct action would be to
select the label, but the user types the new contents instead. The analysis
of this step runs as follows:
WALKTHROUGH ANALYSIS 361

ICON

ATTRIBUTES
LABEL

RETYPE

B3EE Picture

Figure 14.10 The novice user's mental model of the icon, showing just those concepts relating
to changing the label. Icons courtesy Claris Corporation.

Ql: Will the correct action be sufficiently evident to the user via his or her
existing mental model or via the system image?
Answer: Probably not. The icon looks as if it is selected. There is nothing to suggest
that the user should point at the label.
Q2: Will the user connect the correct action with what he or she is trying to do,
either via his or her own mental model or via its description?

Answer: As before, possibly, but the user's mental model is getting in the way.
Q3: Will the user interpret the system's response to the chosen action correct-
ly, that is, will the user know from this response, and from his or her own
mental model, if he or she has made a right or a wrong choice?

Answer: Yes. The system doesn't respond at all to the characters that the user
types, so it is obvious that this is the wrong choice of action.

Q4: Will the user's mental model be affected? Will new concepts be added, or
existing concepts lost?

Answer: Probably. The user may now wonder if selecting and retyping is the cor-
rect method. His or her mental model may be weakened, as shown in
Figure 14.11.

If the user were now to select the label itself, he or she might then
complete the task successfully and learn about the two parts of the icon as
362 CONCEPTUAL DESIGN: METHODS

ICON

ATTRIBUTES
LABEL

ESffiH Picture

Figure 14.11 How the novice user's mental model of the icon may be affected by failure to
change the label. Icons courtesy Claris Corporation.

a by-product. The detailed analysis of this sequence is left as an exercise


for the reader.
We may wonder whether this problem might be avoided by changing
the user interface of the icon. One possibility might be to invert only the
body of the icon when it is selected, but this could be confused with an
icon whose label is being retyped. There is no obvious solution to this
design problem.

Example 2: An audio-video link


In this second example we will analyse a simple conceptual design of a
two-way audio-video link of the kind introduced in Figure 14.4. We will
apply the Cognitive Walkthrough method to the situation where one of
the cameras has been turned off, unknown to the person at the other end
of the link (Figure 14.12).
User A and User B have established an audio-video link between their
two offices - a form of video-mediated 'office sharing'. With experience,
this kind of link tends to build the mental model, 'If I can see them, they
can see me', that is, a model of reciprocal visibility (Adler and Henderson,
1994). We will explore how this model affects the course of events.
During his lunch break, User A rearranges the cables in his office, and
forgets to turn his camera back on. However, User B's camera is still on,
and so the connection appears perfectly OK to User A. When User B
WALKTHROUGH ANALYSIS 363
Camera
switched off

IUser A Audio
1
UserB

User
interface
Figure 14.12 An audio/video link, in which User A's camera has been switched off.

returns from lunch, she sees a blank screen, and assumes that the connec-
tion has been closed intentionally by User A. She needs to have a private
phone conversation anyway, so she takes no further action.
Let's analyse the situations for both users. We will consider User A
first, at the point when he has finished rearranging the cables; at this
point, his correct action should be to szvitch the camera on:

Ql: Will the correct action be sufficiently evident to the user via his or her
existing mental model or via the system image?

Answer: No. The mental model User A has acquired is, 'If I can see her, she can see
me'. He can see User B's office, so he assumes he is visible on her video
monitor. As for the 'system image', it consists of a tiny red light which is
no longer on, and this goes unnoticed. The user interface shows the con-
nection still in effect.

Q2: Will the user connect the correct action with what he or she is trying to do,
either via his or her own mental model or via its description?
Answer: No. At this time, User A is not trying to achieve any goal that depends on
being visible to User B; if he were, however, the correct action would be
obvious.

Q3: Will the user interpret the system's response to the chosen action correct-
ly, that is, will the user know from this response, and from his or her own
mental model, if he or she has made a right or a wrong choice?

Answer: No. User A's 'chosen action' - to leave the camera switched off - gener-
ates no response from the system.

Q4: Will the user's mental model be affected? Will new concepts be added, or
existing concepts lost?
Answer: No. User A is unaware that anything is wrong.
364 CONCEPTUAL DESIGN: METHODS

Thus the system has allowed a potential invasion of privacy to occur,


through its lack of response to the switched-off camera, and through User
A's reliance on the mental model, Tf I can see her, she can see me'.
To complete the analysis, we will look at User B's situation on return-
ing from lunch, and seeing a blank screen. At this point, the correct action
for User B is to notify User A that there is a problem with the connection,
since it is still open but is not delivering a picture to her.

Ql: Will the correct action be sufficiently evident to the user via his or her
existing mental model or via the system image?
Answer: Perhaps. She too maintains the mental model, Tf I can see him, he can see
me', and on this basis will form an assumption that the connection has
been closed. The user interface shows the connection still open, but User
B may not notice this - the control panel may no longer be visible to her.
Q2: Will the user connect the correct action with what he or she is trying to do,
either via his or her own mental model or via its description?
Answer: No. User B's mental model now tells her that the connection is closed; she
is not aware of any problem.

Q3: Will the user interpret the system's response to the chosen action correct-
ly, that is, will the user know from this response, and from his or her own
mental model, if he or she has made a right or a wrong choice?
Answer: No. She takes no action, and receives no response.

Q4: Will the user's mental model be affected? Will new concepts be added, or
existing concepts lost?
Answer: User B has simply formed a temporary model of a closed audio-video
link.

How does this potentially damaging situation get resolved? At worst,


User B begins her private phone call, User A overhears it via the audio
link, wonders why she is being so indiscreet, puts two and two together,
and checks his camera to see if it is on. In a more likely scenario, User B
returns to her office and soon picks up the sounds of User A in his office
via the audio link. She realizes that the connection is open after all, and
takes suitable action: 'Hey, I can hear you but I can't see you. Is your cam-
era out of action?'
How might we redesign this system to prevent such a potentially
embarrassing situation from arising again? One solution might be to build
an integrated audio-video station, incorporating camera, monitor and
audio, with a single on-off switch. Had this been installed, User A would
have lost his picture when he powered the station down, and would have
been reminded by this to power it up. Other solutions might be to provide
an extra feedback monitor showing each user the pictures on their own
WALKTHROUGH ANALYSIS 365

cameras, or to have the system sense the absence of a video signal and
take appropriate action, for example, close the connection.

Example 3: Setting editor preferences


Often we will need to walk through a series of actions, as in the following
simple example of direct-manipulation data entry. Here we are concerned
with a user who has recently begun to use a document database. She
wishes to use the same editor as she had been using before, emacs, for
preparing documents.
The database system allows a variety of preferences to be modified.
The first step is to select Preferences from a system menu; this brings up
the panel shown in Figure 14.13(a). The user can click on any or each of
the preference buttons to bring up individual panels (Figure 14.13(b)),
change the settings (Figure 14.13(c)), and then click on Save to store the
settings.
We will assume that this user has had experience of other similar sys-
tems, also offering a choice of editors, and has experience too of the win-
dow environment in question. She will have transferred these concepts to
her mental model of the new system.
Our Cognitive Walkthrough analysis starts with just the main system
window visible, and runs as follows:

Ql: Will the correct action be sufficiently evident to the user via his or her
existing mental model or via the system image?
Answer: Yes. The correct action is to select Preferences in the system menu. The
system image makes it sufficiently evident.
Q2: Will the user connect the correct action with what he or she is trying to do,
either via his or her own mental model or via its description?
Answer: Yes. From her existing mental model she knows that this term covers
functionality such as choice of editor.

Q3: Will the user interpret the system's response to the chosen action correct-
ly, that is, will the user know from this response, and from his or her own
mental model, if he or she has made a right or a wrong choice?
Answer: Yes. The panel displayed in response includes an Editor button.

Q4: Will the user's mental model be affected? Will new concepts be added, or
existing concepts lost?
Answer: No. But the user will have confirmed her expectation that editor-selection
is one of the preference-setting functions available.

The first cycle of our analysis has exposed no problems in the con-
ceptual design. We move on to the next cycle, in which the user displays
the editor panel by clicking on the button:
366 CONCEPTUAL DESIGN: METHODS

Hel|

Editor
Reset Dismiss
™J
Help | Save Dismiss j Enter choice of editor
icons
Editor
Mail
■ i ■ ■—■ ii
Mail
F i .,,-,-, ■— ■- J
Windows Windows
Mouse
Mouse

■stem.

Edit Preferences Edit Preferences |

(a) (b)

Hel|

XJ BOwr
I Reset 1 Dismiss
Enter choice of editor

emacs

Mail

Windows

I Edit I Preferences

(c)

Figure 14.13 Setting editor preferences: (a) opening the preferences panel; (b) opening the
editor subpanel; (c) entering the choice of editor.
WALKTHROUGH ANALYSIS
367

Ql: Will the correct action be sufficiently evident to the user via his or her
existing mental model or via the system image?
Answer: Yes. The Editor button is clearly visible.
Q2: Will the user connect the correct action with what he or she is trying to do,
either via his or her own mental model or via its description?
Answer: Yes. The meaning of the Editor description is clear.

Q3: Will the user interpret the system's response to the chosen action correct-
ly, that is, will the user know from this response, and from his or her own
mental model, if he or she has made a right or a wrong choice?
Answer: Yes. The display of a new panel, with a box for entering the editor name,
confirms that the action was correct.

Q4: Will the user's mental model be affected? Will new concepts be added, or
existing concepts lost?

Answer: No. The panel's appearance suggests nothing unusual.


Thus the second cycle is completed successfully. The third cycle
involves typing in the editor name, emacs (Figure 14.13(c)), and this
again raises no problems for the user, so we will omit this step in the
analysis. We will proceed directly to the fourth and final step, clicking on
the Save button:

Ql: Will the correct action be sufficiently evident to the user via his or her
existing mental model or via the system image?

Answer: No. The user's preference - select the emacs editor - is stated in the
panel she has just modified. According to her mental model of direct-
manipulation interfaces, any action on this preference statement should
be made by means of one of the buttons on the panel; but none of them
offers the action she wants to take. The correct action, Save, involves a
button on another panel. Furthermore, this Save button may be obscured
by the current panel.
Q2: Will the user connect the correct action with what he or she is trying to do,
either via his or her own mental model or via its description?
Answer: No. The Save button will be connected with the panel displaying the set
of functions. The user's existing mental model would probably suggest
not using this button, because she doesn't know what information will be
saved.
Instead, therefore, the user simply closes the two panels, hoping that
this has altered the editor preference. Again, experience with other sys-
tems that allow this kind of preference changing (for example, Apple
Macintosh) might have suggested that no further action is needed.
368 CONCEPTUAL DESIGN: METHODS

Q3: Will the user interpret the system's response to the chosen action correct-
ly, that is, will the user know from this response, and from his or her own
mental model, if he or she has made a right or a wrong choice?
Answer: No. The system provides no confirming response. Until she tries to edit
some text, she won't know whether the preference has taken effect.
Q4: Will the user's mental model be affected? Will new concepts be added, or
existing concepts lost?

Answer: Yes. She will now be uncertain of the object-action model underlying the
preference choosing user interface.

We see here an example of a common mistake, attaching an action to


the wrong object. A Save button on the second panel would solve the
problem.

14.5.3 In summary
When we design an interactive system, we need to rework our intended
mental model progressively, in parallel with the user interface. We can
manage this reworking process by walkthrough analysis of the con-
ceptual design. Each analysis generates findings that influence both the
intended mental model and the system design, as shown in Figure 14.14.
One or more analyses may be undertaken at each stage, based on a repre-
sentative set of benchmark tasks. We have worked through three such tasks:

----
^

1 I Mental I I
I fT/ientaT) Intended mental model
ImodelJ t V I >-
I model d J ,I

t:::i
New intended
mental
model

Design
V
F

spec

Figure 14.14 Processes involved in analysis of conceptual designs. The intended mental model
and the design are developed in parallel, by means of a series of analyses in
terms of benchmark tasks.
CONCEPTUAL DESIGN HEURISTICS 369

changing an icon's label, re-cabling a camera, and altering the text-editor


preference. Other examples of conceptual design analyses can be found in
Payne (1984) and Norman (1988).
We need to allow time for this kind of analysis during the design
process. If possible, we should conduct walkthroughs in which we simu-
late the problems of users with different levels of understanding; we
should try to track their acquisition of new concepts. This is not some-
thing that can be done quickly. However, walkthrough analysis generates
invaluable design feedback. Although analysis poses many questions that
we may find difficult to answer, the exercise of answering them will usu-
ally improve our overall understanding of the design problem.

14.6 Conceptual design heuristics


When we design a user interface, many of the decisions we take are based
on experience and advice. Already, this chapter has passed on several
basic pieces of advice, which might be summarized as follows:

Choose the mental model you intend the user to adopt, preferably before
attempting to design the user interface.
Link your choice of mental model to your choice of style of interaction.

Hide all those aspects of the system model that conflict with the user's
performance of his or her activity.
Exploit the system image to convey the intended mental model.
Take steps to ensure currency and consistency in the system image.

These are examples of design heuristics, strategies that help us to


improve the outcome of design. Design heuristics often enable decisions
to be made quickly, without the need for extensive analysis. Not only are
they useful in guiding design decisions, but they can also be applied to
evaluation, as we saw in Chapter 8: we write down the set of heuristics
we think the design should comply with, and then inspect the design,
looking for lack of compliance and other problems.
The list of conceptual design heuristics doesn't stop with the five
given above. In this final section a few additional heuristics are offered, to
indicate the kind of assistance they can provide to the process of concep-
tual design. They are drawn from a number of sources, including
Rubinstein and Hersh (1984), Apple (1987), Carroll and Olson (1988), and
Mayhew (1992), which are recommended to readers in search of more
such heuristics.
370 CONCEPTUAL DESIGN: METHODS

14.6.1 A sample of conceptual design heuristics


First of all, heuristics can help us remember how varied our user popula-
tion is. Not only do users come to a new system with a wide range of prior
experience, but they continue to maintain different sets of concepts about
the system.

• Take into account the mental models that users will bring with them to the
new system.

This heuristic, from Mayhew (1992), protects us from assuming we can


invent any intended mental model we like. Carroll and Olson (1988) have put
it another way, investigate whether people have and use mental models of various
kinds. There is an implication that we should make the effort to understand
what concepts our users already possess. We need to allow time for this.

• Promote the development of both novice and expert mental models.

We cannot guarantee that all our users will be fully trained when they
first use the system in earnest. This heuristic, also from Mayhew (1992),
tells us to keep a range of possible mental models in mind. It tells us to
design the system image so that the extra information the novice needs is
available. When we conduct analyses, we should take the extra effort to
analyse in terms of both novices and experts.
The next two heuristics relate to the use of metaphors. As we saw in
Chapter 13, metaphors provide ways of introducing concepts to users
with the aid of analogies with familiar real-world objects. In effect, they
transfer mental models from the real world so that the user has a basis for
understanding the new system.

• Use concrete metaphors and make them plain, so that users have a set of
expectations to apply to computer environments.

This heuristic, from Apple (1987), makes clear the basic strategy for
the use of metaphors. Make them plain reminds us that a metaphor does no
good if the user fails to recognize it. A well-known example is the
American mailbox symbol shown in Figure 14.15; it has no meaning to a
European user.

• Adhere to familiar metaphors as much as possible without sacrificing

power.
The unconstrained use of metaphors can lead to inefficient interfaces.
Every action involves dragging an object to some other object, and com-
mands that could be stated quickly via the keyboard involve the user in a
succession of pointing and clicking steps. This heuristic, based on Mayhew
CONCEPTUAL DESIGN HEURISTICS
371

exmh

Figure 14.15 The use of a metaphor to convey an electronic mail function. The icon on the left
is unrecognizable to many Europeans; the icon on the right is more universally
recognizable.

(1992), tells us to analyse our metaphor-based interfaces for speed of oper-


ation, perhaps with the aid of the Keystroke-Level Model of Chapter 8.

When there's a choice, have the least surprising thing happen to the user.

Our final heuristic is based on Dan Swinehart's 'Law of least aston-


ishment' (Thimbleby, 1990). Choosing the least surprising design is con-
sistent with maintaining an existing mental model. Choosing something
surprising risks undermining the concepts the user already has. This prin-
ciple has become increasingly important as more and more systems are
designed for use within standard window environments with their own
conventions. Here, the law of least astonishment tell us to abide by the
conventions of the environment unless there are very good reasons for
doing something different.

14.6.2 In summary
Heuristics provide us with sets of rules to keep in mind as we synthesize
and analyse the design. Through their judicious use, we can sometimes
make rapid design progress. However, heuristics aren't a substitute for
the other tools we have covered for design synthesis and analysis. They
have specific domains of applicability, and they sometimes come into con-
flict with each other (Barnard and Grudin, 1988). They don't offer explic-
it solutions to design problems, nor do they tell us how to measure the
usability of our designs. Their main value lies in the knowledge and expe-
rience they encapsulate.
In this final section we have started to enter into a method of design
that applies much more widely to interactive system design - the use of
guidelines. We need to understand how heuristics arise, what knowledge
they encapsulate, and how to make good use of them. These and other
issues are explored in the final chapter.
372 CONCEPTUAL DESIGN: METHODS

Exercises
(1) Summarize the five ways of approaching conceptual design.

(2) How does choice of style influence the user's mental model? To what
extent does our choice of intended mental model influence our choice of
style?

(3) Give examples of (a) parts of the automobile's system model that have
been successfully hidden; (b) new user concepts that have been added to
the automobile.

(4) How would you hide the system model of (a) a mountain bike's 27 gears?
(b) telephone numbers? (c) file names, in the specific situation where files
A and B have got their names transposed? Describe the virtual system
models you would introduce in their place.
(5) Devise more helpful system images for (a) a pay phone, (b) a dishwasher,
(c) a telephone answering machine.
(6) How would you rectify the problem exposed in Figure 14.6?
(7) Conduct an extended Cognitive Walkthrough on two of the following: (a)
the example of Figure 13.17; (b) dragging a floppy disk to the Apple
Macintosh wastebasket; (c) the UNIX cat command; (d) the direct-manip-
ulation interface shown in Figure 12.11; (e) the voice-based interface
shown in Figure 12.10.

(8) What are design heuristics? How would the heuristic, 'Promote the devel-
opment of both novice and expert mental models', affect your answers to
question 5(c)?
(9) How would you overcome the problems listed in Section 13.2.2?
(10) Why is it important that fax machines should have displays that show
when the number is being dialled and so on? What sorts of problems are
likely to arise when they don't?

Further reading
Smith D., Irby C, Kimball R.M., Verplank W. and Harslem E. (1982).
Designing the Star User Interface. Byte, 7 (4), April
An example of a carefully worked out conceptual design, highly innovative
in its day.
CHAPTER 15

Designing to guidelines

Chapter objectives:
Guidelines offer advice regarding design problems, and suggest solutions. They
help with aspects of design that lie outside the scope of analytical tools or
empirical evaluation. This chapter explains how guidelines are used in inter-
active system design, by addressing the following issues:
The roles played by guidelines in design
Limitations of guidelines
Guidelines as general principles
The use of guidelines in specific contexts, for example, screen design, use of
colour, designing within a specific style, design of user interface components.

15.1 Introduction
This is the final chapter on user interface design, and the last chapter in
the book. Any reader who started at the beginning and has had the sta-
mina to reach these last few pages will have realized that there are many
limitations to the methods presented so far. Virtually any design problem,
however small, is going to pose questions that these methods cannot
answer in full. There will be many questions of detail, for example, con-
cerning screen design or the use of colour. There will be questions about
the use of specific windowing systems and user interface 'house styles.'
373
374 DESIGNING TO GUIDELINES

We can sometimes answer these kinds of questions by drawing on


guidelines. Guidelines have already appeared in this book under various
disguises, in particular during the discussion of heuristics at the end of
the last chapter. A great many more guidelines are available to designers
of interactive systems, for example, in the works of Shneiderman (1992)
and Mayhew (1992). They cover a vast range of issues in user interface
design. Although they solve some design problems, they can create prob-
lems of their own. In particular, it can be difficult to find or select the right
guideline for the problem at hand.
This chapter is about the effective use of guidelines in user interface
design. It makes no attempt to offer a compendium of guidelines, because
these already exist in books such as those just cited. Instead it explains the
roles of guidelines in design, points out some of their limitations, and
identifies some of the different design contexts in which they are useful.
It then discusses the use of guidelines in each of these contexts, illustrat-
ing how they address a specific design problem, the Economic Update
system of Chapters 6 and 7.

15.2 Guidelines: What are they, and why do we


need them?
We will start with an explanation of what guidelines are. Guidelines pro-
vide us with advice on the solution of design problems, and suggest possi-
ble solution strategies. Each guideline has a context or domain within which
it applies, that is, a range of design problems to which it is applicable. When
we apply a guideline to such a problem, we treat it as a heuristic, that is, we
draw on assumptions derived from past experience with this kind of prob-
lem. In many cases, the experience we draw on includes empirical research.

Some examples
Figure 15.1 shows a representative set of guidelines, drawn from a variety
of sources. These examples illustrate a number of the points just made.
Thus we can see that guidelines vary considerably in the context to which
they apply, all the way from the general consistency principle (A) to spe-
cific advice on adjusting the fields of view of video-link cameras (D).
Some of them are phrased as gentle hints (C) while others are mandatory
or even statements of fact (E, F). Some may read as obvious common
sense derived from design experience (A); others may surprise us, and
lead us to wonder how they were arrived at (B, D).

15.2.1 Why do we need guidelines?


The role of guidelines is particularly prominent in interactive system
design, to the extent that books of guidelines have been written to help
HOW WE USE GUIDELINES 375

A Strive for consistency.


B In menu-based interaction, where users make frequent selection and the
set of options does not change over time, use letter identifiers paired to
each option.

C Consider voice synthesis as an output device when the user's eyes are
busy, when mobility is required, or when the user has no access to a
workstation or screen.
D When using a video link to support collaboration of individuals, adjust
camera fields of view wide enough to show other people at the connect-
ed locations, not just the heads and shoulders of the principal users.
E When closing a document, the user must be able to choose whether to
save any changes made to the document since the last time it was
opened.
F A standard window has a close box. When the user clicks the close box,
the window goes away .

Figure 15.1 Examples of guidelines, concerning (A) consistency (Shneiderman, 1992); (B)
menu selection (Perlman, 1984); (C) voice-based interaction (Mayhew, 1992); (D)
use of video communication (Dourish et ah, 1994); (E and F) closing documents
and windows (Apple, 1987).

designers in this field (Rubinstein and Hersh, 1984; Brown, 1988). Why is
there so much dependence here on guidelines?
The answer lies in the frequency with which unfamiliar design prob-
lems arise. As interactive system designers we constantly find ourselves
in new problem domains, designing systems to support activities we have
never studied before. Even when we work in familar domains we often
adopt new forms of solution, either by necessity or by preference. Thus
we may be obliged to use a windowing environment we have never expe-
rienced before, for example, or we may see an opportunity to improve
usability by incorporating a new user interface technique. For whatever
reason, we find ourselves in unfamiliar design territory. And this happens
constantly; it may happen, to some extent, with every new design prob-
lem we tackle.
In the course of designing interactive systems, therefore, we often
need help in dealing with unfamiliar design problems. Guidelines can
provide a source of help by encapsulating the results of other people's
experience and research. In a sense they offer the kind of 'packaged expe-
rience' that we need when we are working in unfamiliar design territory.

15.3 How we use guidelines


Before looking at further examples of guidelines we need to understand
how to make good use of them. Guidelines have a number of different
376 DESIGNING TO GUIDELINES

roles in design - they can serve different purposes. They also have limita-
tions, which mean that we must apply them with care. Also, as we have
seen, every guideline has a context within which it applies, and applying it
outside this context may be risky. We look briefly at each of these topics.

15.3.1 The roles of guidelines


Guidelines can be used for many purposes, but they are more effective in
some roles than in others. For example, it is not easy to learn how to
design user interfaces by simply reading a book of guidelines, although
compilers of guidelines have been known to recommend this. But there
are things that guidelines do well, and this is where their true roles lie.

Guideline use in the design enhancement process


The roles we shall be discussing shortly are illustrated in the process dia-
gram of Figure 15.2. In terms of the design representations of Chapter 4
we can regard each guideline as a miniature 'investigation report'. It may
report on actual research, or it may draw from accumulated experience.
We select the guideline on the basis of its match with the problem we
are solving, or with a particular question that has arisen about the design.
We apply it to the solution in its current form, typically with a view to
enhancing it. Alternatively we simply document any problems that the
guideline may have helped identify; this list of problems is shown in
Figure 15.2 as an evaluation report.
The process diagram highlights four major roles played by guidelines
in design: raising awareness, assisting in choices, offering strategies and sup-

porting evaluation. These have been documented in reports on actual stud- » i.

ies of guideline use, principally by Tetzlaff and Schwartz (1991) and by


Nielsen and Molich (1990).

Apply l-»
Design

guideline spec

TJn

Guideline Evaluation
report

Guideline
set

Figure 15.2 > = guideline as a


The process by which guidelines are applied. We can regard each
miniature investigation report.
HOW WE USE GUIDELINES
377

Raising awareness of concepts


A guideline may introduce a concept that we have not encountered
before, for example, the following from Microsoft (1992) illustrated in
Figure 15.3(a):

• A cascading or hierarchical menu is a submenu (also known as a child menu)


attached to the right side of a menu item ... Cascading menus can be added to
drop-down menus, contextual menus, or even other cascading menus.

We might encounter this guideline while searching for information of


another kind. If we have never experienced tear-off menus before, this
will be a new concept that we can retain for possible use at a later date
(Figure 15.3(b)).

Assisting in design choices


When we need help with a difficult decision, we may find the answer in
a guideline. Suppose we are designing a command-line style of user inter-
face, and need to allocate the command line itself to a place on the screen.
Should it be at the top or the bottom? The following, based on research by
Granda et at. (1982), is quoted by Mayhew (1992):

• Locate the command line near the bottom of the screen unless it is clear that the
user's gaze will be elsewhere.

In other words, we should adopt the layout of Figure 15.4(b) rather


than follow Figure 15.4(a).

Offering strategies for solving design problems


Solving a design problem involves finding an overall strategy, and we can
sometimes find the strategies we need in sets of guidelines. We may be led
to a strategy while investigating a specific question.

Drawing 13
ca File Edit Foimat Draw Help

Style ►
Size ►
Font Courier
Spacing Helvetica
T

.lines
Symbol

(b)
(a)

Figure 15.3 Cascading menus: (a) an example (in Microsoft Windows) that raises awareness
of the concept; (b) the concept put to later use, in a different windowing environ-
ment (Apple Macintosh). Courtesy Microsoft Inc.; Apple Computer.
378 DESIGNING TO GUIDELINES

Inter number, press RETORH : BITTTRTOOLS ON-LINI CATOLOGUT

Jones Stillson wrenches:


BITTIRTOOLS OH-LINI CATOLOGu"E
Jones Stillson wrenches: 1. 9 in, 3/4 in. jaw
2. 12 in, 1 in. jaw
315.99
1. 9 in, 3/4 in . jaw 3. 15 in, 1 1/2 in. jaw
315.99 4. 20 in, 2 in. jaw 318.99
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4. 20 in, 2 in. 319.99 379.99
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30 in, 3 in.
379.99 and press the RITOJSN key.
Type w
the number for jathe product you -/rant, Inter 0 to return to the previous menu .
and press the RITOKN Inter 9 to return to the initial menu.
jaw **V ■
Inter 0 to return to the previous menu .
Inter 9 to return to the initial menu. . V Inter number, press RITOJtN :

(a) (b)

Figure 15.4 The command line (a) placed at the top (not recommended), and (b) at the bot-
tom (recommended).

cp
Thus we might encounter a problem in enabling users to navigate
quickly through large files of customers' invoices stored online. We might
investigate solutions based on scrolling techniques, and come across the
following guideline in Sun (1991):

• When your application organizes data logically into pages, provide page-oriented
scroll bars.

i
387
12/93

rm cb

(a) (b)

Figure 15.5 An Open look page-oriented scroll bar adapted for use in scrolling through date-
ordered invoices. Based on Sun (1991). Copyright owned by Sun Microsystems,
Inc. Used herein by permission. All other rights reserved.
HOW WE USE GUIDELINES 379

The page-oriented scroll bar guideline, illustrated as shown in Figure


15.5(a), might inspire the provision of a date-oriented scroll bar as shown
in Figure 15.5(b).
The provision of overall design strategies is a common role of the
'desktop' style guides written in support of proprietary software systems.
They illustrate how guidelines can assist in the process of enhancing the
design, in a fashion that Thimbleby has called generative (Thimbleby, 1984).

Supporting evaluation
We have already encountered the use of heuristic guidelines to support
evaluation in Chapter 8. On a more informal basis, we can use guidelines
as usability checklists. Thus we might be conducting a review of the menu
design shown in Figure 15.6(a); we might decide to check it against the
guidelines for menu-based interaction offered by Mayhew (1992), which
include the following:

• Facilitate backwards navigation.

As a result, we might change the design by adding the option shown


in Figure 15.6(b) for returning to the previous menu.

1 5.3.2 Limitations of guidelines


Guidelines have their limitations, and we need to bear these in mind.
Most of the limitations apply to the way we select guidelines and apply
them, not to the content of the guidelines themselves.

Problems in selecting guidelines


We need to be sure we select guidelines that apply to the problem in ques-
tion; but there may be a lot of these, scattered throughout the guideline
set. We must guard against the tendency to apply the first relevant guide-
line we find, a tendency noted by Tetzlaff and Schwartz (1991). It is

1. PCN on Russian debt, 12-17-93 1 PCN on Russian debt, 12-17-93

2. PCN on Belarus application, 12-1-94 2. PCN on Belarus application, 12-1-94

3. PCM on Russo-Latvia accord, 15-1-94 3. PCN on Russo-Latvia accord, 15-1-94

4 PCN on Ukrainian exports, 22-2-94 4 PCN on Ukrainian exports, 22-2-94

5. PCN on Estonian loan, 24-6-94 5. PCN on Estonian loan, 24-6-94

6 PCN on FSU policies 95-96, 8-8-94 6 PCN on FSU policies 95-96, 8-8-94

Type number, RETURN, to display document Type number, RETURN, to display document
Type 0, RETURN, for previous menu

(b)
(a)

Figure 15.6 Evaluation in terms of a guideline: (a) before, (b) after applying the guideline
concerning facilitation of backwards navigation.
380 DESIGNING TO GUIDELINES

sometimes hard to select the most important guidelines to apply from


among many, and tempting to apply only those that make the enhance-
ment task easy.

Problems in applying guidelines


In applying a guideline, we rely on explanations and illustrations to sup-
plement the wording of the guideline itself. Guidelines themselves are usu-
ally stated in the minimum number of words. By itself, this wording may
convey rather little, and we may miss the guideline's significance entirely.
Consider the following guideline for text layout offered by Tullis (1988):

Reduce search times by minimizing the number of groups of items while design-
ing each group to subtend a visual angle as close as possible to 5 degrees.

This guideline is attempting, among other things, to help us avoid


screen layouts in which text or graphic items merge together when they
should be distinct. It is illustrated in Figure 15.8 (intentionally not placed
on this page), where it is applied to improving the hardware catalogue
design of Figure 11.11. Without the help of this example we might not
appreciate the usefulness of the guideline. Examples and explanations are
key to the successful use of guidelines. But we must be careful not to focus
our attention on the example and ignore the actual advice offered by the
guideline, another tendency noted by Tetzlaff and Schwartz (1991).
The other problem we face in applying a guideline is knowing
whether it has the desired effect. How can we be sure that the enhanced
design in Figure 15.6 is more usable than the unenhanced design? The
guideline itself will not help us to measure usability. We must apply some
other means of testing usability, for example, an appropriate analytical
tool or an empirical evaluation. Sometimes this is inconvenient or impos-
sible. We must then simply rely on the guideline to do its job.

Problems with multiple guidelines


We often find that several guidelines apply to the problem we are trying
to solve. The order in which we then apply the guidelines may affect the
outcome. Thus applying guideline 1 and then guideline 2, as shown in
Figure 15.7(a), may lead us in a different direction than applying them in
the reverse order.
This kind of problem may be avoided if we apply guidelines in con-
junction, as in Figure 15.7(b). But we may then find that the guidelines
conflict, and this may make the design problem more difficult. Consider
the following two Open look guidelines, from Sun (1991), concerning the
order of menu items:

Use a logical order (if one exists) to help guide users through the process.
Put most important or most frequently used functions at the top of the menu.
HOW WE USE GUIDELINES
381

Apply Design
Apply Design
Design V
r
spec guideline 1 spec L guideline 2
spec

Guideline 1 Guideline 2

(a)

(b)
Figure 15.7 Applying guidelines in order to enhance the design, (a) one at a time, (b) two or
more at a time.

It is quite likely that a logical ordering (for example, Open before


Close and Save) will not result in placing the most frequently used func-
tion at the top of the menu. Barnard and Grudin (1988) have written about
this problem, and have given further examples of guideline conflict.
Such conflicts arise partly because guidelines are based on different
theories and experiences concerning the improvement of usability factors,
and because there are many such factors. Thus we may find ourselves try-
ing to apply one guideline that improves efficiency and another that
reduces errors. There is no particular reason why they should be easy to
apply together.
Conflicts also arise because guidelines have limited scope of applica-
tion. Some apply to menu-based interfaces, for example, while others
apply to direct manipulation. Guidelines for one windowing system may
not apply to another. For this reason we need to be very careful about the
context in which we use guidelines.
382 DESIGNING TO GUIDELINES

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price
$34.49
$79.99
30
(a) (b)

Figure 15.8 Evaluation in terms of a guideline: (a) before, (b) after applying guideline con-
cerning visual groups (see subsection 'Problems in applying guidelines' above).
Based on the design of Figure 12.11.

15.3.3 Contexts of guideline use


We come therefore to one of the most important aspects of guideline use,
the matching of guidelines to the appropriate design context. This is the
key to tracking down the guidelines that can solve the problem at hand,
and to applying them in a way that suits this context. For this reason, col-
lections ofguidelines are generally organized according to context of use,
and the remainder of this chapter is organized in the same way.

Matching the guideline to the design problem


Every guideline is suited to helping solve design problems of a particular
kind, and is less well suited to other kinds of problems. Thus the guide-
lines we discuss in this chapter are suited to designing problems in inter-
active system design; this is the overall context to which they apply. They
apply less well to problems in industrial design, and not at all to the
design of bridges and earth-filled dams. Most guidelines are even more
selective than this: they apply to particular interaction styles, for example,
or to user interface components. According to the kinds of problems they
suit, there is a range of problems for which they are less well suited.
For example, the well-known guideline, 'Minimize depth in favour of
breadth', applies to menu-based interaction, but not necessarily to the
design of overlapping windows or of database searches. The guideline,
'Use an output rate of approximately 180 words per minute', applies to
voice-based interaction but not to the display of text.
We need to select guidelines whose context of use overlaps with the
problem we are trying to solve. We can do this by checking each of the
components of the problem statement, as defined in Chapter 2:

(1) Is the guideline appropriate to the activity that the design is to support?
(2) Is it applicable to the type of user who will perform the activity?
Hue

Saturation

Plate 1 Effects of variations


in hue, saturation and value.
Each of the squares shows the
effect of varying saturation and
Value Value Value
value while keeping hue
constant.
2(b)
2(a)

3498 Brown, Peter 3498 Brown, Peter


3467 Carroll, Henry P. 3467 Carroll, Henry P.
2233 2233 Ericsson, Sol
Ericsson, Sol
Goldberg, Tony 3412 Goldberg, Tony
3412
7077 Heitmeyer, Herman 7077
Heitmeyer, Herman
7076 Ishida, Hiro
Ishida, Hiro ■ 7076
3497 Kawasaki, Toru Kawasaki, Toru
■ 3497
3499 Lebrun, Pierre 3499 Lebrun, Pierre
2017 ■ 2017 Ng, Desmond
Ng, Desmond Reisen, Pik
7071 Reisen, Pik
3866 Saraswat, K.K. ■ 7071 Saraswat, K.K.
Szczur, Amy
4444 Szczur, Amy 4444
■ 3866
Plate 2 Use of colours to
1974 Tutu, Jonas Tutu, Jonas
differentiate between items: 1133
Wang, Chu ■ 1974 Wang, Chu
(a) too many colours; 3423 Barberris, Santiago 3423 Barberris, Santiago
1433 ■ 1133
(b) five colours, the Xu, Lixia Xu, Lixia
recommended maximum.
■ 1433

3(b)
3(a)

3498 Brown, Peter 3498 Brown, Peter


3467 Carroll, Henry P. 3467 Carroll, Henry P.
2233 Ericsson, Sol ■ 2233 Ericsson, Sol
■ 3412 Goldberg, Tony
3412 Goldberg, Tony
7077 Heitmeyer, Herman 7077 Heitmeyer, Herman
7076 Ishida, Hiro 7076 Ishida, Hiro
3497 Kawasaki, Toru ■ 3497 Kawasaki, Toru
3499 Lebrun, Pierre
3499 Lebrun, Pierre
2017 Ng, Desmond 2017
Ng, Desmond
Reisen, Pik
7071 Reisen, Pik
■ 7071 Saraswat, K.K.
Plate 3 The use of colours to 3866 Saraswat, K.K. Szczur, Amy
4444 Szczur, Amy ■ 3866
indicate staff levels: Tutu, Jonas
1974 Tutu, Jonas 1974
■ 4444
(a) arbitrary colours assigned to 1133 Wang, Chu Wang, Chu
levels; 3423 Barberris, Santiago 1433 Barberris, Santiago
■ 1133
(b) staff levels indicated by 1433 Xu, Lixia Xu, Lixia
■ 3423
position in the spectral order.
Plate 4 The use of different
cursor colours: (a) yellow, hard to
follow; (b) red, easier to follow.

Plate 5 The effect of high-


saturation colours: (a) distracting
effect of placing high-saturation
colours adjacent to each other;
(b) avoidance of this effect by
4(a)
placing them on a neutral
background.

The battery level indicators at the


bottom of this page show that blue
is better than red for items that will
be viewed on the periphery; the
effect can be seen best when
focusing on this caption.

4(b)
5(b)

■ 3498 Brown, Peter


5467 Carroll, Henry P. ■ 3467 Carroll, Henry P.
2233 Ericsson, Sol ■ 2233 Ericsson, Sol
I 3412 Goldberg, Tony
'076 Heitmeyer, Herman
7077 7077 Heitmeyer, Herman
Ishida, Hiro ■ 7076 Ishida, Hiro
3497 Kawasaki, Toru ■ 3497 Kawasaki, Toru
jbrun, Pierr ■ 3499 Lebrun, Pierre
Ng, Desmond ■ 2017 Ng, Desmond
Reisen, Pik ■ 7071 Reisen, Pik
Saraswat, K.K ■ 3866 Saraswat, K.K.
Szczur, Amy Szczur, Amy
■ 4444
Tutu, Jonas ■ 1974 Tutu, Jonas
Wang, Chu ■ 1133 Wang, Chu
Barberris, Santiago ■ 3423 Barberris, Santiago
1433
1433 Xu, Lixia Xu, Lixia

1 hr 30 min 1 hr 30 min
E]
Plate 6 Colour coding of
function keys: (a) unfamiliar
colours; (b) familiar colours.

Plate 7 Catering for users with


colour deficient vision: (a) two
buttons that will be difficult for
these users to tell apart; (b) the
buttons made more distinguishable 6(b)
by adding markings.

Plate 8 The difference between


the gamuts of a typical printer and
a typical colour display.
Significant regions of the display 7(a)
lie outside the printer's gamut;
colours in these regions can be
displayed but cannot be printed. A
small range of colours can be
printed but cannot be displayed. 7(b) ■
Source: Maureen C. Stone et al.

0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7


Plate 9 How the same
specifications of colour may be
rendered on different displays.
Source: Lamming and Rhodes
(1991)
GENERAL DESIGN PRINCIPLES 383

(3) Does it address the particular levels of support or usability factors that
determine the success of the design?
(4) Is it appropriate to the form of solution chosen?

By asking these kinds of questions, we can select those guidelines


appropriate to the problem at hand. As we focus in on narrower prob-
lems, such as the design of components, we can narrow the range of
guidelines that we apply.

Guideline categories
By looking at guidelines in this way, we can identify a number of differ-
ent categories. There are far more such categories than a single chapter
can cover. However, the following five contexts cover the spectrum of dif-
ferent types of guideline:

• General principles that apply to any user interface, more or less inde-
pendently ofthe supported activity, the user, and the form of solution (see
Section 15.4 below);

• Guidelines that apply to forms of solution for interactive display layouts,


including those that use colour (Sections 15.6 and 15.7);
• Guidelines for use with specific interaction styles (Section 15.8);
• Sets of guidelines offered in style guides associated with proprietary sys-
tems and standards (Section 15.9);

• Guidelines for the design of individual user interface components sup-


porting particular user tasks, for example, menus and icons (Section 15.9).

The rest of this chapter looks briefly at each of these levels of guide-
line use. Each section treats a particular category of guideline, and sug-
gests ways to use them effectively in design.

15.4 General design principles


The fact that all interactive systems support human activity means that
they all share certain properties, and achieve success by adhering to cer-
tain common rules. This is the source of a number of general design princi-
ples, applicable to virtually any problem in interactive system design. In
terms of the context-checking questions above, these principles apply to
the support of virtually any human activity, performed by anybody; they
address the full range of usability factors and apply to virtually any form
of solution.
384 DESIGNING TO GUIDELINES

15.4.1 General principles


A fundamental principle of interactive system design is the need to sup-
port the user's activity. Our concerns with aspects of the user interface are
all part of our underlying concern to ensure that the user's task or process
is performed quickly and well. We therefore need to design with an eye
for task compatibility, as Mayhew puts it (Mayhew, 1992); with an under-
standing ofthe fundamental principles behind human action and perfor-
mance (Norman, 1986). The need to design with a view to supporting
human activity is so basic that it often gets left out of people's general
principles or 'golden rules'. So it needs to be stated here at the outset:

Design with a view to supporting the user's task or process.

A second principle relates to the need to address the concerns of the user.
If we know who this user is, and have some familiarity with his or her
special needs, we can orient our design strategy accordingly. But we often
lack this understanding. A fundamental guideline to follow is Hansen's
'user engineering principle' (1971):
Know the user.

By a combination of studying the users' activities and learning about


their skills, knowledge, roles and responsibilities, we can design accord-
ing to these two principles.
What other general principles should we apply during design? A
number of writers have offered lists of design principles (Mayhew, 1992;
Shneiderman, 1992; Hix and Hartson, 1993). The list of 'golden rules of
dialogue design' proposed by Shneiderman is shown in Table 15.1.
Shneiderman's list includes some design principles with obvious links
to usability factors. Thus the provision of short cuts improves speed of oper-
ation, feedback reduces errors and eases learning, and so on. These usabili-
ty principles complement the principles of supporting the task and knowing
the user. They cover the third component of problems in interactive system
design: ensuring adequate levels of support to the user's activity.
But there are also some principles here whose links to usability are
less obvious. The recommendation to design dialogues to yield closure
relates to Norman's seven-stage cycle of interaction; in effect, it suggests
building in closure points that signal the successful conclusion of a group
of actions. Here the link to usability is made via a more fundamental
model of human information processing. The same is true of the sugges-
tion to reduce short-term memory load. The recommendation to support inter-
nal locus of control refers to the need to give users the sense that they are in
charge - the initiators of actions rather than the responders (Gaines, 1981).
These principles are less concerned with reminding us of usability factors,
and more aimed at suggesting useful basic design strategies.
GENERAL DESIGN PRINCIPLES 385

Table 15.1 General design principles: Shneiderman's golden rules of dialogue design (1992)
and the evaluation heuristics suggested by Nielsen and Molich (1989).

Shneiderman Nielsen and Molich

Strive for consistency. Be consistent.


Enable frequent users to use short cuts. Provide short cuts.
Offer informative feedback. Provide feedback.
Design dialogues to yield closure.
Offer simple error handling. Good error messages.
Permit easy reversal of actions. Provide clearly marked exits.
Support internal locus of control.
Reduce short-term memory load. Minimize user memory load.
Simple and natural dialogue.
Speak
Prevent theerrors.
user's language.

We saw earlier that guidelines can be used in support of evaluation.


In Table 15.1 we see a second set of principles drawn up for this very pur-
pose - the evaluation heuristics of Nielsen and Molich, first introduced in
Chapter 8. Almost all of these have direct links with usability, as we might
expect from a set of principles chosen for this particular purpose.
However, there is some overlap with the principles of the first column; in
both cases the guidance is in the same general direction.

Choosing a set of general principles


Is one set of general principles better than another? In the main, yes, we
are better off with a set of principles that relate directly to the support of
the user's actions, that focus on the user, that remind us of key usability
requirements, and that are derived directly from our knowledge about
human resources and limitations. In this respect, lists like those in Table
15.1 are sound sources of guidance.
It is also the case that each and every designer has a preferred set of
strategies and heuristics that 'work' for him or her personally. Thus one
designer will find it particularly helpful to try to 'speak the user's lan-
guage', while another will have found the principle 'permit easy reversal
of actions' helpful.
In conclusion, therefore, the following four 'general principles of gener-
al principles' can be followed in drawing up a personal set of golden rules:

Follow design principles that you can relate to supporting the user's task or
process.

Follow principles that you can easily relate to meeting the user's special needs.
Follow principles that help you in meeting usability factors and that assist you in
linking to knowledge about human resources and limitations.
Adopt a set of principles that suits your personal approach to design.
386 DESIGNING TO GUIDELINES

15.5 An example: The design of the Economic


Update system
At this point we will switch our attention to an example, the design of an
Economic Update retrieval system. This problem was introduced in
Chapter 6, and provided a basis for Chapter 7's dicussion of requirements
definition. We return to it in order to experience the use of general design
principles and of other categories of guideline to be discussed in the fol-
lowing sections.

15.5.1 The Economic Update problem


Let us recapitulate the Economic Update design problem. We saw the
design team, working with economists from the Commission, come up
with a one-sentence problem statement:

Design a means of providing Commission economists with immediate


access to economic updates, based on stored data, that reflect the recency
of the data and the need for interpretation.

The purpose of the system is to support economists in the preparation


of pre-contact notes and other documents. Each Economic Update is a
short document covering recent economic trends and data concerning a
particular country. Special display techniques, for example, highlighting
and emphasis, are to be used to indicate recency and reliability of data in
the updates. The design has now reached the form shown in Figure 15.9:
it provides a menu of countries (Figure 15.9(a)), from which the user can
make a selection in order to view the country's update (Figure 15.9(b)).

FSU Country Econo •ic Econoiic Update


Updates ^
Carpathian Republic
1. Armenia 9. Latvia FSU Department
2. Azerbaijan 10. Lithuania -2.4
Real Economic Growth
3. Belarus 11. Moldova -1.5
Russia The CR government typically updates these
4. Carpathian Republic
5. Estonia 12.
13 .figures on an annual basis, in June:
Tajikistan 7.5
6. Georgia 14 Turkmenistan 1992 1993 1994 1995 1996
7. Kazakhstan Ukraine 2.6 3.3
8. Kyrgyz Republic 15. Uzbekistan
16.
Consumer price index
Inflation tends to be closely linked to
figures for Georgia and the Ukraine , as
Type number <return> to view Type Q <return> to quit back to main menu
V Update J V /

(a) (b)

Figure 15.9 The design of the Economic Update system, as developed in Chapter 6: (a) the
main menu of countries; (b) an example of an update.
AN EXAMPLE: THE DESIGN OF THE ECONOMIC UPDATE SYSTEM
387

15.5.2 Applying general principles


The solution already reflects some of the design principles discussed in
Section 15.4. The nature of the economists' work processes has been fac-
tored into the design through study and analysis, and the inclusion of
economists in the design team has helped the designers to get to know
their users better.
Let us look at how some of the other general principles can be
applied, e.g., Shneiderman's golden rule, 'Strive for consistency'. To pur-
sue this point, we need to investigate what happens as the user reads
through an update. Since updates may extend beyond one screenful, the
user will need to scroll downwards through the text. Figure 15.10(a)
shows how the update might appear while the user is halfway through
reading it; we see that the title of the update, visible in Figure 15.9(b), has
disappeared. The display is now inconsistent with both Figures 15.9(a)
and 15.9(b) in this respect. To enable the user to see at all times what is
being displayed, we can include a label field at the top of the screen as
shown in Figure 15.10(b).
A second general principle we should apply is, 'Reduce short-term
memory load'. The scroll-like display of Economic Updates places an
extra load on the reader, because tables are separated by text and often
cannot be viewed simultaneously. Thus the reader would have difficulty
viewing economic growth figures together with inflation rates, and
would have to rely on memory to compare figures from two tables. To
solve this problem, we could provide an 'outline view' mode in which
only section headings and tables would appear (Figure 15.11).
A more compact format even than this might be needed in order to
minimize the system's load on short-term memory.

Economic Update - Carpathian Republic


Consumer price index
Consumer price index
Inflation tends to be closely linked to
Inflation tends to be closely linked to
figures for Georgia and the Ukraine, as
these two countries are economically figures for Georgia and the Ukraine , as
these two countries are economically
interdependent . Recently inflation has
risen sharply as shown in the table : interdependent . Recently inflation has
risen sharply as shown in the table :
1991 1992 1993 1994 1995 1993 1994
1991
8.S 12.3 15.5 33.7 55.0 1992 1995
55.0
8.5 12.3 15.5 33.7
The Carpathian government has taken
measures to control inflation through The Carpathian government has taken
measures to control inflation through

Type Q <return> to quit back to main menu Type Q <return> to quit back to main menu

(a) (b)

Figure 15.10 The Economic Update system's screen layout, (a) without a title, (b) with title
added.
388 DESIGNING TO GUIDELINES

Economic Update - Carpathian. Republic '


Real Economic frrowth.
1992 1993 1994 1995
3.3 1996
7.5
2.6 -1.5 -2.4

Consumer price index


1991 1992 1993 1994 1995
8.5 12.3 15.5 33.7 55.0

Money supply
1991 1992 1993 1994 1995

Type Q <return> to quit back to main menu.


^ Type F <return> to return to full text.

Figure 15.11 Reducing the user's short-term memory load by allowing several tables to be
displayed at once for comparison.

15.5.3 Applying other categories of guideline


A design project such as the Economic Update system will involve focus-
ing on a large number of individual problems, varying in breadth and
depth. By considering the nature of each problem, and asking ourselves
the questions listed in Section 15.3.3, we can identify the types of guide-
line most likely to help us. This approach to guideline selection is illus-
trated in the next sections.

1 5.6 Guidelines for the design of effective displays


We have already seen an illustration, in Figure 15.8, of guidelines' ability
to help in the design of screen layouts. This is one area where we can usu-
ally expect to benefit from guidelines, because almost every interactive
application presents us with a problem in screen design. It is an area
where aesthetics and graphic design principles have a particularly impor-
tant role to play. This section reviews the kinds of guidelines available to
help us with screen design problems, and applies some of them to the
Economic Update system's design.

15.6.1 Screen design guidelines


Screen design guidelines include a number of helpful suggestions on how
to design screen-based systems that are faster or less error prone in oper-
ation. These guidelines achieve their impact - that is, help improve
usability - by suggesting ways to design screens that can be read more
quickly or that are less likely to be misread. We will see some examples of
GUIDELINES FOR THE DESIGN OF EFFECTIVE DISPLAYS 389

how they do this. For a full discussion of such guidelines, see Tullis (1988),
Marcus (1992) and Mayhew (1992), from whose writings most of these
examples are taken.

15.6.2 Graphic design guidelines


Guidelines for graphic design of screen layouts have been presented by
Marcus (1992) and by Tufte (1983, 1990). These guidelines have a different
flavour from those just described, for they draw on experience and aesthet-
ics rather than on psychological research. They attempt to teach through
advice and suggestions what is normally learned in schools of design.
Some of Marcus' most valuable suggestions cover the design of lay-
ered displays, such as systems of overlapping panels and windows. Here
the screen designer has the challenging task of finding an effective way of
distinguishing overlapping objects. He suggests a number of depth cues,
such as drop shadows, gradually changing texture, perspective, and so on
(Marcus, 1992).

15.6.3 Applying screen design guidelines to the Economic Update


application
The Economic Update design presents us with a number of individual
problems in screen design, all of which are likely to take the form:

Design the layout of the screen to support rapid, error-free reading of ...
[type of information] by economist users.

The problem statement reflects our constant concern to speed up task


performance and reduce errors by effective screen design. The guidelines
we use address these concerns; some offer advice on screen design in gen-
eral, some apply to specific types of displayed data, such as graphics or
tables of numbers.
Some general guidelines on display layout have been proposed by
Tullis (1988), on the basis of extensive research into display designs for
improved readability. He makes the overall point that users' task perfor-
mance generally improves with reduction in the density of displayed
information, that is, with the proportion of the screen that the information
covers. An obvious way to tap into this source of usability is to avoid pre-
senting unneeded information that would increase density. Hence the fol-
lowing general principle:

• Present only what is necessary for the activity's performance.

A more specific principle emerging from Tullis' research concerns the


need to design in terms of visual grouping. If two items are too close
together they will fuse into one visual group, and if the members of a
390 DESIGNING TO GUIDELINES

group are too far apart they will form separate groups. These factors affect
how fast information can be scanned, and lead to the following guideline:

Assist associations between items by placing them within 5 degrees' visual


angle of each other

This guideline can be used in conjunction with the guideline illus-


trated in Figure 15.8. Some examples of its use in the Economic Update
application are illustrated in Figure 15.12. Figure 15.12(a) complies with
both guidelines; Figure 15.12(b) involves large groups in which the

Lending country Total debt , US$ Schedule Rate


Azerbaijan 12,673,119 96 to 99 4.30
Belarus 35,122,703 99 to 02 3.35
Georgia 4,716,000 95 to 97 5.00
Kyrgyz Republic 301 ,339 98 to 99 4.40
Latvia 18,773,101 97 to 01 6.04
TJkraine 104,336,000 99 to 02 2.55

(a)

Azerbaijan 12,673,119 96 to 99 4.30


Belarus 35,122,703 99 to 02 3.35
Georgia 4,716,000 95 to 97 5.00
Kyrgyz Republic 801,339 98 to 99 4.40
Latvia 18,773,101 97 to 01 6.04
Ukraine 104,336,000 99 to 02 2.55

(b)

to
Azerbaijan 12,673,119 96 99 4.30
Belarus 35,122,703 99 to 02 3.35
Georgia 4,716,000 95 to 97 5.00
Kyrgyz Republic 801,339 to 99 4.40
Latvia 18,773,101 97
98 to 01 6.04
Ukraine 99 to 02 2.55
104,336,000

(c)

Figure 15.12 Spacing of groups: (a) reducing the number of visual groups to the minimum
(four) for minimum search time; (b) lack of vertical alignment leads to formation
of one large visual group; (c) large spacing leads to additional visual groups.
GUIDELINES FOR THE DESIGN OF EFFECTIVE DISPLAYS
391

Cabinet minisiters: T. A. Vanov Cabinet minisiters:


(Prime Minister), T. Y. Y\ A. Tanov Prime Minister
Karaskinov (Foreign Minister) , T. Y. Karaskinov Foreign Minister
I. P. Rumanov (Minister of I . P . Rumanov Minister of Finance
Finance), G. I. Karalyn (Home G. I. Karalyn Home Affairs
Affairs), A. B. Grevitska A. B. Grevitska Minister of Culture
(Minister of Culture) , ...

(a) (b)
Figure 15.13 Text presented (a) as running horizontal text, (b) more readable in vertical
columns.

individual items are hard to locate; and Figure 15.12(c) involves unduly
widely spaced group members, which tend to be seen as separate com-
ponents. These guidelines apply equally to text and graphic items.
Other guidelines have been developed by Tullis more specifically for
text displays, e.g.:

Present lists in vertical columns rather than running horizontal text.

This guideline draws attention to the common mistake of running


together lists of text items that are scanned much more easily if laid out in
a vertical list. Figure 15.13 illustrates the guideline's use.
We might also find a use for graphic design guidelines in the
Economic Update application if, for example, we were to use a more elab-
orate user interface allowing one table to overlay another. Figure 15.14
shows the kind of problem that arises in differentiating tabular data, and
illustrates the use of drop shadows to alleviate the problem.

17.34 6.68 8.50 17.34 6. 68

19. 34 1. 45 0. 53 19. 34 1. 45

17. 20 3. 75 4. 43 17. 20 3. 75

99.52 24. 75

5. 92 99. 52 24. 75 5. 92

104.02 19.87 2. 37 104. 02 19. 87


II° 8 53
2. 37

I 4 43
(a) (b)

Figure 15.14 Overlaid tables (a) without, (b) with drop shadows.
392 DESIGNING TO GUIDELINES

1 5.7 Guidelines for the use of colour


Guidelines for the use of colour are of increasing importance as colour
displays become increasingly widespread. Problems in effective screen
design frequently turn out to involve making effective use of colour. We
have a particular need here for guidance, because questions of colour are
rarely a matter of simply applying common sense or intuition. For exam-
ple, what colour would we use for an indicator light embedded in a shift-
lock key on a keyboard, indicating that it is pressed down? Would red or
green be better than yellow or blue? Rather than guess at the answers to
these kinds of questions, as manufacturers have sometimes done in the
past, we should study colour guidelines and see what they can tell us.
We will start with a brief summary of colour terminology, and then
review a number of colour guidelines. Several of these guidelines turn out
to be useful in dealing with problems in the design of a colour-display
version of the Economic Update system. The examples are illustrated in
Plates 1 to 9; some are also shown in the text in monochrome.

15.7.1 Colour terminology


Many modern computer displays are capable of displaying millions of
different colours. We can specify any one of these colours in terms of three
properties, shown in Plate 1:

• Hue, that is, the place of the colour in the spectrum, from red to violet.
Hue is measured in terms of spectral wavelength.

• Saturation or chroma, which measures the purity of the colour. As satu-


ration approaches zero, colours turn to shades of grey.

• Value or intensity, that is, the darkness of the colour. As value approach-
es zero, displayed colours turn to black.

The human eye perceives images with the aid of rod and cone photo-
receptors in the retina. Only cones are sensitive to colour, and most of
them are in the central region of the eye, or fovea.

15.7.2 Choice of colours


Two colour guidelines, from Marcus (1992), help us in choosing appro-
priate colours for differentiating and ordering items:

• For item differentiation, use a maximum of five colours (plus or minus two) to
match the user's short-term memory capacity.
• For item ordering, follow the spectral order: red, orange, yellow, green, blue,
indigo, violet.
GUIDELINES FOR THE USE OF COLOUR 393

In Plate 2(a) we see a list of names of staff members of the


Commission, where the Economic Update system is used; a different
colour has been used for each nationality represented, far too many to
remember. Plate 2(b) uses five colours to represent European, Asian,
African and North and South American nationals. In Plate 3 we see colour
assigned to staff levels; in Plate 3(a) there is no attempt to correlate colours
with levels, whereas Plate 3(b) shows seniority by position in the spectral
order.

15.7.3 Colour vision limitations


Other guidelines can assist us in designing within the limitations of nor-
mal colour vision. Since the majority of cone photoreceptors are in the
central region of the eye we must take care how we use colour for large
areas of the screen such as backgrounds. Red and green cones are espe-
cially scarce in the peripheral region, while blue cones are scarce in the
centre, and the following guideline reflects these limitations:

Use red and green within the eye's central focusing area, and avoid relying on
them on the periphery.

This guideline is illustrated in Plate 4. In Plate 4(a) we see a yellow cursor,


less easy to follow than the red cursor of Plate 4(b). At the top of the same
page we see alternative designs for a battery-level indicator, in which red
is incorrectly chosen, on the left, to alert the user to the need to recharge
or switch off. A better choice is blue (or yellow), as shown on the right.
Some further useful guidelines exist for the use of of high-saturation
colours:

• Avoid use of extreme changes of hue in adjacent high-saturation colours.


• Use familiar colour codings, for example, red for stop or danger, green for go.

These are illustrated in Plates 5 and 6. Plate 5(a) illustrates the distracting
effect of adjacent, high-saturation colours, which is avoided in Plate 5(b).
In Plate 6 we see how the transposition of familiar colours on a photo-
copier's control panel increase the risk that the controls will be confused.

15.7.4 Colour vision impairment


The following guideline on colour screen design is an important one,
because about eight per cent of male users have some impairment in
colour vision:

• Use additional coding methods, for example, shape, size or texture, to cater for
users with colour-deficient vision.
394 DESIGNING TO GUIDELINES

8 0©

7 8
Q W
Figure 15.15 Dealing with vision impairments: labelling copier button colours to avoid
reliance on colour. The upper pair of designs, from Plate 6, are indistinguishable
by a seriously impaired user. The lower pair of designs, from Plate 7, illustrate
how labelling can assist the impaired user.

We cannot rely exclusively on colour to distinguish between items on the


screen, because these people will have difficulty in telling them apart.
Therefore we may need to introduce redundancy, adding texture or
labelling as shown in Plate 7 and in Figure 15.15, to help the user distin-
guish between different items.

15.7.5 Accuracy in colour rendering


All of the colour guidelines offered so far have focused on the question,
'Which colour or colours will achieve the desired effect?' Unfortunately
the problem of colour selection is not as simple as this, because we cannot
rely on the hardware of the interactive system to deliver the chosen colour
to the user. We cannot be sure, for example, that the light green colour we
have chosen for an on-screen printer control panel will always have the
hue, saturation and value that we chose. The button may appear muddy
GUIDELINES IN SUPPORT OF INTERACTION STYLES 395

green on some displays, yellow on others, grey on others still. If we print


a picture of the control panel, the button may come out brown.
The guideline we must follow to limit the risk of these occurrences is
as follows:

• Use colour in such a way that you can be sure that the effects will be achieved
despite normal differences in colour rendering by displays and printers.

The term rendering is used here to apply to the mechanism by which


coded information is transformed into a visible image. As Plate 8 shows,
the gamut of colours that a printer can produce is typically much more
limited than that of a colour monitor. Colours that lie outside the printer's
gamut but within the monitor's are colours that can be displayed but not
hard-copied. At the same time, there are some small regions of the print-
er gamut that the monitor cannot reproduce.
The implication of this guideline is that we should understand the
likely degree of variation among the different display devices that will be
used when our system is in operation. We should not rely on precise
colour values, or expect users to be able to distinguish between similar
colours, if rendered colours are likely to vary widely. Some of the prob-
lems that may arise are illustrated in Plate 9. For further discussion of this
issue, see Lamming and Rhodes (1990).

15.8 Guidelines in support of interaction styles


As we saw in Chapter 12, adoption of a particular interaction style means
that we can take advantage of know-how relating to the style we have
selected. By committing to a particular style we define the design problem
more narrowly: a problem statement of the form 'Design an interactive
system...' is transformed into 'Design a form fill-in system...' or 'Design a
direct-manipulation system...'. We narrow the context of design to a point
where we can take advantage of guidelines that apply to the particular
style we have chosen.

15.8.1 The contribution of research


Not only are there a lot of style-specific guidelines, but many of them are
backed up by empirical research. This is especially true of interaction styles
that have a strong influence on the user's sequence of actions, for example,
voice-based interaction or forms fill-in. Here the researcher is able more eas-
ily to hold constant those variables that might interfere with experiments,
and take samples that show significant results. The results lead in turn to
the discovery and publishing of guidelines (Newman, 1995).
The overall effect of this style-specific research has been to build up
quite substantial bodies of knowledge in certain design contexts. Research
396 DESIGNING TO GUIDELINES

into forms fill-in, for example, has given us guidelines not just about
form-filling in general, but about designing fields and captions on forms,
and about choosing data entry formats (Mayhew, 1992).

Guidelines for menu-based systems


Another context where we find a relatively good supply of guidelines is
the design of menu-based systems, that is, of systems like our Economic
Update retrieval system. Guidelines on menu-based interaction draw not
only on the more obvious common-sense fruits of experience, as in the
'Facilitate backwards navigation' guideline quoted earlier; they also pre-
sent some less obvious research findings. Miller's well-known discovery
concerning menu hierarchy is a good example of a design guideline that
we might never discover through our own experience:

Prefer broad and shallow to narrow and deep.

The wording here is Shneiderman's (1992), based on the original


research conducted by Miller (1981). Miller tested a range of menu hier-
archies on users, each one containing 64 possible choices but varying in
depth (1-6 levels) and breadth (64 down to 2 choices per level). He found
that selection times and error rates were least for two levels with eight
choices per level. His findings might be useful if we were building a
worldwide Economic Update system, covering a hundred or more nation-
al economies rather than under a dozen. We would be inclined to use a
two-level menu hierarchy, as shown in Figure 15.16(c), rather than the
over-shallow and over-deep hierarchies of Figures 15.16(a) and 15.16(b)
respectively.

Guidelines for graphical direct manipulation


By way of contrast, guidelines to help us design graphical direct-manipu-
lation interfaces are in short supply. Controlled experiments are harder to
conduct here, because direct-manipulation systems place relatively few
constraints on users' task sequences. It is relatively hard to design an
experiment in which the task is externally valid and in which nuisance
variables are kept under control.
One aspect of direct manipulation that has been reasonably thor-
oughly researched, however, is the design of icons. Indeed some of the
very earliest research into the design of graphical desktops was oriented
towards the choice of icon designs (Verplank, 1988). A more recent exam-
ple of icon research is the document-retrieval study by Byrne (1993) indi-
cating that simple pictorial icon designs are preferable to blank icons or
complex icons. If we were to adopt a direct-manipulation interface for the
Economic
15.17). Update system, we might find Byrne's results useful (Figure
GUIDELINES IN SUPPORT OF INTERACTION STYLES
397

1. M to R f 1
2
K
C
to
to
B
D
^
3 E to H
1 . k to L 2. S to Z 4 I to L
5 M to N
2. m to z 6 0 to R
7 S
8 T to Z
1. M, N V J
2. 0 to R
f 1. Macedonia 13 Moldova
l. Cambodia 7. Congo
Comoros
14 2. Canada
Madagascar Mongolia
2. Mala«rL 15 Morocco Chad 9. Costa Rica
3.
4 Malaysia 16 Mozambique 4. Chile 10. Croatia
Maldives 5. China 8.
11.
5.
6. Mali 17.
18
19
Myanmar
Namibia 1 . Macedonia 3.
6. Colombia 12. Czech Republic
Malta Nepal
7.
Marshall Is. 20. Netherlands to Mexico Cyprus
8.
9 Mauretania New Zealand
10 Mauritius 21.
22. Nicaragua
11. Mexico
23.
Niger 2 . Micronesia
12. Micronesia 24 Nigeria to Norv7ay

(a)
(b) (c)
Figure 15.16 Menu hierarchies: (a) excessively wide and shallow hierarchy; (b) too tall and
narrow; (c) two-level hierarchy, eight menus of roughly twelve items each.

!—»»»»»■■—
S S S r~^
Ghana Tanzania Policy
Commission
Polie§95 f*o11cy SuWelinea intr 2000
Memo on
96 budgets
Ghana
dtatistjes
illi 1 995 PaWi cations iMP

S S Africa

Egypt policy projections


World History
Commission draft
Statistics
Economies
in the 90s

Figure 15.17 An icon-based Economic Update system, using simple icons as recommended by
Byrne (1993).
398 DESIGNING TO GUIDELINES

15.8.2 A voice-based Economic Update interface


Voice-based systems, using recorded or synthesized speech and tele-
phone-style touch pads, have become popular only recently, but there are
nevertheless some useful guidelines to help us design them. To illustrate
the use of these guidelines, we will explore the problem of designing a
voice-based Economic Update system accessible by telephone.
Why might we build such a system? The answer is to be found in one
of the guidelines quoted at the very start of this chapter:

• Consider voice synthesis as an output device when the user's eyes are busy,
when mobility is required, or when the user has no access to a workstation or
screen.

The Commission staff's mission responsibilities keep them frequent-


ly on the move and unable to connect to the Commission's data network.
For this reason we might consider supporting voice-based access to the
Economic Update system, even though the need for it did not surface dur-
ing systems analysis and design.
A simple voice-based solution would offer the user the same infor-
mation as presented in Figures 15.9(a) and 15.11. In other words, the user
dialling into the system would first be presented with a list of countries,
and on selecting a country would hear the headings and data. Mayhew
(1992) offers two guidelines for designing the wording of the messages:

• In a prompting message, present the goal first and the action afterwards.

In a message of predictable form whose purpose is to provide variable informa-
tion, place this information at or near the start of the message.

The wording of the initial list and update information might be as


shown in the example of Figure 15.18. We can see that the first of these

On dialling the system:


Welcome to the Commission's Economic Update system.
For the Azerbaijan update, press one; for Byelorus, press two; for
Carpathia, press three; for Estonia, press four; for Georgia, press five; for
Kazakhstan, press six; for Latvia, press seven; for more countries, press
eight; to repeat this message, press nine.

fromsesthis'3'.message, press zero. Carpathia economic growth, 1992 to


To exitpres
User
1996, [confident voice] two point six, minus one point five, [normal voice]
minus two point four, [uncertain voice] three point three, seven point five.
Consumer price index, ...

Figure 15.18 Voice-based interface to the Economic Update system.


GUIDELINES IN SUPPORT OF INTERACTION STYLES 399

guidelines has a strong influence on the choice of words. The second


guideline, which applies to wordings such as Three new voice messages
in your mailbox', is less relevant here.
The weakness of this design lies in the lengthy second message,
which might keep the user waiting for a minute or more for a particular
item of information. Accordingly, the second message might be divided
up into shorter messages accessed via a second-level menu, as shown in
Figure 15.19.
Two further guidelines, from Mayhew (1992), would enable the user
to proceed more quickly through the data, and to deal with poor-quality
telephone lines:

• Provide a means of skipping the remainder of partially heard messages.


• Provide a means of repeating messages.

Message-skipping can be supported merely by allowing commands


to be entered as soon as the announcement begins. To provide the 'repeat'
function an extra key, for example, '#', would need to be dedicated to it,
and the user would need to be told about it. Figure 15.20 shows the use of
skipping and repeating.
Finally, we would find this guideline useful in estimating the speed of
retrieval of information:

Use an output rate of approximately 180 words per minute.

At 180 words per minute, the second message in Figure 15.19


('Carpathia economic growth...') would take about fifteen seconds to recite.
If we know how long messages take to play we can estimate task perfor-
mance times and optimize the design of messages.

User presses '3' after initial message.


To exit from this message, press zero. For Carpathia economic growth,
press one; for consumer price index, press two; for money supply, press
three; for sector data, press four.

User presses
Carpathia '1'. growth, 1992 to 1996, [confident voice] two point six,
economic
minus one point five, [normal voice] minus two point four, [uncertain voice]
three point three, seven point five. For more data, press one; to return to
the country list, press two.

Userconsumer
For '1'. index, press two; for money supply, press three; for...
presses price

Figure 15.19 Adding a second level of hierarchy to the voice-based interface to reduce the
length of messages.
400 DESIGNING TO GUIDELINES

On dialling the system:


Welcome to the ...
User presses '3' to skip rest of message.
To exit from ...

User presses
Carpathia '1'. growth, 1992 to 1996, [confident voice] two point six,
economic
minus one point five, [normal voice] minus two point four, [uncertain voice]
three point three, seven point five. For more data, press ...
User presses '#' to repeat message.
Carpathia economic growth, 1992 to 1996, [confident voice] two point six,
minus one point five, [normal voice] minus two point four, [uncertain voice]
three point three, seven point five. For more data, press ...
User hangs up.

Figure 15.20 The voice-based interface in the hands of an expert user, making use of 'skip'
amd 'repeat' capabilities.

15.9 The use of style guides


This chapter has looked at a succession of design contexts and at the types
of guidelines available in each context. Each context has had the effect of
limiting the range of guidelines we need to consider. This final section dis-
cusses atype of design context in which we are especially likely to find
ourselves - the context of designing according to a 'house style', to a stan-
dard or to a software developer's style guide. The design problems we
face here are likely to be stated as follows:

Design an application for the Apple Macintosh ...


Design a system to run in the Microsoft Windows environment ...
Design a system using the OSF/Motif windowing system ...
Design a database to be accessed via the World Wide Web ...

The problem statement may even call for a style-independent solution:

Design a system to run under any of the major windowing environments ...

Problems in style-independent design represent an especially severe


test of user interface design skill, and lie beyond the scope of this chapter.
It is worthwhile, however, to look briefly at the kinds of information pro-
vided in style guides and at the kinds of assistance they provide to design.
This section looks first at a fairly simple example, the NCSA Style Guide
for designing documents to be accessed via the World Wide Web (Berners-
Lee et cil, 1994), and then at guides on graphical 'desktop' windowing
styles.
THE USE OF STYLE GUIDES 401

1 5.9.1 Style guidelines for the World Wide Web


We have had a brief introduction to the World Wide Web in Section 12.4.3.
The 'Web' is a worldwide hypertext system, connecting users to hypertext
documents via the Internet. It is an exciting recent development in inter-
active computing, important partly because of its very rapid growth in
user population (usage has tended to double every four months) and
partly because of its reliance on a consistent style of user interface, sup-
ported bystandard languages and communication protocols.
Rapid growth in Web usage has been matched by the growth in infor-
mation added to the Web. This in turn has created an important role for
style guidelines on preparation of hypertext documents in general, and
Web documents in particular. Good examples of each can be found in
Shneiderman (1992) and Berners-Lee et al. (1994).

Example: Putting Economic Updates on the Web


To illustrate the application of Web style guidelines, let us explore what it
would mean to put Economic Updates onto the Web. This is perhaps an
unusual way to make available the kinds of confidential information
included in Updates. There are mechanisms for ensuring security, how-
ever, and Web technology is indeed attracting attention as a basis for shar-
ing private information. An advantage of using the Web is its support for
a wide range of data types, including text, graphics, images, audio and
video.
Authoring a hypertext document is different from normal authoring in
some fundamental ways, as Shneiderman points out. A major challenge is
to create a structure of linked documents that the reader can navigate suc-
cessfully, without getting lost. As Shneiderman puts it, we must ensure that
meaningful structure comes first. In the words of Berners-Lee et al.:
• It helps readers to have a tree structure as a basis for the book: it gives them a
feeling of knowing where they are.

In the Economic Update system, therefore, we would probably retain


a structure similar to the two- or three-level menu structure used in the
earlier designs. We would need to organize the material into suitably-
sized linked documents. Shneiderman reminds us to respect chunking and
suggests 'chunks' that deal with one topic, theme or idea, less than 10 000
words in length. Berners-Lee et al. propose the following guides for doc-
ument size on the Web:


For on-line help, and for menus giving access to other things: small enough to fit
onto 24 lines.

For textual documents, of the order of half a letter-sized (A4) page up to five
pages.
402 DESIGNING TO GUIDELINES

A set of pages from the Web-based Economic Update system, based


on these guidelines, is shown in Figure 15.21.

15.9.2 Style guides for windowing environments


Windowing environments provide software developers with pre-coded
interactive components, and with means for interconnecting these com-
ponents in order to build integrated applications supporting a range of
functions. Without these environments, the development of integrated
applications would involve so much effort that they might never get built.
But each windowing environment, while assisting design, imposes its
own design conventions, and designers must learn what these conven-
tions are and how to follow them. This, as Hix and Hartson have pointed
out, is the essential role of style guides (Hix and Hartson, 1993).
Styles guides need to provide information of three main kinds:

(1) General principles of user interface design, similar to those discussed in


Section 15.4;

(2) Global rules, usually fairly few in number, applying to the entire user
interface;

(3) Design guidelines for components, usually very numerous and making
up the bulk of the style guide.

How do we make use of this information? The general principles are


always well worth reading at the outset, even if some of them may seem
familiar. What makes them special is the amount of real-world experience
they encapsulate - the developers of windowing systems work directly
with the designers of packaged software and come to know a great deal
about the factors that underlie successful design. The 'Philosophy' section
introducing the Apple Human Interface Guidelines is a good example
(Apple, 1987).
Global rules need to be understood thoroughly before we tackle the
detailed design of an interactive system. They cover such matters as the
conventions for use of mouse buttons, assignments of text editing keys,
general methods of selecting objects on the screen, pointer shapes, and so
on. We may have gained familiarity with much of this material just
through prior use of the windowing system, but there will always be
details that we have missed. We need to gain complete familiarity with
the environment's global design rules, because the system we design
must be fully compatible with them.
The material on components and their design usually begins with an
overview of the range of components available: windows, menus, icons,
control panels and dialogue boxes, alerts, and so on. In this overview, guide-
lines are offered for choosing the appropriate component for the job. Here,
for example, are some quotes from Open look's style guide (Sun, 1991):
403
THE USE OF STYLE GUIDES

Help

r
E) NCSA Mosaic: Document View

File Options Navigate Annotate

Document Title: FSU Economic Updates List

it URL: file //localhost/tmp_mnt/home/newman/html/test/commission1 html

FSU Country Economic Updates


Updates are available for the following countries:

• Armenia
• Azerbaijan
• Belarus
• Carpathian Republic
• Estonia
• Georgia
• Kazakhstan
• Kyrgyz Republic
• Latvia
• Lithuania
• Moldova
• Russia
• Tajikistan
• Turkmenistan
• Ukraine
• Uzbekistan

Also, full back index available for FSU Economic Updates.

Back Home Reload Open... Save As. Clone New Window Close Window
rj r-,r^

Figure 15.21 An Economic Update system in the style of the World Wide Web. NCSA
Mosaic™ is copyrighted by and is property of the Board of Trustees of the
University of Illinois.
404 DESIGNING TO GUIDELINES

Help

W NCSA Mosaic: Document View

Fife Options Navigate Annotate

Document Title:
Carpathian Republic Economic Update

Document URL:
lile ://localhost/tm p_m nt/hom e/newm an/htm l/test/com m ission2 htm I

Real Economic Growth

The Carpathian government typically updates these figures on an annual basis, in June. The following
table incorporates adjustments and some local interpretations by Commission desk staff. Seethe
published adjustment procedures for FSU countries.

-2 4
1992 1993
-1.5 1994 1995 1996

2.6 3.3 7.5

Consumer Price Index


Inflation tends to be closely linked to figures for Georgia and the Ukraine, as these two countries are
economically interdependent. Recently inflation has risen sharply as shown in the table.

The Carpathian government has taken measures to control inflation through the imposition of price
controls and borrowing limits. These measures have yet to show visible effects.

i
1991 1992 1993 1994 1995

8.5 12.3 15.5 33 7 55.0

Back Fosrvarci Home Reload Open ... Save As ... Clone New Window Close Window

Figure 15.21 Continued.


THE USE OF STYLE GUIDES 405

Abbreviated buttons provide the same functionality as buttons but take up less
space. Abbreviated buttons are small square buttons with no text label inside
them.
Gauges are used to give a visual indication of how full or empty an object is
or to show what percentage of a job is complete.
The base window is the primary window in which you present your application.
Each base window must have its own icon.

A notice is a special type of pop-up window used by the application to inform


users of important conditions or to inform them that a serious error has
occurred.

Following the overview are the detailed descriptions that specify the
exact behaviour of each component and provide guidelines on configur-
ing them for the application.

15.9.3 Designing the components of windowed applications


The components of windowed applications are sometimes known as wid-
gets. They have also been called design algorithms, in the sense that they are
design rules encapsulated in runnable software (Smith, 1986).
Style guides include large amounts of advice and guidance on design-
ing widgets. In many cases these can be viewed as results of usability
analysis rather than experience or research; the well-defined sequences of
operation of widgets make analysis relatively easy. For example, we find
the following guidelines in the style guide for Microsoft Windows
(Microsoft, 1992):
• Dragging to a submenu item requires extra coordination to negotiate the change
in direction.

Accessing the submenu item by means of mouse clicks requires an extra click
and a change in mouse direction.

Our task, in designing an interactive application, is not so much to


design these components as to customize them or configure them to suit
our requirements. To do so, we need to understand two aspects of the
component's design.
First, we need to gain a thorough understanding of the component's
built-in user interface. This is almost always more complex than apparent
on the surface. We saw an example of how complex even the simplest
widget can be in Chapter 11 's description of the user interface of
Macintosh check boxes. Other widgets, such as pull-down and drop-
down menus, involve much lengthier descriptions; for example, the
description of Windows drop-down menus in Figure 15.22 covers only
the way simple menus are made to appear with the mouse; it does not
406 DESIGNING TO GUIDELINES

[Link].1 Displaying Drop-Down Menus. To display a drop-down menu,


the user uses the mouse to point to the menu title and presses the mouse
button. This procedure highlights the title and opens the menu. If the user
releases the button while the pointer is still on the menu title, the menu
remains open so that the pointer can be moved to the desired menu item.
Alternatively, the pointer can be moved to the item while the button is still
held down. If the user moves the pointer to a second menu title before
releasing the button, the first menu closes and the second menu opens.
This lets users switch easily from one menu to another or see an overview
of all menus by dragging the mouse across the menu bar. If the user drags
the pointer out of a menu frame to any other location than a menu title, the
menu remains open. However, if the user then releases the mouse button
outside the menu frame, the menu closes without initiating any commands.

Figure 15.22 Detailed description of basic mouse-operated menu display in Microsoft


Windows (Microsoft, 1992). Details of cascading menu display, keyboard opera-
tion and response to menu choice are not included here.

cover cascading menus (see Figure 15.3), nor does it describe what hap-
pens when a menu choice is made. It also omits details of how menu
selection is made via the keyboard, an important capability of Windows
(Microsoft, 1992). Yet we need to understand these details in full because,
again, this is the user interface that we will be customizing.
The second step in understanding how to work with these compo-
nents isto become familiar with the relevant design rules and guidelines.
Most style guides are extremely thorough in documenting this material,
and we may not want to learn it by heart. The next section illustrates how
we can apply rules and guidelines in the course of setting up the drop-
down menus for a Windows-based version of the Economic Update sys-
tem.

15.9.4 Designing drop-down menus for a windowed Economic


Updates system
When we follow rules and guidelines for designing with widgets, we are
working in a particularly narrow design context. Our problem statement
will typically take the form, 'Design a set of menus for a Windows-based
design for ...'. In these narrow confines, we tend to use guidelines pri-
marily to answer questions and to evaluate the design.
Why would we want to redesign the Economic Update system to
make use of a windowing environment? The most likely reason is that the
initial system has been a success, and there is now a demand to make it
more widely available throughout the Commission. The new, extended
user community will include people who are already using Windows for
other purposes.
THE USE OF STYLE GUIDES 407

Responding to requests for new features


A second reason why we might choose to reimplement the Economic
Update system for a windowing environment is in response to requests
for additional features. These may be difficult to add to a simple menu-
based system. Let us suppose the following suggestions have been made
by users:

It should be possible to keep two or more updates open on the screen at


one time.

It would be useful if just the text of the update could be displayed, with-
out the tables, much like the existing display for tables and no text (see
Figure 15.11).
A Help facility would be useful.
Sometimes it is important to know the identity of the author of text, or
source of data.

If parts of updates could be printed, instead of the whole document, there


would be saving of time and paper.

Responding to this list of requests will involve a major design exer-


cise. We will look just at the task of designing a set of menus for the new
system. We will base our design around Microsoft Windows' drop-down
menus, and make use of the Windows style guide (Microsoft, 1992).

The list of menu commands


Our first task is to make a list of all of the commands we will need to
accommodate in the set of menus:

Open documents, even when there is a document currently displayed.


Print document.
Print selected part of document.

Show tables only as in the existing system, 'toggling' between the 'show
tables' and 'hide tables' state.
Show text only as requested, also a toggling command.
Help.

We must also find a means of showing authors' names and data


sources. One possible solution is the use of pop-up menus, which appear
close to a selected item. However, we encounter the following advice in
the style guide:

Pop-up menus are designed primarily for mouse users


408 DESIGNING TO GUIDELINES

In other words, there is no means of operating pop-up menus from


the keyboard. It is unwise to demand that users should operate the sys-
tem with a mouse, just for the sake of two commands. So we decide to add
two more toggling commands to our drop-down menus:
Show authors.
Show sources.

The menu structure


Now we are ready to assign commands to menus. The first step is to see
whether any commands should be incorporated in standard menus. Some
of the commands clearly belong in a File menu, following the style
guide's recommendation:
• Applications that use data files should include a File menu, which provides all
the commands the user needs to open, create, and save files.

The style guide's illustrative example also includes the Print com-
mand, and so we assign the following commands to the File menu:

Open document.
Print document.
Print selected part of document.
Exit from the Economic Update program.

The Exit command is added as an afterthought, to maintain consis-


tency with other Windows applications. Another relevant standard menu
is the Help menu, to which we assign the 'Help' command.
We are left with four toggling commands, Show tables, Show text,
Show authors and Show sources. These are all of a similar nature, and so
we include them in the same menu, which we give the title Show. This
complies with two guidelines relating to titles:

Titles for drop-down and cascading menus should represent the entire menu and
should reveal as clearly as possible the purpose of all items on the menu.
• Each menu title should contain an underlined mnemonic access character that
gives direct access through the keyboard. The access character should be (in
suggested order of preference) the first letter of the menu title ....

The four items in the Show menu fall into two groups of two, the first
controlling the hiding or revealing of text and data, the second controlling
the addition of author and source information. Therefore we divide the
menu accordingly, as suggested in the following guideline:
409
CONCLUSION

u Economic Update V2.0 Economic Upda Economic Update


a File Shov Help File Shov Help File Shov Help
Help.
Open... VShovIext
Close Shov Data
Print... Shov Authors
Print Selection... Shov Sources
E»t

Figure 15.23 The design of menus for the Windows-based Economic Update system. Courtesy
Microsoft Inc.

• Whenever a menu item contains items that fall into logical groups, the groups
should be separated by a line.

We apply the same guideline to the choice of groups for the File
menu. The final design for the set of menus is shown in Figure 15.23.

15.10 Conclusion
This chapter has explored a wide range of user interface design guide-
lines, and has illustrated their use on a number of design problems. It has
shown how guidelines can help at various stages in the design. In so
doing, it has provided a glimpse of how some of the detailed design of
user interfaces is carried out. This is where much of the effort goes during
the design of interactive systems.
The use of guidelines is not limited to detailed design, of course.
Indeed guidelines have many uses, and can be used in a variety of ways,
all the way from identifying design strategies to conducting heuristic
evaluations. Sets of guidelines can also play a useful role in bringing
together the fruits of research and the results of practical design experi-
ence - two bodies of knowledge that intersect less than they should.
As we have seen from the earlier chapters in this book, guidelines
take their place alongside other design methods. These other methods
include both analytical techniques and methods for synthesizing solu-
tions. Some of them apply, like guidelines, to the detailed stages; others
are more useful in the early stages, style-selection methods being an
example. But there are serious gaps in the range of methods for analysis
and synthesis. Guidelines help fill some of these gaps, and thus enable us
to achieve success in the design of interactive systems.
410 DESIGNING TO GUIDELINES

Exercises
(1) Devise a more compact outline format than Figure 15.11.
(2) Draw process diagrams to illustrate the four roles of guidelines.
(3) Draw an Object State Transition Chart to describe the user interface of
Figure 15.23.
(4) Would guideline B in Figure 15.1 apply to the original design for the
Economic Update system? If so, modify the design to comply with the
guideline.

Further reading
Mayhew D. J. (1992). Principles and Guidelines in Software User Interface
Design. Englewood Cliffs, NJ: Prentice Hall
A particularly thorough style-oriented text on user interface design, with sever-
al hundred guidelines presented under the headings of the appropriate styles.
Research overviews provide useful background to the guideline material.

Apple Computer (1987). Apple Human Interface Guidelines. Addison-Wesley


Includes a useful, concise set of general principles, plus advice and descrip-
tive material on Macintosh 'widgets'.
Microsoft Corporation (1992). The Windows Interface: An Application Design
Guide. Redmond WA: Microsoft Press
The corresponding guideline book for Microsoft Windows, with detailed
descriptions and discussions of interactive objects.
Byrne M. D. (1993). Using icons to find documents: Simplicity is critical. In
Proc. InterCHI '93 Human Factors in Computing Systems, April 24-29,
Amsterdam, Netherlands, pp. 446-53. New York: ACM/SIGCHI.
Describes an investigation of the use of different styles of icon and their effect
on ease of retrieval.
CASE STUDY B

Designing a
human memory aid

Chapter objectives:
This purpose of this chapter is to illustrate the use of interactive design methods
in an innovative project, the problem here being the design of a portable mem-
ory aid. The case study covers:
The definition of the problem

Preliminary studies of people's memory problems


Early feasibility studies
Establishment of some basic requirements
The design of a prototype system, Forget-Me-Not.

B.1 Introduction
This case study describes the design of an innovative interactive system:
a portable memory aid. The story here is rather different from the first
case study, which described an attempt to make incremental improve-
ments to a well-established solution. Here we are concerned with the
solution of a hitherto unsolved design problem - overcoming people's
difficulties in recalling events and retrieving 'lost' information. We follow
the invention of a solution, the conduct of a number of early investiga-
tions, and the design and construction of a prototype. The activities

411
412 CASE STUDY B

described here were conducted by members of staff of the Rank Xerox


Research Centre in Cambridge, UK, with the assistance of researchers
from the Medical Research Council's Applied Psychology Unit in
Cambridge. Some of the work was carried out in the Computer Science
Laboratory of Xerox Corporation's Palo Alto Research Center in
California.
The case of the portable memory aid illustrates virtually all of the
methods described in this book. We shall see that studies and evaluations
played a key role in helping to define the functional requirements of the
eventual prototype. So too did methods of user interface design, especial-
ly when it came to choosing an appropriate mental model to present to
the system's user. The story illustrates the degree to which innovative
projects can stretch available methods to their limits.
The project also involved solving a number of problems in the design
of system software, and it depended on the development of a small
portable terminal. These two projects lie outside the scope of this book,
and are therefore mentioned only in passing here.
What follows is of necessity a simplified account. Like any leading-
edge research project, this one encountered dead ends, had lucky breaks,
solved one problem when trying to solve another, did things in the wrong
order, and had alternating periods of furious activity and relative calm. To
tell the full story would take many more pages, and would involve
explaining things that, in the end, had little influence on the eventual
design. Instead this case study covers the principal stages of the project.
Their chronological order, and the order in which they are discussed here,
are shown in Figure B.l.

Section
B.1
Project definition

B.2.2 - — — — ^ Envisionments

B.3.1 Memory problems study


■^■", Video diary study
B.3.2
B.3.3 ■ — — — — ^— Memory schemas study

B.4 Feasibility study (Pepys)

B.5
Requirements definition

B.6
Forget-Me-Not
prototype
T T
1990 1991 1992 1993 1994

Figure B.l The chronology of the project. Section numbers in this case study are shown
along the vertical axis.
DESIGNING A HUMAN MEMORY AID 413

B.2 The design problem and its origins


The origins of this particular problem lie in a situation of very broad con-
cern. The modern world places great demands on human memory, and to
a large extent computer systems add to the demand rather than relieve it.
They ask users to recall command sequences for a variety of different
interactive systems, for example, and to remember the names under
which they have filed away documents, perhaps many months or even
years ago. As people come to rely on more and more systems, and store
more and more information electronically, the burden on their memories
must increase. There is a need to find ways to reverse this trend.

B.2.1 Defining the problem: Finding a form of solution


This is an example of a very broadly defined problem area. The basic
design problem is fairly obvious: 'Design a system to help people remem-
ber things'. But there is no means of telling whether this is at all soluble.
The problem needs to be narrowed down. One way to do this is to define
the problem in terms of a more explicit form of solution.
Early in 1990 the project team hit upon a form of solution, involving
the use of stored context to assist the user in retrieving information and
recalling events. This idea came partly from studying the literature on
human memory, and human autobiographical memory in particular (Rubin,
1986). According to psychological studies, people reconstruct the context
of past events in order to recall the events themselves or to retrieve infor-
mation concerning the event. For example, to remember where we put
our reading glasses we may replay the sequence of events when we last
used them; to remember who was at a farewell dinner party we may try
to reconstruct the events at the restaurant (Reiser et al.f 1985).
Technological developments also contributed to the idea. The pro-
posed form of solution lay in using computer technology to help build the
essential context for recall and retrieval. This could be done by building a
personal information system that could not only store the information to
which the user might need access - documents, phone numbers, online
help - but could also record the context in which access was made, for
example, the phone number dialled after a document was retrieved.
In this way the system might be able to assist in answering questions
of the form, 'Where's that document I discussed with Jenny on the phone
last Tuesday?' Given the context, before a phone call to Jenny, it could pre-
sent alist of the user's actions matching this description, including the
retrieval of the document in question. A number of forms of contextual
data could potentially be stored in the memory aid: the user's workstation
activities and use of electronic mail, details of phone calls made and times
when calls were received, use of card keys, and so on.
414 CASE STUDY B

(a)

(b)

Figure B.2 Envisionments of the memory aid: (a) a simple cardboard mockup, (b) a sketch
of a scenario suggesting how the memory aid might be used.
Courtesy Rank Xerox.
DESIGNING A HUMAN MEMORY AID 415

B.2.2 Envisioning the solution


It was not at all obvious what physical form such a memory aid would
take. To assist in defining the problem, a variety of envisionments and sce-
narios were constructed. Some were built out of cardboard (Figure B.2(a))
while others took the form of cartoons illustrating how the memory aid
might work (Figure B.2(b)). All of these helped to explain the idea and
engage others in discussions of how the problem might be formulated
and addressed.
The envisionments were particularly helpful in underlining the need
to design a portable memory aid. It became obvious that problems in recall
and retrieval could arise anywhere and at any time. If the system were
available only in the user's office, it would be limited in its ability to help.
Somehow, the system must be incorporated into a device small and light
enough to carry around all the time.
In the course of these early envisionments the project team began also
to understand better the kinds of memory problems such a system might
help solve. By using stored context to help people find things and recall
events, the system would reduce the user's reliance on explicit indexing of
information, that is, attaching labels or filing in specific places. It would
not be obligatory to give everything a carefully chosen name, for example,
memo-3-Jun-93-from-Bob-re-93-budget. The system would be able to help
find things that had simply been stored away anonymously. In other
words, it could help in unanticipated retrievals of information, where the
need for future retrieval had not been foreseen at the time the information
was first stored.

B.2.3 The problem statement


The idea for the context-based approach, and the understanding gained
from the early envisionments, assisted the project team in defining the
design problem. After the fact, and using the notation of Chapter 2, we
can state it as follows:

Design a portable context-based system to enable people to recall events


and retrieve information more easily, including events and information that
they may not have realized they might need to access again.

This represents the project team's understanding of the problem


towards the end of 1990. By this time several studies and prototyping
activities were under way.

B.3 Preliminary studies of everyday memory


The activity that this interactive system was to support - recall and
retrieval - is one of the most common human activities. People access
416 CASE STUDY B

their memories many thousand times a day. It should have been quite easy
to study such a common activity, and there should have been plenty of
prior studies to draw upon. However, the project team became aware at an
early stage that the workings of human memory are hard to study because
they are hard to observe. Furthermore, although psychologists have con-
ducted awide range of memory studies (see Baddeley, 1990), most of these
have involved artificial activities in the laboratory, such as retrieving
words from a memorized list, rather than situations in the real world.
There was a need to learn more about memory's support for 'every-
day activities', and particularly for the routine activities of the workplace.
Therefore several studies were undertaken, focusing on questions such as:

• What memory problems arise most often in the workplace, and which of
them do people find most troublesome?
• What characterizes an 'event' that someone will remember?
• Of the events that occur during the working day, what kinds are people
most likely to forget? What kinds of events are they most likely to retain,
and use later as context for recall and retrieval?

Three separate studies were conducted. The first was a study of mem-
ory problems at work conducted with the aid of a questionnaire. The second
involved recording the events of people's days on video. The third was
based on a set of interviews, and led to two separate analyses, a classifi-
cation of basic work activities and an analysis of people's use of daily
schemas in recalling the events of the day.

B.3.1 The study of memory problems at work


The objective of the study of memory problems at work was to determine
which problems people considered to be most frequent and most severe.
It was conducted partly to help decide where to focus the project team's
efforts, and partly to understand how frequently people might use a
memory aid. A full report on the study can be found in Eldridge, Sellen
and Bekerian (1992).
The study was conducted by issuing a simple questionnaire, listing
about 20 types of memory problem, and asking subjects to rate them for
frequency and severity. Each question had to be answered with a fre-
quency rating for the problem's occurrence, ranging from 'never' to 'daily
or more'. In addition, people were asked to indicate the three problems
they considered to be the most severe.
The questionnaire was issued to about 400 people in an engineering
organization, using the organization's e-mail system. Replies were
received from 118 respondents. The results are summarized in Table B.l
and the questions are shown in Figure B.3 on pages 420-21. The questions
are arranged in order of decreasing frequency, and scores are shown both
DESIGNING A HUMAN MEMORY AID 417

Table B.l Results of memory lapse study, from Eldridge, Sellen and Bekerian (1992).
Rating

Question
Number
Question 2.38
5b How often do you forget someone's name
whom you have only met once or twice? 37Severity1'
12 How often do you forget one or more items 2.27 41
from a set of items you are holding in mind
(e.g. a mental list of things to do or say)? 40
6a How often do you forget where you put a 2.01
paper document or book?
3 How often do you forget to take things with 2.00 27
you, or leave things behind and have to go
back for them?
How often do you have trouble remembering 1.92 17
a particular word (i.e. when on the tip of
your tongue)?
How often do you plan to do something or 1.87

say you'll do something, and then completely 37


forget about it until later? 19
How often do you start doing something, get 1.79
interrupted, and then forget your previous
activity?
6b How often do you forget where you put some 1.70 14
other physical object? [i.e., not a document]
10c 1.62 7
How often do you remember some fact or
facts, but forget something important about
who said it, where you read it, or where it
came from?
6c How often do you forget where you stored an 1.61 22
electronic document or application on your
computer?
11a How often do you forget details of how to do 1.51 19
something, even though you have done it
once or twice before? [i.e., on a computer] 15
5a 1.30
How often do you forget someone's name
whom you know well?
4 How often do you go somewhere to do 1.21 4
something, then forget why you're there
when you get there?
10a How often do you forget something important 1.17 14
about what was said in a conversation or
meeting, but remember details about who was
there, where it was, or when it took place?
418 CASE STUDY B

Table B.l Continued.

Mean
Frequency
Question
Number Question
Rating" Severity11
lie How often do you forget details of how to do 1.01 3
something, even though you have done it
once or twice before? [i.e., not on a computer]
10b How often do you have trouble recalling .97 6
important details of a conversation or
meeting, such as who was there, or where or
when it took place?
9a How often do you forget whether you have .91 7
done something or not for some event that
took place very recently?
8 How often do you remember some information, .86 4
and then find out later that it is incorrect?
9b How often do you forget whether you took .74 1
part or took some action in a distant past
event?
lib How often do you forget details of how to .59 1
do something, even though you have done
it many times before? [i.e., on a computer]
lid How often do you forget details of how to .37 0
do something, even though you have done
it many times before? [i.e., not on a computer]

a Based on the following scale: 0 = never, 1 = rarely, 2 = monthly, 3 = weekly, 4 = daily.


b Numbers are the number of respondents (out of 118) indicating that problem as severe.

for frequency and for severity of the problem. Frequency scores are based
on the use of a numeric scale to code responses (0 = never, 1 = less than
monthly, 2 = monthly or more, 3 = weekly or more, 4 = daily or more).
Severity scores indicate the number of people who marked the problem
as severe for them.
The study indicated that the most frequent problems were a mixture
of prospective memory lapses (that is, forgetting about future events) and
retrospective memory lapses (forgetting about past events). The proposed
system, which was aimed at helping with retrospective memory lapses,
had the potential to help with five out of the ten most frequent problems,
and six out of the ten most severe. The reported frequencies of problems
were not high, but there was a lot of variation in the average frequency
ratings of individuals, some of whom indicated they had problems at
least once a week, while others indicated they rarely had memory prob-
lems of any kind.
DESIGNING A HUMAN MEMORY AID 419

B.3.2 The video-diary study


The second study took a very different approach, attempting to simulate
the effect of technology in jogging people's memory. It focused on the
potential of video recording. Three subjects volunteered to be videotaped
continuously for an extended period; they were later interviewed to dis-
cover how well they could reconstruct the events of the period in ques-
tion.
This study showed, not unexpectedly, that there was a marked drop-
off in ability to reconstruct events over a period of four weeks. It also
showed that playing back the video record was surprisingly effective in
reminding subjects of what they were doing. The sight of a shopping bag,
for example, acted as a reminder that the subject had been to the shoe
repairer earlier in the day. So powerful was the video record as a memo-
ry aid that subjects were able to remember as much after four weeks with
the video record as they could after one week without it (Eldridge,
Lamming and Flynn, 1992).

B.3.3 The memory schemas study


The purpose of the third study was to understand how the system should
describe events in people's working days, and how it should select events
in order to present a recognizable sequence from some previous day. A
complete report on the study can be found in Eldridge, Barnard and
Bekerian (1994).
The project team needed to know how to display a sequence of past
events to the user of the memory aid. During early feasibility studies, the
team had experimented with descriptions such as the following:

10:00 Meeting with Department Director [16 mins]


10:16 Working on monthly report [25 mins]
10:41 Phoned Peter [3 mins]
10:44 Working on monthly report [8 mins]
10:52 Reading electronic mail [35 mins]
11:27 Visited Kitchen [2 mins]
11:29 Talking to Frances in her office [21 mins]
11:50 Returned to office, phoned home [3 mins]
11:53 Thunderstorm, workstation crashed [30 sees]

But how realistic were these descriptions? What types of events did
people actually use to describe their own working days? If these ques-
tions could be answered, it would be easier to construct descriptions of
past events that users would recognize.
It was already clear from the video-diary study that some events
would be more helpful than others in jogging the user's memory. But
there were unanswered questions here too. Should the system try to dis-
tinguish between routine and non-routine events, for example, and
420 CASE STUDY B

Memory Lapse Questionnaire


(by Abi Sellen and Marge Eldridge)

At Rank Xerox we are designing a system which we hope will help people
deal with the kinds of lapses or memory problems that everyone experiences
from time to time. In order to do this effectively, we need to have some idea of
what kinds of memory problems are the most frequent, and which are the
most problematic. It would help us a great deal if you would fill out the follow-
ing questionnaire. THIS SHOULD TAKE ABOUT 10-15 MINUTES. In return,
we will be happy to summarise the results for those who are interested.
Be assured that your data will be kept confidential. We are interested in
overall results rather than individual answers. If you wish to respond by e-
mail, please forward this note by the 15th of May to the return address sup-
plied. Ifyou have any concerns about confidentiality, feel free to print a hard
copy of this note and return it anonymously in the enclosed envelope.

INSTRUCTIONS

MALE OR FEMALE (Optional): AGE (Optional):


Part 1: Rating the Frequency of Memory Problems at Work
To indicate your frequency judgements, please use your best estimate of how
often these things happen to you AT WORK, using the LAST SIX MONTHS
as a basis for making these judgements. Please estimate frequency by
choosing ONE of the following options for each question:
Never never in the last six months
Rarely less than monthly
Monthly at least monthly but not weekly
Weekly at least weekly but not daily
Daily daily or more

If you are responding by e-mail, indicate your answers by deleting the options
that do not apply. If you are responding on hard copy, circle the answer that
applies. Please give only one answer per question.
Part 2: Rating the Severity of Memory Problems at Work
After you have rated the frequency of each problem, would you please put an
asterisk (*) next to the number (or letter) of the THREE problems which tend
to be the most problematic for you when they occur. In other words, indicate
those 3 problems which require the most time and effort to deal with when
they happen, regardless of how often they occur.
MEMORY LAPSE QUESTIONNAIRE
Note: The responses appeared as follows after each question:
Never in the last 6 months Rarely
Monthly Weekly
Daily.

Figure B.3 Memory lapse questionnaire, from Eldridge, Sellen and Bekerian (1992). Note
that the format of the questionnaire as sent out by e-mail varied slightly from
this due to the limited formatting options available in the electronic mail system.
DESIGNING A HUMAN MEMORY AID 421

1. How often do you plan to do something or say you'll do something,


and then completely forget about it until later?
2. How often do you start doing something, get interrupted, and then for-
get your previous activity?
3. How often do you forget to take things with you, or leave things behind
and have to go back for them?
4. How often do you go somewhere to do something, then forget why
you're there when you get there?
5a. How often do you forget someone's name whom you know well?
5b. How often do you forget someone's name whom you have only met
once or twice?
6a. How often do you forget where you put a paper document or book?
6b. How often do you forget where you put some other physical object?
6c. How often do you forget where you stored an electronic document or
application on your computer?
7. How often do you have trouble remembering a particular word (i.e.,
when it's on the tip of your tongue)?
8. How often do you remember some information, and then find out later
that it is incorrect?
9a. How often do you forget whether you have done something or not for
some event that took place very recently?
9b. How often do you forget whether you took part or took some action in
a distant past event?
10a. How often do you forget something important about what was said in a
conversation or meeting, but remember details about who was there,
where it was, or when it took place?
10b. How often do you have trouble recalling important details of a conversa-
tion or meeting, such as who was there, or where or when it took place?
10c. How often do you remember some fact or facts, but forget something
important about who said it, where you read it, or where it came from?
Please answer 11a and 11b for COMPUTER ACTIVITIES ONLY

11a. How often do you forget details of how to do something, even though
you have done it once or twice before?
11b. How often do you forget details of how to do something, even though
you have done it many times before?
Please answer 11c and 1 1 d for NON-COMPUTER ACTIVITIES ONLY
11c. How often do you forget details of how to do something, even though
you have done it once or twice before?
11d. How often do you forget details of how to do something, even though
you have done it many times before?
12. How often do you forget one or more items from a set of items you are
holding in mind (e.g., a mental list of things to do or say)?

***** Don't forget to add the asterisks (see instructions for Part 2.) *****
THANK YOU FOR TAKING THE TIME TO RESPOND TO THIS
QUESTIONNAIRE!

Figure B.3 Continued.


422 CASE STUDY B

display only the non-routine? The following kind of display, omitting rou-
tine events, seemed more likely to provide a useful context:

10:00 Meeting with Department Director [16 mins]


10:16 .. other events ...
11:53 Thunderstorm, workstation crashed [30 sees]

The study was designed to elicit descriptions of subjects' 'typical days',


and then to compare these typical-day descriptions with descriptions of
actual days - the previous day, and the day one week previous. The use of
a typical-day description was influenced by earlier research suggesting that
people use generalized structures, or schemas, to assist in remembering past
events (Alba and Hasher, 1983). Twelve subjects, from the same engineer-
ing organization as before, were interviewed and audio-taped.

Analysis of basic activities


In the first stage of analysis the individual activities of the subject's actu-
al days were identified. This was done by looking for changes in the
subject's location, in the objects involved in the activity, or in the people
present. Evidence of these changes made it possible to identify the basic
activities of the working day. These were then divided into categories, giv-
ing the following distribution between categories:

Number Per cent


118
Meetings, conversations, etc. 24
Changing location in building 59 12
Telephone calls 11
Desk activities 55 11
Electronic mail work 10
11
54
Other workstation activities 50
52
Other 104 21
Total 492 100

By investigating these data in more detail, it became clear that a large


proportion of basic work activities could be incorporated into the user's
stored context. A system capable of capturing details of meetings, location
changes, telephone calls and workstation tasks would be able to store
nearly 85 per cent of the average user's basic work activities. If the system
were capable of keeping track of desk activities, the total would be closer
to 95 per cent.

Analysis of recall
The follow-on analysis focused on the differences between the descrip-
tions of the previous day and of the day one week before. What kinds of
activities did people forget during the intervening week? How did they
relate to the typical-day schema? The unexpected result of this analysis
was that people were more likely to forget the atypical activities than the
DESIGNING A HUMAN MEMORY AID 423

typical during the course of the week; indeed their ability to recall typical
activities was hardly diminished, as the following table of mean values
shows:

Number of activities recalled


Typical Atypical Total
Recalled from yesterday 5.36 12.00 17.36
Recalled from a week ago 5.88 4.88 10.75

These results suggested that a model of the user's typical day might
be a useful basis for retrieval. At the same time, they highlighted the
user's relative difficulty in recalling atypical activities, and suggested that
the system might be especially helpful in recalling these activities. Besides
offering these insights, the study also raised doubts about the practice of
using short, semi-structured interviews as a basis for systems analysis
and design, a point that has been mentioned in Chapter 5.

B.4 An initial feasibility study


While these studies were in the planning stages, a preliminary feasibility
study was conducted, in which a prototype memory aid was built and tested.
At this stage, almost none of the necessary technology was available to sup-
port the collection of the user's contextual data. Nor did any portable termi-
nal exist suitable for accessing stored records. Nevertheless there was a need
to answer some preliminary questions about the feasibility of the whole pro-
ject, questions that could not be answered purely by user studies or analyses.
In particular, it was important to understand the feasibility of gener-
ating recognizable and useful descriptions of past events by means of
software. The basic usage scenario developed by the project team
involved four steps, illustrated in Figure B.4:

(1) The user describes the context in which the event in question was thought
to have occurred;

(2) The system searches for matching sequences of events;


(3) The system presents one or more candidate sequences for selection;
(4) The user recognizes the sequence and explores it in more detail to find the
event in question.

How successfully could the system handle Steps 2 and 3, the genera-
tion of recognizable descriptions of past events? An opportunity to
answer this question arose through the availability of active-badge tech-
nology for collecting data about the user's location. The technology had
been developed by Olivetti Research and had been successfully tested by
Want et al. (1992). Active badges, worn by individuals, could be tracked
424 CASE STUDY B

User Stored events


'Meeting with Bob System
1 . User describes System searches
for matching Events
context of
and Mary' database
event in question sequence

\f

4. User 3. System presents


J
recognizes one or more
the sequence candidate sequences
Meeting at 10:15
on 12/10/94 in
Conference Room
'That meeting
on the 12th with Bob, Mary, Joanne;

with Joanne.' Meeting at 14:23


on 15/10/94 in ...
09:35 Sent message...
5. User explores 09:43 Phone call ...
09:55 Received message.
sequence in 10:15 Meeting ...
greater detail 11:35 Returned to office...
1 1:36 Sent message...

Figure B.4 Steps in the scenario of using the memory aid.

by wall-mounted sensors and the data used, for example, to direct tele-
phone calls to people's current location. An active badge system, installed
at the Rank Xerox laboratory, was used as the basis of an experiment in
generating descriptions of location-based events.

B.4.1 The Pepys system


The software system for interpreting location data was known as Pepys,
after the seventeenth-century diarist, because it generated diaries describ-
ing people's days. These were delivered to each of the subjects in the
experiment at the start of the next working day, via e-mail. A typical diary
is shown in Figure B.5.
The Pepys system was eventually kept in service for two years,
because some of the subjects in the experiment found the diaries useful,
for example, in filling out timesheets or writing six-monthly reports. The
badges themselves were not universally liked, however, because they rep-
resented athreat to people's privacy. The badge system involved the use
of centralized data collection, rather than a personal data-collection
device, and this tended to remind people of 'Big Brother'. Furthermore,
the badges were found less useful by Rank Xerox research staff than they
had been by the badges' original developers, for reasons that have been
DESIGNING A HUMAN MEMORY AID 425

Diary for Tuesday, October 30, 1990


14:14 In office [50 m ins]
15:04 In and out of event in Nathan's office; with W. Nathan, R. Hatton
[45 mins]
15:50 In office [10 mins]
16:00 In Conference Room [4 mins]
16:05 Attended part of event in Commons; with B. Andrews, M. Morton,
R. Hatton [7 mins]
16:13 Mostly in office [44 mins]
16:57 Attended event in Wright's office; with P. Wright [7 mins]
17:04 Looked in on event in Morton's office; with I. David, M. Morton
[1 min]
1 7:05 Mostly in office [2h 3m]
17:05 In office [5 mins]
17:11 In event in office; with P. Wright, I. David [1h 2m]
18:13 In office [36 mins]
18:50 Meeting in office; with W. Nathan [13 mins]
19:03 In office [5 mins]
19:09 In 2nd floor rear area [2 mins]
19:11 Last seen

Figure B.5 An example of a Pepys diary; from Newman et ah (1991).

explained by Harper et ah (1992). In 1993 the badge system was taken out
of service, having served its purpose.
Three useful results emerged from studies of the use of Pepys. First, a
study of the accuracy of the event descriptions showed that between 80
and 90 per cent of them matched people's own descriptions of the events
in question. This was an encouraging result from a first attempt at con-
structing recognizable descriptions. Second, the video diary study
(described in Section B.3.2) indicated in passing that access to a Pepys
diary enabled people to recall roughly twice as many events as they could
in free, unassisted recall (Eldridge, Lamming and Flynn, 1992). This was
one of the first indications that a useful memory aid might be achievable,
that is, that a solution to the originally defined problem might be found.
Third, the project brought to the surface the need to preserve the user's
privacy. This became one of the fundamental requirements to be met by
the memory aid. All of the subsequent designs for user interfaces and
supporting software reflected this requirement.

B.5 Requirements definition


Following these initial investigations, the project went through a phase
of analysing different technical options, and trying to define specific
426 CASE STUDY B

requirements. In a less innovative project, this phase could have been


expected to arrive at a more precise definition of the solution and its per-
formance targets. This project still presented many questions, however,
most of them so difficult to answer that a clear picture of the solution could
not be gained.
Instead, therefore, the project team decided to take stock of all the
knowledge that they had gained from the earlier work. They were able to
identify a small number of general requirements scoping the functionali-
ty of the system and its underlying software. They were also able to iden-
tify some basic performance requirements. A prototyping exercise was
then undertaken, not so much to refine these requirements in the manner
described in Chapter 7, as to add some understanding of the technical and
user interface issues. This prototyping project is described in the next sec-
tion. Here we look at the general requirements that were emerging from
the research so far.

B.5.1 Functional requirements


The functional requirements for the memory aid amounted to guidelines on
how to apply technology towards supporting the system's interactive func-
tions. In other words, they defined an overall technical strategy rather than
a set of interactive functions. The five components of this strategy were:

• Sensing the user's environment. The system would be more effective in


supporting retrieval and recall if it could build a rich description of the
user's context. This might involve sensing a wide range of aspects of the
user's environment: the user's location, his or her use of telephones and
other equipment, other people present, current weather conditions, and
so on.

Automatic data capture. The system should not rely on the user for the
entry of contextual data, nor should the user be expected to interpret or
categorize these data. Instead these operations should be carried out auto-
matically bythe system. Only in this way would the system be able to
help in situations where the need to access events had not been anticipat-
ed at the time the events took place.
Manual data capture. Although the vast majority of contextual data
would be captured automatically, the user would need the capability to
annotate events and take notes for future reference. In particular, it would
be valuable if the memory aid could support the recording of future
events so as to provide reminders later.
Focus on relevant information for retrieval. An important aspect of the
system's functionality would be its support for searching and browsing
through biographical data. It should provide simple ways to constrain the
search to relevant parts of the event archive.
DESIGNING A HUMAN MEMORY AID 427

• Integrated with other applications. The memory aid should be available


for use in conjunction with other information systems, e.g., in retrieving
documents and recalling methods of operation. It should also record com-
puter-usage events as part of the user's context.
Performance requirements
The remaining four requirements proposed some general yardsticks
against which the system's performance should be assessed:

Available where needed. Memory problems strike at all times and in all
places. The system should be small enough and light enough to carry
everywhere, and should continue to maintain its automatic data sensing
and capture, regardless of the user's location.
• Easy to use. As a tool for assisting in remembering things, the memory
aid would compete with the user's own memory, in the sense discussed
in Chapter 2. In other words, the user would have a choice of method for
recall or retrieval, and would tend to choose the method he or she found
most effective. If the memory aid was too difficult or time-consuming to
operate, the user would probably give up using it. Therefore the system
should not place a greater cognitive load on the user than would be
imposed by having to remember the event in question unaided.

Reliable and fail-safe. Another important attribute of the memory aid, if
it was to compete successfully with the user's own memory, was its relia-
bility. The autobiographical record should be complete and accurate, oth-
erwise the user would come to mistrust it. If the system should fail, the
user should be informed, and a record of its failure should be included in
the archive.

Respectful of privacy. The memory aid would record a great deal of per-
sonal information about the user, much more invisibly than would be
recorded in a pocket calendar, for example, or an itemized phone bill or a
list of personal expenditures. The system should offer the user clear
guidelines on what was being recorded and what was not. It should also
work to strict rules on what could be disclosed to other people, for exam-
ple, about presence at meetings. All of these aspects should be tailorable,
and all data should be secure against unauthorized access by others.

These functional and performance requirements are documented


more extensively in Lamming et al. (1994).

B.6 The Forget-Me-Not prototype


The development of a working prototype became feasible with the avail-
ability ofa small, portable, networked terminal, the PARcTab, or Tab' for
428 CASE STUDY B

Figure B.6 The ParcTab. Courtesy Rank Xerox.

short (Figure B.6). At the same time, the results of earlier studies, tests and
requirements exercises were beginning to build an adequate basis for the
design of the prototype. This section will briefly describe the design and
implementation of the Forget-Me-Not prototype. We shall see that it
involved two tightly interwoven activities: the choice and refinement of a
conceptual design, and the choice of a style of user interface suitable for the
Tab's very small screen. More details of the user interface are to be found
in Lamming and Flynn (1994).
The Tab provided a stylus-sensitive LCD bitmap display measuring
50 by 35 mm, divided into 128 x 64 pixels. It had three function buttons
mounted along one edge. It was light enough and small enough to be car-
ried around, clipped to a belt or carried in a pocket. The Tab has been
described in Schilit et al. (1993) and in Weiser (1993).

B.6.1 Conceptual design: The Threads model


The conceptual design of Forget-Me-Not centred around the choice of a
suitable set of objects and actions to form the intended user's mental
model. As we shall see, an important component of the design was the
concept of a Thread connecting events with a common property. This con-
cept played a prominent role in early designs, but retreated into the back-
ground as the design took shape, continuing nevertheless to play an
important guiding role. In this section we will look at how the Threads
model arose.
DESIGNING A HUMAN MEMORY AID 429

BIOGRAPHY

MAKE SELECTION

EVENT LIST

EVENT

VISUAL SCAN

Figure B.7 The basic conceptual model, shown as a lattice of events, event lists and search-
ing back and forward.

From the very outset of the project, the solution to the design problem
was seen to involve presenting the user with autobiographical data - with
lists of past events. The conceptual design took shape around this central
idea. The basic objects of the user interface were events, and these formed
event lists through which the user could scan visually for recognizable
sequences. The form of this conceptual model is shown in Figure B.7.
Around this simple set of concepts, further objects and actions were
added.
By the time work began on Forget-Me-Not, the project team had a
clear notion of the properties of events, thanks to the earlier memory-
schema studies. The criteria for distinguishing between basic activities -
change of location, change in people present, change of focus - were used
to define event properties:

• location of the event



people present during the event
focus of the event: meeting, document, phone call, and so on.

In addition, the time at which the event occurred, and the person or
subject experiencing it, should both be included in the definition. Thus
each event had five basic properties; this idea was retained throughout
the course of the design.
An early model of Forget-Me-Not consisted simply of a display show-
ing one event, including its five basic properties. This is shown in Figure
B.8. To see the previous or next event, the user clicked on the upper or
lower button of the Tab.
430 CASE STUDY B

Time

Subject
People

present
v
riym Badge
^W/
IHndgfl
jwg^oHn I
2W1L,92 1356S2 ( U frill* 1st*
Location

Focus
g:fl
Figure B.8 A single-event display on an early model of Forget-Me-Not. Courtesy Rank
Xerox.

This design was never viewed as a complete solution, for it could not
have met the ease-of-use requirement, that is, the requirement to mini-
mize the effort involved in locating events. The user's biography would
probably involve thousands of events like the one shown in Figure B.8,
and the user would take a very long time to search for an event matching
a particular description.
A second idea dating from the earliest stages of the project was the
inclusion of a means of specifying patterns of events in order to narrow
down the search. In early discussions, this idea had taken the form of search
requests such as 'Find the document I retrieved before making a phone call
to Jenny'. This was a potentially very powerful means of specifying events
of interest. It allowed the user to specify complex temporal relationships
between events, and thus to locate particular events in relatively few steps.
At the same time, the conceptual design would be made a lot more
complicated by the introduction of such a powerful pattern-matching
capability. In the course of building and evaluating mock-ups it became
clear that this design, like the simple design of Figure B.8, failed the ease-
of-use requirement, but failed it for the opposite reason: finding an event
involved very few steps, but the steps would involve deep knowledge of
the user interface and careful specification of patterns.

B.6.2 The use of filters


To achieve a middle ground, the project team chose a simple filtering
model. Events were specified simply by listing their essential properties.
The user would not specify temporal sequences, but would search for
these sequences visually after filtering out non-matching events. The user
would specify a filter, the system would respond with a list of matching
events, and the user would select one of these events and display the full
list of events before and after it.
How should the user specify a filter? A number of methods were con-
sidered, and the discussion led not only to the adoption of a particular
DESIGNING A HUMAN MEMORY AID 431

method but to the 'discovery' of the Threads model. The first idea came
from observing that each event had a displayable set of properties; by
specifying some or all of these properties a set of similar events could be
retrieved. A filter for use in finding these events could be constructed by
editing the properties of a currently displayed event. The user could then
ask to see the next event matching this filter, and then the next after that,
and so on. Figure B.9 shows an early sketch for this user interface.
The idea of 'skipping' between events matching a set of properties
could be applied to single properties; for example, it would allow the user
to follow the sequence of all events at one location, or all events involving
one particular other person, one particular document, and so on. This
introduced the concept of Threads, and the accompanying idea of treating
the properties of events as objects in their own right. Each location, person,
document, and so on, could be viewed by the user as a separate object.
Each such object could be viewed as possessing a Thread linking all of the
events in the user's autobiography in which the object took part. Figure
B. 10(a) shows one of the first sketches in which the Threads idea was dis-
cussed, and Figure B. 10(b) describes the Threads model more completely.
The Threads model allowed users to locate events by 'travelling in
time' backwards and forwards along the Thread of a particular object.
Thus user Greg, in the example of Figure B.10(b), could follow his own
thread back to his brief presence at the meeting in the Conference Room;
he could then switch to the Conference Room's thread and follow it for-
ward to his next meeting there. The Threads model offered users a differ-
ent way of thinking about filters: by specifying a filter containing two or
more properties, the user would be searching for points in time where two
or more objects' Threads came together.

■a
Q 08:35 Q

Figure B.9 A display layout supporting the specification of events by properties, and the
provision of functions for viewing the next or previous matching event. Courtesy
Rank Xerox.
432 CASE STUDY B

(a)

Greg in his own office


< >

Conference Room

Mike and
Marge in the
Conference
Room

Greg passes by;


Marge leaves

(b)

Figure B.10 The Threads model: (a) an initial sketch; (b) the form of the model. Courtesy
Rank Xerox.
DESIGNING A HUMAN MEMORY AID 433

B.6.3 Testing the initial conceptual design


Until now, prototypes of the user interface had shown one event at a time,
because it did not seem feasible to show more than this on the Tab's tiny
screen. This user interface was subjected to various kinds of analysis. In
particular, walkthrough techniques were used to test each of the principal
functions.
These analyses exposed problems with the one-event display. The
user relied on short-term memory to recognize a sequence of events, and
this was inefficient and error-prone. As a result of this analysis, the dis-
play layout was changed to show more events simultaneously. Different
layouts were tried; for example, at one time the single-line format shown
in Figure [Link] was adopted. This list was still scrolled up and down in the
same way as before, using the Tab's buttons.

B.6.4 Designing for the small screen: An icon-based design


Much design effort was needed to find a satisfactory way of dealing with
the Tab's small screen. A solution to this problem was found in earlier
work by Balabanovic, who had used icons to represent objects in a Tab-
based portable control device (1993). This idea was well suited to the
Threads-based design for the memory aid, in which event properties were
treated as objects.
This led to the adoption of an iconic design for Forget-Me-Not. Each
object - location, person, document, and so on - would have its own icon.
Events would be displayed as a combination of icons and text describing
their properties. A Thread would be specified by selecting a particular
icon. Filters would be constructed by selecting a set of icons. Figure B.12
shows the final layout chosen for the Forget-Me-Not display.
To allow the construction of filters from icons in a natural way, a
graphical direct-manipulation interface was designed. The user could

©Lemming's Office Lamming *M

18 12/7/93 11:24 Lamming ©Lamming'


28 12/7/93 11:42 Anderson ©Lamming
41 12/7/93 11:24 Lamming ©Lamming'
42 12/7/93 11:24 Lamming ©Lamming'
52 12/7/93 11:42 Anderson ©Lamming
103 12/7/93 14:25 Robinson ©Lamm in

Figure [Link] An early multi-event display design. Courtesy Rank Xerox.


434 CASE STUDY B

Current
filter
Current (empty) 'Factory' button
subject

Title line
r
16:37
10:38 w er e Event
Biographical
events < 10:39 iWl e W 0 .£?
10:41 0 6 G3 [ft]
10:44 fl ® 5112 518
V 10:46 B @ [fei]

Figure B.12 The screen layout of the Forget-Me-Not display. The system is currently showing
the biography of Mike, and since the filter field is empty the system is showing
all events in his biography. The 'factory' button gives access to a full set of icons.
Courtesy Rank Xerox.

build a filter by pointing at icons and dragging them up to the top row of
the display in order to add them to the filter displayed there. Icons could
be removed from the filter by dragging them out of the top line. To switch
to a different thread, the user dragged the appropriate icon up to the top
left corner of the screen. This 'drag and drop' interface was combined
with the function-key interface for scrolling through events. The two
styles of interaction, function-key and direct-manipulation, provided an
effective way of using the very small amount of screen space available.

B.6.5 The full user interface

The full Forget-Me-Not user interface is shown in Figures B.12 to B.16.


The primary display, shown in Figure B.12, shows the current filter on the
top line, and displays up to seven filtered events on the lines below, in
chronological order. These are events from the biography of the current
subject, whose icon appears in the top left corner of the display.

Event descriptions
Each event includes a time-stamp indicating when it began, and one or
more icons describing what took place. These icons represent people,
places, documents and, in some cases, actions taken. Here, for example,
are five people-icons:

1^1 Marge ^ Greg (3 Mike © Peter *&l Prof

Places are shown by pictorial icons or, in the case of people's offices,
by the person's icon in brackets:
435
DESIGNING A HUMAN MEMORY AID

C The Kitchen Up Area 2B l"J Mike's office ^ Conference Room

Documents are shown by the 0 symbol, indicating electronic mail.


The pair of icons S Iffll indicates an electronic message from Marge.
Action icons include the following:

@ Encountered or went to, e.g., IWl @ *if means 'Marge encountered Peter.'
r Edited by, e.g., fca ^ W means 'Message edited by Greg.'
°* Sent to, e.g., la "^ w indicates 'Message sent to Greg.'
** Called, e.g., 511 a* 51 S means 'Called extension 518 from extension 511.'

Event descriptions start with the time-stamp, and then indicate the sub-
ject, the action performed and the place, in that order. Examples include:
15/12/93 19:37 H 6 J2 Mike went to the Kitchen
15/12/93 19:39 ffil @ O H J3 Marge encountered Peter and Mike in
the Kitchen
15/12/93 10:41 ffil S ■* ® Marge sent a message to Greg
15/12/93 10:46 0 @ [£?]
Mike went to Greg's office (which
was unoccupied).

Scrolling through the biography


To navigate through the biography the user clicks on the top or bottom
button of the Tab. The top button reveals the preceding seven events, the
bottom button reveals the next seven. This is shown in Figure B.13.

Editing the title line


Changes are made to the title line by dragging icons into it and out of it.
Four such 'drag and drop' functions are supported:

Middle button
Stylus
click click

■37H 8
ie:38 w e n
£f',Wi('''-'#4''"vjv''
16:38 Q fi 0 NaMe: Marge Eldridge
18:39 m\ @ O & Office: [IWIJ0] EKt: 518 18:39 irai fi Q n
11:41 fl G § Manager: &l 11:41
12:31 0 8 IS) Manages: 9 J? 12:31 0G @ (Wl
fi tei
12:44 fei @ 0 m Login: Eldridge 12:44
13-sfi ny ep fl IS)
1356 n 6 Affiliation: EuroPftRC:RX
ISP"

Figure B.13 Scrolling down and up through events by means of the Tab's buttons.
436 CASE STUDY B

factory' flashes
Wait

" 12:31 0 9 fHl 12


ie:38 w en C
16:39 i 5 R E " 12:44 & & fl (Rl 12
■• 11:41 n e m a
11:41 0 5 § W C 16/12/93 16:19 (Hi & 0 12
12:31 fl 6 fKl J3
12:44 y 6 R iml G 17/12/93 14:53 0 6 frol 12
13:56 fl l> 12 " 13:56 m e CI J3 12

Figure B.14 A 'drag and drop' operation, in which an icon is added to the filter and the
biography display is reconstructed.

Adding an object to the current filter. The user points to an icon some-
where among the displayed events, presses down with the stylus, drags
it to the filter region of the title line and releases the stylus (Figure B.14).
The 'factory' icon on to the right of the filter will flash until the system has
reconstructed and displayed events according to the new filter.
Removing an object from the filter. The user drags the icon from the title
line to anywhere in the region below the title line. The biography display
is reconstructed in accordance, and the 'factory' icon flashes while this is
in progress.
Clearing the filter. The user drags the separator symbol, to the right of
the subject icon in the title line, to anywhere below the title line. The biog-
raphy display is revised, and the 'factory' icon flashes to show this is in
progress.
Changing the subject. The user drags the appropriate icon to the top left
corner of the screen. Again, the 'factory' icon flashes while the biography
display is reconstructed.

The Factory: Accessing other objects


To access an object whose icon is not shown on the display, the user clicks
on the 'Factory' icon in the top right corner of the display. The title line
remains unchanged, but the rest of the display is replaced by a 'ware-
house' oficons from which the user can make a selection in order to mod-
ify the filter or subject. To return to the main display, the user clicks on the
Tab's middle button (Figure B.15).

Inspecting an icon
If the meaning of an icon is unfamiliar, the user can click on it to inspect it.
The main display is replaced with seven lines of information about the
DESIGNING A HUMAN MEMORY AID 437

'"jYlr*jrJL"ivrn*f ~jy">*fti"m^"'Y"*i'MMW"
J
11:1? OQy ■ 14:33 § 5 W H [©J
11:23 W 8 fl (HI 11/2/94 9:46 fl G © [©]
12:37 H G W [Wl " 13:57 fl 517 2 544 [Wl
12:55 0 G 0 "fr iHl J3 12/2/94 9:45 0 G [Wl
" 9:51 W0_«p]
13:18 0 G [ffl]
14:33 B g Q O [Wl 11:41 P 6 © [&\

Stylus
click

Figure B.15 Accessing the 'Factory' to select an icon not visible in the main display.

object represented by the icon. The middle button of the Tab is pressed in
order to return to the main display (Figure B.16).

B.6.6 An example: Locating an item of electronic mail


We will conclude with a simple example of how Forget-Me-Not can be
used to help with memory problems. In this instance, Greg (tiij ) is read-
ing an electronic-mail message reporting on a meeting with two other
people, Peter (Q ) and Prof ( "9^ ). He wants to look at the message he sent
after the previous such meeting, but he cannot remember where he filed
it.

Bottom
button
click

........y.„...„y...y....|yyy...

16:33 © G fl J2 16/12/93 1012 R G J3 10:36 © 6 0 J3


18:39 fml G W 0 J3 19:19 (Si G fl 12 10:39 ffil G W fl -O
11:41 R G fei O 11:41 G G ISI J3 11:41 H G y £E
12:31 0 G ffit U 12:34 R G ^ © J3 12:31 G G (K) 12
12:44 ® S 0 (Wl a 12:44 ® G R (Hi J3
13:56 n e n 12:39
14:26 ®
a^.nG 0 "& © J2 13:56 fl G C

Figure B.16 Inspecting an icon.


438 CASE STUDY B

kLL£L&t
WffWw?W$W%n2 A '^T^Y^f^^gjrp^
" 16:38 ee@^[§] 6/9/94 " 9:58 M S ft -&V 0 © (b
" 19:43 ^ e © ® [ft] 8/9/94 14:55 © 8 "& ft 0:
11:41 §e6^(b 12/9/94 9:43 ^ 6 © ft (b
" 11:12 ®G ■& W [©] " 11:43 iKlSft "fr ©(b " 14:03 3> G © ft J9 (b
■• 11:38 ©es*y ■& " 17:55 © e -0V ft (Hi (b
9/9/94 9:27 © G ft "& (b 13/9/94 8:41 ft 6 © ^ (b
" 11:41 ft G-fr ©b " 9:58 M e ft ^ 0 © <b
12/9/94 9:43 ^ 6 © ft fc " 8:43 0 e ft "&J © lb
" 11:43 (ElSft ■& ©(b

(a) (b) (c)

0:"iI3ridge
M * » .„ J
" 11:43ft O»-&0 Date: 9/9/94 10:31
" 11:53 ftQoOlEl Surg ect: Today's Meeting
bje:
" 12:05 ft Q •» J9 Ift) 0 Ma
" 14:41 SQ«N Prof, Peter and I Net this
10/9/94 8:41 ft E3 » N 0 Morning to review progress
" 8:43 (3 S ■» -&t on the Hark II HeHoru aid

(d) (e)

Figure B.17 An example of the use of Forget-Me-Not. Greg (£$) needs to find a message
relating to a previous meeting with Peter and Prof ( W "&!■): (a) he constructs
an initial filter but there are too many matching events; (b) he recalls that the
meeting was in the Common Room ( fc ) and thus narrows down the search; (c)
he identifies the meeting, at 9:30 on 9/9/94, and scrolls this event to the top of
the screen; (d) he constructs a new filter to locate messages he has sent, and
identifies the message at 10:31; (e) he clicks on the message icon to display it.

His first step is to set up a filter, Q "9"|., to select events involving


Peter and Prof. The resulting display still includes a very large number of
events, since he has met many times with Peter and Prof (Figure B. 17(a).
Greg recalls that the meeting took place in the Common Room {(±,). He
therefore extends the filter to include the Conference Room as a compo-
nentW
( "S^ fo )• Now the number of events is manageable, and Greg
can see the meeting in question, at 9:27 on the 9th of September (Figure
B.17(b)).
To identify the message, Greg scrolls the meeting event to the top of
the screen (Figure B. 17(c)). He now clears the filter field, and constructs a
new filter containing the 'Sent to' icon ("*■). He quickly locates the event,
at 10:31, in which he sent the message (Figure B.17(d)). He clicks on the
message icon to inspect its contents, as shown in Figure B. 17(e).
DESIGNING A HUMAN MEMORY AID 439

B.7 Conclusion
This final case study of interactive system design has described a pro-
gramme ofresearch and development with an emphasis on innovation. A
deliberately challenging problem was identified and was tackled through
a combination of studies, envisionments, requirements analysis and
design. One of the major outcomes was a prototype 'human memory
prosthesis', Forget-Me-Not, working on a small hand-held terminal.
The story of Forget-Me-Not is very different from the previous case
study, in which the enhancement of a telephone operator's workstation
was discussed. There is much less emphasis here on meeting quantified
performance requirements, and much more emphasis on research into
surrounding issues. The aim of the design work here is not so much to
improve on a previous design as to find an initial form of solution to a
hitherto unsolved problem.
What we see here is an instance of the kind of design work that sets
in motion the process of innovation. This process can lead to a succession
of design enhancements, and to a gradually enlarging body of knowledge
about the solution. It can give rise to guidelines that help the designers of
future versions of the system, and to analytical models that enable them
to evaluate the designs they produce. If the innovation process follows its
full course, the original idea is transformed into a well-established,
mature piece of technology - such as a telephone operator's workstation
- capable of serving an important function in society. The role of the
design methods described in this book is to assist in the development of
interactive systems that can serve such functions.

Further reading
Lamming M.G., Brown P., Carter K., Eldridge M., Flynn M., Louie G.,
Robinson P. and Sellen A. (1994). The design of a human memory
prosthesis. Computer Journal, 37, 153-63
A general paper on the idea of designing a human memory aid, discussing
some of the requirements such a system should meet.
Eldridge M. A, Lamming M. G. and Flynn M. (1992). Does a video diary
help recall? In People and Computers VII (Monk A. et ah, eds.) , pp.
257-69. Cambridge: Cambridge University Press
An account of a study of the use of recorded video to help people recall past
events.
DESIGN PROBLEMS

These problems offer opportunities for larger-scale exercises in the use of


interactive system design methods. Each one is stated as a situation of
concern, and provides a starting point for one or more stages of design, for
example:

• Problem definition

• User studies and analysis


• Requirements definition
• User interface design and usability analysis
• Prototyping and evaluation

The problems are given in roughly ascending order of difficulty.

1 A telephone answering machine


Telephone answering machines present a number of problems to their
users. For example, sharing a single machine among several people may
lead to the loss of messages, and may not provide enough privacy.
Another cause for concern is the high level of functionality on modern
machines, which discourages first-time users.
Discuss with members of your design team the problems they consid-
er most serious. Undertake studies if necessary, and take the problem
through the stages of requirements definition and user interface design.

2 A group online calendar


A group of about 50 professionals need a system to help them schedule
meetings. They hold a lot of meetings among themselves and with clients.
The group's administrators spend a great deal of time trying to set up
meetings and schedule meeting rooms. Many meetings have to be
rescheduled several times, sometimes because other meetings have over-
run. In the present situation, scheduling is done by hand on a wall calen-
dar, but this calendar is inaccessible to staff who are out of town, and
valuable time is spent telephoning them to notify them of changes. Also,
entries are sometimes erased by accident. A lot of time is being lost due to
scheduling problems.

441
442 DESIGN PROBLEMS

3 A translation aid
The staff of a European press agency receive newspapers and other pub-
lications ina dozen different languages. Each member of staff is responsi-
ble for reading publications in two or three languages, and identifying
passages to be photocopied and supplied to the agency's clients.
Although familiar with the languages, staff often come across words
they cannot immediately translate. They need a rapid means of looking
up the meanings of these words - ordinary dictionaries are too slow.
Likewise, typing in each word to an online translation package is unlike-
ly to save time because of typing errors and difficulties in entering
accents. A means is needed of quickly scanning the word on the printed
page, and presenting one or more possible translations back to the user.

4 A tool for managing audio recordings


Students with impaired vision need to keep audio notes of lectures. Later
they need to listen to the recordings and index the material. This involves
selecting passages and adding voice annotations. The process can be per-
formed on a double cassette recorder, but is slow and cumbersome. A
more efficient device is needed, capable of simplifying and speeding up
the management of audio material.

5 A visitor reception system


Visitor reception is often a cause for concern, especially in security-con-
scious organizations. The work of checking in visitors tends to bunch
around the hours and the half-hours, causing long check-in delays and
late arrivals at meetings.
You may find that your own organization has plenty of problems
with visitor reception, and can be used as the focus of the design exercise.
Or you can visit some other organization and talk to the receptionists to
find out what problems they have.
As a further alternative, consider the following case. A nuclear
research centre is obliged to issue its visitors with radiation measurement
tags ('dosimeters') and to retain long-term records of measured radiation
for each visitor. While on-site, visitors must be escorted at all times to
make sure they do not stray into hazardous areas. The visitor reception
procedures involve gaining prior signed approval for each visitor from
the hosting department of the centre, before the day of the visit. On
arrival, each visitor is issued with a badge and a numbered dosimeter. The
visitor's passport or ID is retained as security, and is returned when the
visitor hands in the dosimeter and leaves the centre. These procedures
cause long delays in visitor reception at peak hours. When visitors have
not been approved ahead of time the delays are even worse. Yet the cen-
tre cannot afford to hire more receptionists. Could an interactive system
help resolve this situation?
DESIGN PROBLEMS 443

6 A traffic control system


The city nearest you is experiencing such severe traffic congestion that it
has decided to introduce a traffic control system based on the principles
of air traffic control. Every driver must, except under emergency circum-
stances, file a journey plan before setting out on any journey of more than
a minimum length. The traffic control system will issue the driver with a
time slot, and thus will even out the flow of traffic during the day.
To define and solve this problem, you will need to consider the nature
of journeys made on the urban road system, and the kind of interactive
technology drivers might use in order to file their journey plans. One pos-
sible form of solution might be a telephone-based system with synthe-
sized voice feedback. Another might be a telephone with a small screen.
You will need to consider how many plans drivers may make in advance,
and how complex their journeys are.
To keep the problem simple, you may wish to focus only on the prob-
lem of supporting drivers filing journey plans. A second part of the prob-
lem is to control the flow, handling any departures from plan by drivers
and any requests for changes to plan while on the road. This will require
some means of communication with drivers. To solve this part of the
problem, you will probably want to learn more about how air traffic con-
trol is done, for example, from Hopkin (1988) or Harper et al. (1995).
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INDEX

Key: bold numbers indicate definitions or main entries; italic numbers refer to illustrations.
A clock, digital 273, 277
abstraction 47
cockpit display 243-5
acceptance and rejection of systems 66-7 computer-aided design (CAD) 217
Ackroyd S. 62 crime detection 62-3
action research 103 crime reporting 63
critical 9, 193
active badge 423-5
activity, human 16 evaluation of 193-4
level of support for 16, 17 door security system 295-6
see also usability Economic Update (EU) system 135-7
need to support xii, 6, 12 flight simulator 338, 337
purpose hardware-store catalogue 184-6,
Adler A. 362 55 299-318
Aegis weapons system 9 human memory aid 287-9, 411-39, 5,
air traffic control 63-6, 73, 76-7 287, 288
requirements for 244 mail order 23-6, 28, 199
airline check -in 277, 278 meeting support tool 210-12
mental model of 335
order entry 219-20
airport control 53^, 73^4, 279-81 patient registration 78-80, 80, 84
Alba J. W. 422
analogy Pre-Contact Note (PCN) system 133-5
shared drawing tool 207-8
and interaction style 350 TAO workstation 17-18, 36, 116, 158,
mental models based on 336-8 249-68
analysis ticket machine 16-21, 120-3, 178-82
dependence on models 83-4, 167 voice mail 357
in design 11, 83-4, 272-3 voice note-taker 34-6, 35, 205
in requirements validation 156-7 Applied Psychology Unit 412
two stages of 167-9,268 arc, in state transition diagram 276
of usability 81,163-82 ATM, see automated teller machine
Annett J. 117 Atwood M. E. 187, 250, 252, 268
answering machine 55-6 audio recording, design problem 442
design problem 441 audio-video communication
anthropological theories of human behav- and gaze direction 57
iour 53-7 mental model of 352-3
appearance of user interface walkthrough analysis of 362-5
describing 278-9, 279 autobiographical memory 413, 429
Apple Computer automated teller machine 61, 187
field testing at 207 automation
Human Interface guidelines 370, 402, coalmine 53
410
deficit 243-5
Macintosh 33, 200, 283 of tasks 27
see also Macintosh autopilot
applications automation deficit 243-5
air traffic control 63-6, 73, 76-7
airline check-in 277, 278 B
answering machine 55-6 Baddeley A. 416
audio-video communication 57, 352-3, Balabanovic M. 433
362-5 Ballas J. A. K. W.
Bamforth 243-453
automated teller machine 61, 187

457
458 INDEX

Barnard P. 49, 371, 381, 419 chroma 392


basic activities Cinematrix Inc 4
distribution 422 Civil Aviation Authority 64
of the working day 422 client
Bekerian D. E. 416-17, 419, 420 for interactive system design 17, 38,
benchmarks 168
in conceptual design 368-9 stakeholder
145-7 144-5
in TAO workstation evaluation 263 clock, digital
in usability measurement 168 user interface 273
Bennett J. 214 state transition chart 277
Benson D. 62 coalmine automation 53
cockpit display
Benyon D. 108
Berners-Lee T. 303, 400-1 evaluation case study 243-5
between-group experiment 247 cognitive subsystem 48-51, 49, 257
Bingham J. 95 cognitive walkthrough 83, 84, 176-82
Bly S. 207, 214, 352 in conceptual design 358-69
Boehm B. W. 126, 157 in requirements validation 156
Brown C. M. 375 collaborative systems
Brown P. J. 439 audio-video link 352
business process 23 mental model of 352-3
see also process, human evaluation of 194
Button G. 67
shared drawing tool 207-8
Byrne M. D. 396, 397, 410 Tivoli meeting support tool 210-12
collect call
handling 250
CAD see computer-aided design interaction sequence 253
calendar, on-line, design problem 441 parallelism in 257
Callahan D. 217
collection, of unpaid bills 97-8
callee 250 colour, use of 392-5, Plates 1-9
Campion P. 68 choice of colour 392-3
Card S. K., see Card S. K., Moran T. P and
rendering, accuracy of 394-5
Newell A.
vision impairment 393-4
Card S. K., Moran T. P and Newell A. 45-7, vision limitations 393
50, 68, 139, 167, 172^4, 187, 195, 259, command-line interaction 315, 315-16
263
Carey M. S. 24 properties 316
Commission, the 128-30
Carey T. 108 analysis of study 128-9
Carroll J. M. 369-70 data models 128, 129, 129
Carter K. 439
Economic Update (EU) system 135-7
case studies
identifying functions 129-30
air traffic control 63-5
participative design 133-7
cockpit display evaluation 243-5 Pre-Contact Note (PCN) system 133-5
crime detection 62-3 scenario 134
crime reporting 63 requirements definition 148-56, 255
meeting support tool evaluation communication, in design 272, 274
210-12 competition
telephone operator workstation between tools 23, 65-7
249-68 between tools and systems 66
see also TAO, Project Ernestine components
ticket machine 16-21, 120-3, 178-82, widgets 405
200-3, 240-3 windowed applications 405-9
see also ticket machine, design of computer-aided design (CAD) 217
CASE tools 125
menu design example 217-18
categorical data 239 conceptual design xv, 81, 323-71
causal link 17
design process 348-50, 368-9
human activity as 19-20 of human memory aid 428-33
check box 283-4
Checkland P. 6, 16, 39 and learning, users' 325-9
methods 347-71
chi square analysis 239^40 choice of intended mental model
choice, between tools and systems, see com- 348-50
petition design of system image 353-7
459
INDEX

use of heuristics 369-71 design principles, general 383-7


hiding the system model 350-3 and Economic Update problem 387
walkthrough analysis 358-69 general principles of 385
and human information processing
misconceptions, users' 324-5
telephone call example 329-31 384
cone, retinal 392 in style guides 402
distribution of cones 393 and usability factors 384
confidence interval 236
design processes 69-87
derivation 236-38 analysing the design 83-4
example 238 developing the specification 78-82
confidence level, experimental 219-20 empirical evaluation 85-6
methods of establishing 224-30 modelling the user's activity 75-8
confounding, in experiments 223
Constant E. W. 36 studying the user 72-5
symbols used 72
context desktop 296, 297, 338, 354, 356
Desurvire H. W. 187
of guideline use 382-3
stored, and human memory 413 detailed design of user interface 373,
of system development 79-80, 145-7
Coulouris G. F. 290
detective, police
405-9 26-7, 62-3, 102
CPM-Goms 257-67 DFD, see data flow diagram
and basic Goms 258-9 Diaper D. 20, 93, 108, 119, 167
modelling method 259-62, 261 DigitalDesk 5
schedule chart 260
direct manipulation 296-7
examples 262, 264 forms fill-in 296, 313-15
templates 260-1 graphical 296, 311-13
credit-card call guidelines for 396
CPM-Goms model 264 and object-action mental models 349
interaction sequences 253, 262-3 properties of 296-7, 312-13
parallelism in 257 directed graph 276, 303
redefined procedures 266-7 display design
crime reporting 63
guidelines
reduction infordensity
388-91 389
critical applications 9, 193
evaluation of 193-4 visual grouping 389-91
critical path 257, 261 distribution 225
plotting, in CPM-Goms modelling normal 225, 225, 225-7
261-2 doctor and patient, interaction between
43-4, 43
cycle of interaction 59-60, 81, 324, 343-5,
348 domain knowledge 98

D door security system 295-6


Dourish J. P. 210, 352, 375
Dalton M. 103 drag-and-drop operations
data collection methods 93-107 in human memory aid 434
interviews 94-9 Drapers. W. 91,346
observation 99-103 drop shadow 391
Duncan K. D. 117
questionnaires 103-6
data flow diagram 26, 125-9, 227, 128, 129 dynamic modelbehaviour
44-6
data modelling 125 of human 55
Da vies G. W. P. 95 mental model 326
Davis A. M. 125, 161
dealer rooms 99, 100
degrees of freedom, in experiments 232 Economic Update (EU) system 135-7
DeMarco T. 143
applying guidelines
icon-based interface 386-409
396, 397
dependencies, in human activity 24-5
multiple 25-6 problem statement 135, 386
reduction of 27-8 requirements 137, 148-56, 255
dependent variable 222 specification 136
design
user identification 149-50
activities involved in 70, 272 voice-based interface 398-400
engineering 10 see also the Commission
heuristics 183 Eldridge M. A. 96, 416-17, 419-20, 425,
439
sketching in 272-3
460 INDEX

emacs 365 externally valid task 199, 223


Emery F. E. 58, 131 choice of, in experiments 221
empirical law, of human behaviour 44
Engelbart D. C. 276
engineering design 10
creativity in 10
see also design feature, of human process 26
English W. K. 276 field test 193, 207-12
enhancement, of solutions case study 210-12
guideline use in 376 iterative 207-10
in solving problems 36 participative nature 207
entity-relation diagram 126 stages in 209-10
envisionment 132 Ferguson E. S. 70, 272
Fitts P. 52
examples 133^1, 136
of human memory aid 415, 414 Fitts' Law 44,51-2,67,76,172,173
see also prototyping flight information display 279-80
errors, user 7, 8, 31, 220 flight progress strip 64-5
statistical analysis of 238 flight simulator 338, 337
ethnography 101 Flynn M. 4, 419, 425, 428, 439
ethnographic field study 101-2 Forget-Me-Not 427-39, 5
evaluation xv, 182-6, 189-212 see also human memory aid
basic stages in 194 form of solution 16, 27, 32-7
controlled 215-24 forms fill-in interface 313-15
in controlled conditions 194
foveaproperties
392 of 315
in cycle of interaction 60
documentation 196-8 function-key interface 307-9
empirical 85-6, 189-212 example 308
interactive devices 307
field tests, iterative 207-10
activation of 309
formative 190, 190-1
heuristic 182-6
see also heuristic evaluation principles 307-9
G
learning by prototyping 203-4 Gaines B. R. 384
and performance requirements 191
with predictable usage 216-18 gamut, colour 395
Gaver W. W. 198, 210
prototypes, informal tests of 204-8
studies in support of 92 gaze direction, models of 56-7
summative 191-2 Gentner D. 332, 336, 346
execution, in cycle of interaction 60 Gentner D. R. 332, 336, 346, 350
experiment, controlled 193, 215-24 global rules, for windowing systems 404
between-group 246 goal 20-1, 58, 66, 117
confounding the result 223 in cycle of interaction 59-61
when needed 194 in Goms analysis 170
stages 223^1 subgoal 117
multi-factor 246 in walkthrough analysis 168
of user-interface components 217
golden rule principles, general
see design
within-group 247
experimental design 217-18 Goms analysis 170, 169-76
CPM-Goms extension 257
and analysis 195-6
of telephone operator workstation field see also CPM-Goms
trial 255-6 see also keystroke-level model
two-sample 220-4 Goodwin C. 56-7, 280
variables, choice of 222 Goodwin M. H. 53, 280
Gordon M. J. C. 42
expert system, for police detection 62-3, 66
explanatory theory, of human behaviour Gould J. D. 205
Granda R. E. 377
42-4 Gray W. D. 36, 54, 116, 158, 225, 250, 252,
exploration
of interactive system 61 254, 259, 261-5, 267-8
Greatbatch D. 43, 68
in design 272-3 Greenbaum J. 131
exploratory learning, theory of 61-2, 76,
Grudin J. 137, 183, 350, 371, 381
123, 176-7 GUI, see user interface, graphical
direct manipulation and 312
INDEX
461

guidelines 81, 373-409, 374 Hopkins D. 217


categories of 383 Howell D. C. 216, 248
Howes N. R. 161
for conceptual design 369-71
contexts of use 382-3 HTML, see World Wide Web
colour 392-5 HTTP, see World Wide Web
hue 392
display layout 388-91
human activity see activity, human
general principles 383-7
interaction styles 395-9 human-computer interaction (HCI) vii,
xiii, 108
style guides 400-5
user interface components 404-9 human memory aid 287-9, 411-39, 5, 288,
generative role 379 289
heuristics as 183, 374
conceptual design 428-33
as investigation reports 376
design of 411-39
limitations, problems with 379-81, 382 envisionments 414-15
multiple guidelines, use of 380 event filters 430-8
conflicts between 381
feasibility studies 423-5
the need for 374-5 Forget-Me-Not prototype 427-39
roles in design 376-9 icons 433-5
style-specific 320 portability of 415
use of 375-83 preliminary studies 415-23
privacy issues 424, 427
H
problem statement 415
Hansen W. J. 384
requirements for 425-7
hardware-store catalogue example 184-6, use, example of 437-8
299-318 user interface 434-8
activities involved 299-300, 300 human virtual machine xii, 42, 47, 46-67
heuristic evaluation 184-6 and telephone operator activities 257
problem statements 301, 305, 307, 309,
311, 313, 315, 317 HyperCard 157, 200-3
situation of concern 299 example of use 287-9
HyperTalk language 202-3, 203
Harper R. H. R. 26-7, 63-5, 102, 210, 425, overview 200-2
444
HyperTalk, see HyperCard
Harslem E. 372
Hartson H. R. 285, 290, see also Hix D. and hypertext 303, 301-3
Hartson H. R. hypothesis, in statistical analysis 229-30
experimental
null 230 230
Hasher L. 422
Hawthorne effect 103
HCI, see human-computer interaction I
Heath C. 68, 99-100 icon
help, on-line 401 design guidelines 396
Henderson D. A. 362
in human
label memory aid 433-5
changing
Hersh H. 369, 375
heuristic 183
cognitive walkthrough 359-62
use in conceptual design 369-71 user interface 274, 285, 286
as general design principle 385 user's mental model
style-specific 320 independent variable 222
see also guidelines indexing of information 415
heuristic evaluation 182-6 innovation 10, 36, 36-7
innovative solutions 36
example 184-6
method 183-4 need for 37
style-specific 320 requirements and 158-9
Hick W. E. 44
input device of 309
activation
Hick's Law 44, 45
hierarchic task description 21-2 in function-key interfaces 307
Hix D. 285, see also Hix D. and Hartson input syntax 276
H. R. notations for 276-8
Hix D. and Hartson H. R. 167, 190, 192, 200, see also notation
204, 214, 224, 285, 290, 384, 402 inspection, usability 167, 182-6
Holland S. 108 intended mental model
Holzblatt K. 214 choice of 348-50
Ippkin V. D. 130, 444 retro-fitting 349
Hopki
462 INDEX

intensity, colour 392 Kimball R. M. 372


interaction style 294, 293-321 Klugh H. E. 216
Kondziela J. M. 187
categories of 294-9 Koved L. 303
direct manipulation 296-7, 311-15
Kraut R. E. 325
key-modal 295-6, 300-11
Kuhn T. S. 36
linguistic 297-9, 315-19
choice of 319-21
hardware constraints on 319 Kyng M. 131
L
and usability requirements 319-20
Lammers S. 87, 113, 146
combining styles 320-1
guidelines in support of 395-9 Lamming M. G. 4, 287, 395, 419, 425,
427-8, 439
for human memory aid 428, 433-4 lattice
style-specific design knowledge 320
see also guidelines as mental model 338^2, 429
and user's mental model 349-50 incomplete 339, 339, 340
interactive objects 279-82, 281 learning, ease of 7, 31
notations for describing 281—4 and conceptual design 325-9
in an airport control room 279-81 requirements for 152-3
interactive system xi, 6 Lee J. D. 341
Lee L. 9, 13
why
designwe design them 6-7, 18-19
level of performance
creativity in 10 analysis of 83^
maintaining success 9-10 of tasks and processes 30-2
measuring success 7-8 level of support for user 16, 17
methods used 10-12 see also usability
results of failure 8-9 Lewis C. H. 61
interview 73, 94-9 linguistic interaction styles 297, 297-9,
bad 95
315-19
effective 96-8, 97-8 command-line interaction 297, 315-16
method 94-6 text-based natural language 297,
recording 99-100 317-19
structure 94 London Ambulance Service 9, 13, 324
investigation long-term memory 49
in design 85-6 Lotus 1-2-3 113
Louie G. 439
plan 85 Luff P. 68
pro formas 197-8
examples 197, 198, 206, 211, 212
M
report 86
Irby C. 372 Macintosh,
400 Apple 33, 200, 283, 359, 367,
iteration in design 11-12
check box 283-4
J desktop 296, 297
John B. E. 250, 259, 261-2, 268 folder icon 285, 286
interactive objects 281
K mail order 23-6, 28, 199
Kendall J. E. and Kendall K. E. 75, 99, 103, data model 126
108, 139 task model 117-19
Keppel G. 216, 248 mapping
key-modal interaction styles 295-6 Marcus A. mental model
389, 392 335-6
function key 307-9 Martin J. 278
menu-based interaction 300-4 Mattson H. F. 42
question and answer 305-7 Mayhew D. J. 31, 322, 369-70, 374-5, 377,
voice-based 309-11 379, 384, 389, 396, 398, 399, 410
MacKenzie I. S. 52
keystroke-level model 45-6, 76, 171-6,
286, 371 MacLean A. 328
analysis 84 McShane W. R. 198
descriptive 115 mean 196, 219
examples
normative 173-6
115 population 218
sample 219
in requirements validation 157 medical 115practice interaction 43-4, 47-8,
of telephone operator task 258-9
463
INDEX

Medical Research Council 412 examples 302, 304


meeting
memory support tool, case study 210-12 guidelines for 396
menu variants 301
aid, see human memory aid
properties 303
autobiographical 413 metaphor 338, 370
lapses 418 methodology 10
Microsoft Windows 400
long-term 49 NT 33
problems at work, study of 416-18
schema 422
styleD. guide
Miller P. 223,405-10
396
influence on memory-aid design
429 Minneman S. 207, 214
study of 422-3 misconceptions about software systems
working 49
by programmers 324
mental model, user's 323-45, 326 by users 325
of complex systems 338-43 how they occur 344-5
examples modal user interfaces, see mode
of audio-video link 352-3, 362-5 mode, user interface 295
of dishwasher cycle 331 model
of document retrieval system 348-9 descriptive 114-16model
of editor preferences selection mental see mental
normative 114-16
365-9
of electricity 332 of human activity 11, 29, 72, 75-8,
of four-function calculator 335-6, 114-31
336
of graphics editor 334 approaches 114-16
process-based 114
of human memory aid 428-31 in requirements definition 149
of icon 335, 338-9, 359-62 task-based 114, 117-23
of pasteurization plant 339-42 model human processor 47, 48-9, 58
of 'squares' puzzle 334 and guidelines 384
of starting a car 351 modelling the user's activity, see model
of telephone call 329-31, 333, 342 Molich R. 183-4, 376, 385
of Unix mv command 326-8 Moran T. P. see Card S. K., Moran T. P and
of voice mail 357 Newell A.
of water taps 351 Moray N. 24, 326, 338-42
form of 331-8 Morgan B. 28, 351
intended by designer 348 Morgan C. 207
lattice representation 334, 335, 338-42, morphic resonance 432
429 Motif, OSF 400
mixed forms 342 Mumford E. 114, 131
example 357 mv command 298, 326-8
recurring forms of 333-8 Myers B. A. 199-200
analogy 336-8 N
mapping 335-6
object-action 333-^4 natural language interaction 299
state-transition 333 text-based 317-19
retro-fitting 349 NCSA 400
runnable 326-9 Nelson T. H. 303
running the model 342-3 Neumann P. G. 9
mental preparation New England Telephone 116, 253
in keystroke-level modelling 45 Newell A. 58, see also Card S. K.,
in task performance 172-3,174 Moran T. P. and Newell A.
menu Newman W. M. 197, 276, 322, 395, 424
breadth vs. depth guideline 396 Nielsen J. 183-4,376,385
CAD design example 217-18, 218 node, in state transition diagram 276
drop-down 405-9 normal distribution 225, 225-7, 225
normal technology 36
pie 217 Norman D. A. 8, 59-61, 91, 331, 343, 346,
pop-up 407-8 348, 351, 353, 369, 384
pull-down 217
variants 301 notation, user interface 81, 271-89
menu-based interaction 300^ for input syntax 276-8
design principles 301 state-transition chart 276-7
464 INDEX

text-based interaction 277, 278


nuisance variable 223 mental
phone call model of 329-31, 333
null hypothesis 229-30, 230 opening sequences 55-6, 56
NYNEX 253-6 pointing at a target, speed of 51-52
police 26-7, 62-3, 102
Poison P. G. 61
object, interactive 279-84 population
in direct manipulation interfaces 296-7 mean 219218, 218-20
in graphical interfaces 281-4
in hardware store example 313 prediction
dependenence of design on 41-2
notations for describing 281^1 of activity performance 84
user's mental model of 333-4 PreeceJ. 103-4,108,186
object-action mental model 333-4 privacy 424-5, 427
and direct manipulation style 349
pro examples
formas 197-8
197, 198, 206, 211, 212, 242,
object-oriented design 124
see also Object State Transition Chart 243, 245
Object State Transition Chart 274, 282, probability 220
282-4 of sample belonging to population
defining methods of operation 284-6,
286
226-7 design
problem, 17
examples 284, 286, 434-8 problem definition xiii, 15-38, 17
obligation, user's 66-7 problem solving 58
observation 99-103 problem statement 16-17
action research 103
and contexts of guideline use
examples 382-3
concurrent verbal accounts 100
ethnographic 101-2 Economic Update system 135, 386
passive 100 hardware store 301, 305, 307, 309,
video recording and 99-100 311, 313, 315, 317
Ogden W. C. 317 human memory aid 415
Olivetti Research Ltd. 423 patient registration 78, 80
Olson J. S. 326, 369-70 telephone operator workstation 37,
Open Look 378, 380 254
ticket machine 1 7, 120
style guidelines 404-5
operating system 33 tollbooth 37
order entry, evaluation example 219-20 and form of solution 32-3
see also mail order as the initial specification 78
organization of human activity process, human 23, 23-9
analysis of 83 representing activities as 76-7, 77
theories of 57-67 processes, of interactive system design
Orr J. 101 69-87
OSTC see Object State Transition Chart of conceptual design 348-50, 368-9
of evaluation 190-6
of forming and using mental models
Page J. 146, 161 326, 327
PARC, see Xerox
of guideline use 376, 380-1
PARCTab 427-8, 428 of requirements definition 147-56
participative (participatory) design 131-7, of systems analysis and design 110-13
131
of usability analysis 167-9
example 133-7 Project Ernestine task 249-68
method in outline 131-3 benchmark identification 263
pros and cons 136-7 cost benefit analysis 254
patient registration 78-80, 80, 84 CPM-Goms model building 263-5
Payne S. J. 369 explaining workstation performance
Pedersen E. R. 198, 210
Pepys diary system 424-5 field trial 255-6
265-7
perception unexpected result of 256
auditory 49 sources of error in predictions 256-7
visual 49
protocol, verbal 73, 99-101
performance levels, see levels of perfor- prototypes and prototyping xv, 67,
mance 198-210
Perlman G. 375
in controlled experiments 223-4
465
INDEX

in describing the user interface 287-9 usability 152-4


validation 79, 143
documenting in requirements specifica-
tions 157-8 research
in engineering 198-9 in engineering design 10
vs. evaluation 247
informal testing 204-8
examples 205-7, 207 in guideline development 395-6
Rhodes W. R. 395
learning from 193, 203-4, 204
Robinson P. 439
in requirements definition 157-8
in systems analysis and design 111-13 rod, retinal 392
tools for 200-3 Roess R. P. 198
psychological models of human informa- Rogers G. F. C. 10, 13, 70, 199
tion processing 48-52 Rogers Y. 108
Rosson M. B. 199-200, 325, 348
Rouse W. B. 144
routine design tasks
in innovative projects 159
question and answer interaction 305-7 and requirements definition 143^1
properties of 306-7 routine events, recall of 422-3
questionnaire 73, 103-6 Rubin D. C. 413
design issues 103-5 Rubinstein 369, 375
by electronic mail 105-6, 106, 416 runnable model 44-5, 76
example 204, 420-1 mental models 326, 326-9
different forms of 342-3
R
radical solutions 36-7 example
see also dynamic329-31
model
Rank Xerox Research Centre xvi, 412, 424
Rasmussen J. 354
RD3 air traffic control system 63-5 Sachs J. 113
readership of this book, intended xii-xiii Saufley W. H. 216, 248
reasoning,
recording users' 65-7 Schegloff E. 55-7
audio 99, 100 schema 275-6
Schilit W. 428
interviews 98-9 Scholes J. 6, 16, 39
video 99-100 Schroeder M. D. 210
Reiser B. J. 413 Schwartz D. R. 376, 379-80
rendering of colours 395 score 219
representations 272-89 script 202
design 70-87, 71-2, 72 see also HyperTalk language
strategies for use 274-6 scroll bar
strategies for user interface description
276-89 page- and date-oriented 378-9
transformation between 274 selection of method by user 170-1, 328
Sellen A. J. 248, 416-17, 419-20, 439
user interface 81, 82 sensitivity, of task performance to design
requirements 38, 79-80, 141-60, 142 changes 221, 223
contexts of use 145-7, 146 Sharp H. 108
development under contract 145 Shneiderman B. 206, 303, 317, 319-22,
definition 144-60 374-5, 384-5, 387, 396, 401
for human memory aid 425-7 significance, statistical 196, 220
document 79
outline 80 targets 220
evaluation and 191 methods of testing for 224-30
Simon H. A. xii, 58
examples 122, 130, 137, 144, 146, 426-7 simulator, flight 337, 338
and experimental design 220 Siochi A. C. 285
functional 149, 151 situated action 21
and innovation 158-9 situation of concern xiii, 6, 16-17, 18
for interactive systems 147-54 examples 18, 34, 299
non-functional 151 Smith D. C. 372
Smith S. L. 405
performance 151-4
serving design 142-4 social setting 54
as targets 143 sociological theories of human behaviour
and technology layers 154-6 fine-grained 53-7
466 INDEX

group organization 62-7 misconceptions about 324-5


software engineering xi, xiii, xv system image 331
tools 199-200
designing
maintaining 353-7
currency and consistency
software requirements analysis, see soft-
ware systems analysis
software systems analysis 125-31 progressive reinforcement
355-6 357
see also systems analysis system model 129, 129-31, 324-5
solution, form of 16,27,32-7 hiding 350-3
Sommerville I. 126, 139, 162, 166 virtual 352-3
specification, development of 78-82 systems analysis 124, 124-31
speech recognition 34-6 and design xiv, 109-38, 110
speed of operation 7, 31, 84
processes 110-13
analysis of 169-76 prototyping and evaluation in
keystroke-level 45-6, 170 111-13
pointing at target 51-2 using data flow diagrams 126-31
statistical analysis of 241-2 software systems analysis 125-31
spiral development process 157 viewpoints on 124-5
stakeholder see client
standard, usability 194
standard deviation 228, 227-9 t test 233-5
calculation of 231-3 deriving confidence intervals 236-8
state, of user interface 276
examples 235-6,234238
table of values
user's mental model of 333
state transition chart 276-7 Tab, see PARCTab
example 277 TAO (toll and assistance operator) 17-18,
state-transition mental model 333 36, 116, 158, 250
and interaction style 350 call categories 251, 256, 263
statistical analysis methods 230^10 greeting 251
basic calculations 231-3 parallelism in tasks 257
t test 233-6 task structure of work 250-7
deriving confidence intervals 236-8 workstation, evaluation and analysis of
chi square 239^0 249-68
Stifelman L. J. 34, 206 benchmark tasks 263
Strauss A. L. 93 CALL release key 251
studies, user 72-5, 91-107 repositioning 254-5, 265-6
ensuring quality in 93 CPM-Goms analysis of design
when to conduct 92
style of interaction, see interaction style display
262-5 251, 252, 255, 266
style guide 400-5 keyboard sequences 255
user interface 251
for windowing environments 402-9
components 404-9 see also Project Ernestine
general principles in 402 task 20, 20-3
global rules 404 externally valid 199, 221
for World Wide Web 400-2 focus 25
subdivision of the design 80, 81 hierarchic description of 21-2, 76, 116,
subgoal 117, 170 118,119
in telephone operator activities 250-1 object 24
subjects, in controlled experiments 224 performance, models of 59
substitute command 74
analysis of 119
subsystem, cognitive 48-9 resources 24-5
cycle times 50 subtask 117
subtask 117, 170
task analysis and design 117-23
Suchman L. 21, 24, 47, 97
sum of squares of differences from the example
Hierarchic 120-3
Task Analysis 117, 129
mean 231 Tcl/Tk 200
calculation of 231
teaching, from this book xiii-xv
worked example 232 telephone call
Swinehart D. C. 371 mental model of 329-31, 333
synthesis in design 11
opening sequences 55-6
system telephone operator, see TAO
computer-based 27 telephone tag 24
INDEX 467

Tesler L. G. 207 User Action Notation (UAN) 285-7,


Tetzlaff L. 376, 379-80 289-91
text-based interaction, notations for user-centred design xii, 91
describing 277, 278 user interface 6, 33
theories architecture 294, 319
of the human user 41-68 design of xiii, xv, 80-2
of social behaviour 55-7 conceptual 347-71
used in design 42-6 detailed 373, 405-9
Thimbleby H. 290, 371, 379 documentation 271-89
Thornton G. 26-27, 102 guidelines in 373^109
thread-based mental model 428-33 importance 272
Three Mile Island 356
graphical (GUI) vii, 281
Thurber J. 332, 332 notations 81, 272
see also notations
ticket machine design 16-21, 120-3,
178-82 as presenter of system image 353^1
analysis by cognitive walkthrough see also system image
178-82 design
user participative design, see participative
HyperCard prototype 200-3 USS Vincennes 9
problem statement 17,120
requirements 122-3 V
statistical analysis 240-3
validation 79, 143
task analysis and design 120-3
Tivoli meeting support tool 210-12, 211 requirements 156-8
toll and assistance operator, see TAO variable, experimental 222-3
tool 22-3 dependent 222
traffic control system, design problem 443 independent 222
transcripts, symbols used in 43 nuisance 223
translation aid, design problem 442 variance 228, 227-9
Trist E. L. 53, 58, 131 calculation of 231-3
Tufte E. R. 389 verification 143, 159
Tullis T. S. 380, 389, 391 Verplank W. L. 372, 396
video diary study 419
U Vincennes, USS 9
UAN, see User Action Notation Vincenti W. G. 199
UNIX™ 175, 298 virtual machine 47
command repertoire, users' knowledge human ix, 42, 47, 46-67, 257
of 325 Visi On 39
mv command 298, 326-8 visitor reception system, design problem
xivd, xpr commands 175 442
US Naval Research Laboratory 243-5 Visual Basic 157, 200
usability 16, 30, 30-2, 75 voice-based interaction 309-11
analysis of 11, 81-4, 167-86 examples 310,395^00
approaches to measuring 166-7 guidelines
factors 7, 30-1 user's mental395-9
model of 357
as dependent variables in experi- voice mail, example 357
ments 222 voice note-taker 34-6, 35, 205-6
and guidelines 381, 384 evaluation of 205-6
use of models in predicting 75-6
table of 8, 30-1, 76 W
inspection 167, 182-6 walk-up-and-use system 30, 152
predicting 75-6 interaction styles 295
walkthrough 46, 83
questions about 165-6
target 31 in activity sequence modelling 168
ease of learning 152-3 analysis, cognitive 83, 84, 176-82,
speed of operation 153^1 358-69
usable functional form 147, 153 human memory aid analysis 433
user 16,17,29-30,72
Wantprogram
R. 423 47
identifying the 149-50
needs 29 Weinberg G. M. 109, 114, 139
studies, see studies, user Weiser M. D. 428
tests, informal 193 Wellner P. 4
468 INDEX

Wheatley R. C. 28, 351 Hypertext Markup Language (HTML)


Whiteside J. 30, 214 303
widget 405, 410 support for menu-based interaction
see also components
Williams M. D. 333, 342
301-3 guide 400-2
style
windowing environments 402 Wynn E. 96, 97
style guides for 402-9
Windows, Microsoft 400
NT 33 X Windows 33
Xerox Palo Alto Research Center (Xerox
style guide 405-10 PARC) 412
within-group experiment 246
Woodmansee G. H. 39
word processor 28
working memory 49 Young R. M. 328, 333, 336, 346
World Wide Web 301-3, 400
Economic Update system 401-2, 403^1
Hypertext Transfer Protocol (HTTP) zigzag line, speed of drawing 50
303 Zuboff S. 8
J

/I
Human-Computer Interaction/Software Engineering

Into*** < 9 t & U m


William M. Newman and Michael G. Lamming

T/je human-computer interface of the future will not be perceived as the interface to a computer,
but as a pervasive part of the environment we all inhabit. Our challenge is ... to convey to today's
students of software design the underlying concepts and competencies that will not be bound either
to the current GUI or to the specific details of its successors. Newman and Lamming offer a
significant new step in that direction/
From the Foreword by Terry Winograd, Stanford University

F
rom multimedia workstations to hand-held PDAs, from Highlights of the book include:
VR headsets to networked PCs - the modern computer is • A coherent framework for user-oriented
Q
predominantly interactive. Today's designers and design, covering all stages of
software engineers need to adopt a user-centred approach to development from requirements analysis
system design. Newman and Lamming present a to implementation and evaluation
comprehensive guide to modern design techniques using
proven methods and realistic applications. • A rich set of examples based on real-
world data from studies of air traffic

William Newman is a Principal Scientist at the Rank Xerox control, police detective work, medical
Research Centre in Cambridge. As a member of research staff practice, telephone operators - and more
at Xerox PARC during the 1 970s, he was closely involved in • Two in-depth case studies illustrating
the early development of personal computing and desktop methods of usability analysis and an
publishing. He co-authored, with Robert Sproull, the exercise in innovative design
pioneering text on Principles of Interactive Computer
Graphics. Since 1 980 he has been a Visiting Professor at System designers and software professionals
Queen Mary & Westfield College, London. will welcome the book's focus on methods
which have been tried and tested in real

Mik Lamming is a Senior Scientist who joined Xerox PARC in applications. Students of human-computer
interaction and software engineering will
1982 to work on interactive 'digital darkroom' systems for benefit from the practical guidelines it offers
personal workstations and colour printers. He moved to the for effective interface design.
Rank Xerox Research Centre in 1988, and now leads a group
pioneering interactive applications in the fields of mobile and
ubiquitous computers. 90000>

9 780201 "631623
ISBN D-E01-b31b5-fl
Addison-Wesley Publishing Company

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