Interactive System Design
Interactive System Design
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
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.
ISBN 0-201-63162-8
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
(2) Real situations demand the integration of multiple disciplines and skills.
(3) Generalization of learning happens through the interplay of theory and
practice.
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
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
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
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 ^
1
^ Introduction
Design to
Problem Human Software
Part 1
duction
Intro- definition virtual Engineering
machine processes
T\
K 6 7
Further
Part 2 User
study Systems
analysis ments software
methods & design 1\ definition
Require-
engineering
readings
Interactive
8 study
Design
Prototyping System
Analysis
tools T\ Case
evaluation "^
9 User
Part 3 Interface
Design
Interactive
System
Design
(non-majors) Computer
Human-
Interaction
11 K 77^, 14 15 study
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
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
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
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
XXIII
xxiv CONTENTS
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
Further reading 39
Exercises
87
Further reading
87
Exercises 160
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
Exercises 213
Exercises 247
Exercises 290
Exercises 321
15.2 Guidelines: What are they, and why do we need them? 374
15.2.1 Why do we need guidelines? 374
Exercises 410
CASE
study b Designing a human memory aid 411
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
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1 Introduction
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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
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
(b)
(c)
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.
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:
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).
Q
nced
Enhance rv hdaesign
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
User study
Activity Requirements definition
„ model Cj]
Current ed
design Analyse — ^ LJ lJ Lj 1 Enhance rV hdaenscign
. _J □
Problem definition Use of notations
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
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
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.
\
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.
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.
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 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:
(a)
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.
->
-+
1 : Credit
check -> 10: File
5: Issue
invoice
work
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.
• 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.
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.
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.
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.
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
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.
• 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 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.
• 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.
XX
The activities,
activities with performance
improved
S s
The course of action
Case Study A tells the story of how such a design problem was tackled.
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.
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?
(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.
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.
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.
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
T = k log2 (n + 1)
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).
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).
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-
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.
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.
Table 3.2 Information processing cycle times. From Card et al. (1983).
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!
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
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)
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
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:
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.
•
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.
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.
Evaluation
< >
Action
Interpretation
specification
Physical
activity
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
(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.
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.
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.
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).
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?
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
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
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.
s
Activity Activitya
DD
1 I \
I Prototype\
Design Investigation
data model
spec plan/report
Process
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.
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.
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
1 2 3
0 5
0 4 5
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 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
Correct
misspelt
word
1
Type Type
Type
RETURN
search RETURN
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
(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.
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.
Enhance
K K
ProfcA Partial
lem design Enhance design
Full
ment synthesize
state- or spec spec
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
Modify the user interface to the ward information system, to allow easy
update and correction of patient information by nursing staff.
"^
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:
6 -tfo
MS
1
12
1 \s
"Ttf^V 1*2*. *Uf-
(a)
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.
._..
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-
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.
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:
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.
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-
7 Requirements definition
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CHAPTER 5
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
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.
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
Prototype Activity
data
DD
Investigation
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.
(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
Figure 5.3 A caricature of a poorly-conducted interview; from Bingham and Davies (1992).
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
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.
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.
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.
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
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.
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
5.4 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.
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
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
(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.
• 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)
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.
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?
(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
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
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.
• 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.
Design d
Enhance F hanc
V e
spec
spec
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
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.
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
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).
- 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
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.
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
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.
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.
Purchase
ticket
Determine Pay
Obtain
fare ticket
money
State State Receive Receive
destination journey type fare quote ticket and
change
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:
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
t
O Baker
,' ,J >
D
/ / / /// 4. Press to receive
^— ___- ticket and change
•" ' ■" •"
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
6.5.2 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.
6.6.3 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-
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
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
>
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.
(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.
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
• 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
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
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.
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:
(
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
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.
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?
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.
• 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.
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:
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?
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).
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.
Require ments
ments Enhance V
r ments Enhance rV
Require-
spec Require-
spec
spec
Input Input
Figure 7.6 Enhancing the requirements specification.
(
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
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.
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.
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.
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.
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.
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.
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.
If requirements
are not yet met
Current
V hdaensciegnd
design r
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.
(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.
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.
pack p>"KM
To^.
L
Pj Case study A:
Evaluation and analysis of a
telephone operator's workstation
3 2^
j?s*
- -\W
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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?
Model of activity
Model of0.)
activity
sequence performance
Figure 8.1 Stages of analysis, building successively more refined and specific models.
Correct
misspelt
word
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.
• 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
Move mouse
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.
( 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.
Table 8.1 Performance times for keystroke-level operators; from Card et al (1983).
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).
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
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:
(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.
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
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
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
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
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. 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
O
Dragon Plaza
West Wood
r 3. Deposit money
A
notes
O Para Lake coins
O Frennet Park
O Baker
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
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.
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.
Figure 8.12 Usability heuristics used to guide a team of evaluators (from Nielson and
Molich, 1989).
184 USABILITY ANALYSIS AND INSPECTION
Catalogue
Main
menu
page
(can
Order
menu form
Sub-
Figure 8.13 Online hardware catalogue user interface.
HEURISTIC EVALUATION 185
Evaluator C: How does the customer confirm the order? There's no button for
doing this.
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
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.
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
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.
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.
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.
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.
(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
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.
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
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.
•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
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:
Pro formas can also be used for documenting the results of research;
see Newman (1994).
198 PROTOTYPING AND EVALUATION
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.
(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.
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
1 . Choose destination or enter fare 1. Choose destination or enter fare 1 Choose destinatio n or enter fare
O West Wood
OPara LakePark |
OFrennet
0 Baker
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.
(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.
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
(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.
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.
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:
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.
(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:
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
(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.
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.
Figure 9.13 The Tivoli electronic whiteboard in use (Pedersen et al., 1993).
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:
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.
(10) What are the main differences between the methods for conducting infor-
mal user tests and full field tests?
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.
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).
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
(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.
10.3.1 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.
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
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.
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.
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
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.
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
(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.
X = (IX,)/N
SS = I(X,-X)2
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
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
s2 = SS/(N- 1)
s = V(s2)
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
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.
Two-tailed
Single-tailed
(a) (b)
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)).
continued
subtract the square of the sum of the values divided by the number
of scores, to get the sum of squares:
Our t value is then the difference between the two means, 9.33 - 5.33,
divided by this standard error of difference, that is,
s2 = SS/(N-l)
Mean -
Requirement
Confidence
interval
Mean - I Confidence
interval
Requirement
Confidence
interval
Requirement
Mean ~
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
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.
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 -
(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.
X2 = I (if0 ~fe)2/fe)
Table 10.2 Values of chi square. Source: the figures were computed by the authors.
(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.
Counter purchases: 28, 35, 23, 26, 30, 32 sum: 174; mean: 29
Machine purchases: 32, 41, 37, 40, 30 sum: 180; mean: 36
(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.
Round-trip ticket: 31
One-way ticket: 19
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(c) (d)
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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).
(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).
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 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
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.
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.
• 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
0+ CDC PD
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
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:
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.
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.
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.
Thank you
Proposed ■ Key ii 'Thank you' t Proposed
Time reduced
(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
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'.
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.
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).
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.
In this final section we will review some of these reasons, which are
discussed more fully in Gray et al. (1993).
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. 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
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:
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
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)
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.
(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
(a) (b)
(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
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.
II
/\/V/\ /\/\ /v /\/v
Flight
information Papers
display on desk
(FID)
(a)
» I « 1 » 1
Pilot:
(
I understand gate fourteen is occupied?
*s
'»»»■'
r "v
Do you have any instructions for it?
(0.3)
drrn
f N
Hopefully:, (1 .0) They have pulled the passenger stairs.
They should be leaving momentarily.
(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
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.
\- J)
inverted when it is set by
clicking.
283
DESCRIBING INTERACTIVE OBJECTS
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.
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)
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 \
(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.
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.
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
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.
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.
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:
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
Table 12.1 The eight interaction styles presented in this chapter, organized into three
categories.
Function-key interaction
Voice-based interaction
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.
• 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.
letters
D
charts
D
taxes
M
personnel
2 items personnel
32.4 MB in disk 82.9 MB
letters
D
3 items 32.4 MB in disk 82.9 MB availab
D O
M-Z
A-L
1985 1 986 1987
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.
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.
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.
I 3
Fetch 1
1 from
Enter
Identify store
product product
details
v J
Take
delivery
Pay for
items
Catalogue
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.
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
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
Help
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!
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 .
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
"Ns. «^
o
Press
\
m
Figure 12.7 Issuing tickets to enable customers to identify themselves when placing orders
on the system.
306 INTERACTION STYLES
-□
WELCOME TO BETTERTOOLS
-D
« Power tools Woodworking »
C£
Plastering and Plumbing
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.
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.
J
Thank you.
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 *
u y y y
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.
Catalogue selection
target (TTajcjk) Scroll control (up)
-94
(a)
(b)
(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
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
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:
Figure 12.14 Natural-language interaction with an online hardware catalogue. The user's
input is shown in upper-case.
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:
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:
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.
Figure 12.15 Guidelines for designing menu-based user interfaces, from Shneiderman (1992).
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.
(6) Apply heuristic evaluation to the voice-based design of Figure 12.10, and
modify the design to overcome any problems identified.
(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.
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:
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.
• 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.
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
. \
/ ~ '
/ ^ 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
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.
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
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.
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.
• 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).
•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
(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.
2517+781-688=
Number
Operator
•- OP
A
V Display
Initialize:
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).
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).
ICON
DOCUMENT
ATTRIBUTES
LABEL
CHANGE
LABEL OPEN/
CLOSED
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
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
(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).
(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
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
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.
Set goal
Execution ^ Evaluation
Map intention into Interpret perception
i t
sequence of actions according to expectations
1
action sequence of world
THE WORLD
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.
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
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.
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-
(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
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
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.
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.
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.
(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
(a)
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
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.
... 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.
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.
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
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(a)
(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 —
The cost of this failure was estimated at upwards of $1 billion in 1979 dol-
lars (President's Commission, 1979).
08-Figures
Name
I
Figure-8-06 paint
0 C Open
Figure-8-07 draw
[Link]
C
) Figure-8-1 [Link]
£
) Figure-8-1 1 draw
C
) Figure-8-1 2. draw
C) Figure-8-1 3. paint
C
C)) Figure-8-1 4. draw
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
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
^, 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
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
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 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).
=^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?
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.
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
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.
cameras, or to have the system sense the absence of a video signal and
take appropriate action, for example, close the connection.
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.
(a) (b)
Hel|
XJ BOwr
I Reset 1 Dismiss
Enter choice of editor
emacs
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?
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.
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
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.
• Take into account the mental models that users will bring with them to the
new system.
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.
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.
When there's a choice, have the least surprising thing happen to the user.
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
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).
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.
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.
Apply l-»
Design
guideline spec
TJn
—
Guideline Evaluation
report
Guideline
set
• Locate the command line near the bottom of the screen unless it is clear that the
user's gaze will be elsewhere.
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
(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
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:
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
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.
Available in five sizes, click to order: Available in five sizes, click to order:
model length, in
(prdiij) Model WS09 9 in, 3/4 in. jaw $15.99 WS09 9 11/2
jav, m
(order) Model WS12, 12 in, 1 in jaw $18 99 WS12 12 1 $15.99
(oTdeT) Model WS 15, 15 in, 1 1/2 in. jaw $19.99 WS15 15
(prdeg) Model WS20, 20 in, 2 in. jaw $34.49 WS20 $18.99
20 2 $1999
(pidi?) Model WS30, 30 in, 3 in. jav $79 99 WS30 3
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.
(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
3(b)
3(a)
4(b)
5(b)
1 hr 30 min 1 hr 30 min
E]
Plate 6 Colour coding of
function keys: (a) unfamiliar
colours; (b) familiar colours.
(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?
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);
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.
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.
Table 15.1 General design principles: Shneiderman's golden rules of dialogue design (1992)
and the evaluation heuristics suggested by Nielsen and Molich (1989).
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
(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
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
Money supply
1991 1992 1993 1994 1995
Figure 15.11 Reducing the user's short-term memory load by allowing several tables to be
displayed at once for comparison.
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.
Design the layout of the screen to support rapid, error-free reading of ...
[type of information] by economist users.
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:
(a)
(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
(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.:
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°
5. 92 99. 52 24. 75 5. 92
I 4 43
(a) (b)
Figure 15.14 Overlaid tables (a) without, (b) with drop shadows.
392 DESIGNING TO GUIDELINES
• Hue, that is, the place of the colour in the spectrum, from red to violet.
Hue is measured in terms of spectral wavelength.
• 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.
• 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
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.
• 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.
• 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.
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).
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
Figure 15.17 An icon-based Economic Update system, using simple icons as recommended by
Byrne (1993).
398 DESIGNING TO GUIDELINES
• 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.
• 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.
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
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.
Design a system to run under any of the major windowing environments ...
•
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
(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.
Help
r
E) NCSA Mosaic: Document View
• Armenia
• Azerbaijan
• Belarus
• Carpathian Republic
• Estonia
• Georgia
• Kazakhstan
• Kyrgyz Republic
• Latvia
• Lithuania
• Moldova
• Russia
• Tajikistan
• Turkmenistan
• Ukraine
• Uzbekistan
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
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
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
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
Back Fosrvarci Home Reload Open ... Save As ... Clone New Window Close Window
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.
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.
Accessing the submenu item by means of mouse clicks requires an extra click
and a change in mouse direction.
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.
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.
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.
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 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
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.
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
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
Section
B.1
Project definition
B.2.2 - — — — ^ Envisionments
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
(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
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.
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
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]
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
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
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
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
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!
display only the non-routine? The following kind of display, omitting rou-
tine events, seemed more likely to provide a useful context:
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:
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.
(1) The user describes the context in which the event in question was thought
to have occurred;
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
\f
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.
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.
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).
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:
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.
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)
Conference Room
Mike and
Marge in the
Conference
Room
(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
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.
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:
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
@ 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).
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
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.
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).
Bottom
button
click
........y.„...„y...y....|yyy...
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
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.
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
• Problem definition
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.
Ackroyd S., Harper R., Hughes J. A., Shapiro D. and Soothill K. (1992).
New Technology and Practical Police Work. Buckingham, UK: Open
University Press
Adler A. and Henderson D. A. (1994). A room of our own: Experiences in
a direct office share. In Proc. CHI '94 Human Factors in Computing
Systems, Boston MA, April 24-28, pp. 138^4. New York: ACM/SIGCHI
Alba J. W. and Hasher L. (1983). Is memory schematic? Psychological
Bulletin, 93, pp. 203-31
Alexander C. (1967). Notes on the Synthesis of Form. Cambridge MA:
Harvard University Press
Annett J. and Duncan K. D. (1967). Task analysis and training design.
Occupational Psychology, 41, 211-21
Apple Computer (1987). Apple Human Interface Guidelines. Reading MA:
Addison- Wesley
Atwood M. E., Gray W. D. and John B. E. (in press). Project Ernestine: ana-
lytic and empirical methods applied to a real-world CHI problem. San Mateo
CA: Morgan-Kaufman
Baddeley A. (1990). Human Memory. Cambridge: Cambridge University
Press.
Balabanovic M. (1993). Private communication.
Ballas J. A., Heitmeyer C. L. and Perez M. A. (1992). Evaluating two
aspects of direct manipulation in advanced cockpits. In Proc. CHI '92
Human Factors in Computing Systems, Monterey CA, May 3-7, pp.
127-34. New York: ACM/SIGCHI
Barnard P. (1991). Bridging between basic theories and the artifacts of
human-computer interaction. In Designing Interaction: Psychology at
the Human-Computer Interface (Carroll J.M., ed.). Cambridge:
Cambridge University Press
Barnard P. and Grudin J. (1988). Command names. In Handbook of
Human-Computer Interaction (Helander M., ed.), pp. 237-56.
Amsterdam: North-Holland
Benson, D. (1993). Police and information technology. In Technology in
Working Order: Studies of Work, Interaction and Technology (Button, G.,
ed.), pp. 81-97. London: Routledge
Berners-Lee T. Style Guide for Online Hypertext. URL http://
w [Link] / hypertext / WWW / Provider / Style / [Link]
Berners-Lee T., Cailliau R., Luotonen A., Nielsen H. F. and Secret A. (1994).
The World-Wide Web. Comm. ACM, 37(8), 76-82 (August)
445
446 BIBLIOGRAPHY
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KlughWilH.
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Thurber J. (1961). My Life and Hard Times. New York: HarperCollins
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3-38 sequences ofthe long- wall method of coal-getting. Human Relations, 4,
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
/I
Human-Computer Interaction/Software Engineering
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