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Transes IT2622 - Lesson 3
Transes IT2622 - Lesson 3
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DETERMINE THE USER’S SKILL LEVEL ● Command language
● Natural language
SPECTRUM OF DIRECTNESS
IDENTIFY THE TASK
● Task analysis usually involves long hours THE 8 GOLDEN RULES OF INTERFACE
observing and interviewing users DESIGN
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PREVENTION OF ERRORS improve system performance,
without reducing human
● Make error messages specific, positive involvement
in tone, and constructive ● Goals for autonomous agents
● Mistakes and slips (Norman, 1983) - Know user’s likes and dislikes
● Correct actions - Make proper inferences
- Gray out inappropriate actions - Respond to novel situations
- Selection rather than freestyle - Perform competently with little
typing guidance
- Automation completion ● Tool-like interfaces vs. autonomous
● Complete sequences agents
- Single abstract commands ● Avatars representing human users, not
- Macros and subroutines computers more successful
● User modeling for adaptive interfaces
AUTOMATION AND HUMAN CONTROL - Keeps track of user performance
- Adapts behavior to suit user's needs
- Allows for automatically adapting
the system
* Response time, length of messages,
the density of feedback, the content
of menus, order of menu items, type
of feedback, the content of help
screens
- Can be problematic
* System may make surprising
● Successful integration changes
- Users can avoid: * User must pause to see what has
* Routine, tedious, and error prone happened
tasks * Use may not be able to
- Users can concentrate on: - Predict the next change
* Making critical decisions, coping - Interpret what has happened
with unexpected situations, and - Restore the system to the
planning future actions previous state
● Supervisory control needs to deal with ● Alternative to agents, systems that
real-world open systems enable:
- E.g air-traffic controllers with low - User control, responsibility,
frequency, but high consequences of accomplishment
failure - Extended use of control panels
- FAA: design should place the user in (settings, options, preferences)
control and automate only to * Game levels
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* Style sheets for word processors EXPLANATORY AND PREDICTIVE THEORIES
* Information-visualization tools
* Scheduling software ● Explanatory theories:
- Observing behavior
● Users employ control panels to set - Describing activities
physical parameters, such as the - Conceiving designs
cursor blinking speed or speaker - Comparing high-level designs
volume, and to establish personal - Training
preferences such as time/date ● Predictive theories:
formats, color schemes, or the content - Enable designers to compare
of start menus. proposed designs for execution time
or error rates
THEORIES
PERCEPTUAL, COGNITIVE, AND MOTOR TASKS
● Beyond the specifics of guidelines
● Principles are used to develop theories ● Perceptual or cognitive subtasks
taxonomies theories:
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● Norman’s contributions
DESIGN BY-LEVELS THEORIES - Contect of cycles of action and
evaluation.
● (Foley and van Dam, 1995) Four-level
- Gulf of execution: Mismatch
approach - model for interfaces
between the user’s intentions and
- Conceptual level: User’s mental
the allowable actions
model of the interactive system
- Gulf of evaluation: Mismatch
- Semantic level: Describes the
between the system’s representation
meanings conveyed by the user’s
and the user’s expectations
command input and by the
computer’s output display
STAGES OF ACTION MODELS
- Syntactic level: Defines how the
units (words) that convey semantics ● Four Principles of good design
are assembled into a complete - State and the action alternatives
sentence that instructs the computer should be visible
to perform a certain task - Have a good conceptual model with
- Lexical level: Deals with the device a consistent system image
dependencies and with the precise - Interface should include good
mechanisms by which a user mappings that reveal the
specifies the syntax relationships between stages
● This approach is convenient for - User should receive continuous
designers feedback
- Top-down nature is easy to explain
- Matches the software architecture ● Four critical points where user failures
- Allows for useful modularity during can occur
the design - Users can form an inadequate goal
- Might not find the correct interface
object because of an
STAGES OF ACTION THEORY incomprehensible label or icon
- May not know how to specify or
● Norman’s Seven Stages of Action
execute a desired action
Model
- May receive inappropriate or
1. Forming the goal
misleading feedback
2. Forming the intention
3. Specifying the action
4. Executing the action
5. Perceiving the system state
6. Interpreting the system state
7. Evaluating the outcome
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CONSISTENCY THEORIES
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DYNAMIC THEORIES