User Interface Keyboard and Keyshor
User Interface Keyboard and Keyshor
Abstract
This article presents interface-related problems arising from a traditional
keyboard. Some alternative suggestions for keyboard layout are discussed.
Several ways of analyzing interfaces are introduced: the keystroke level model,
the human processor model and cognitive walkthroughs.
Key words: user interface, keyboard, keyshortcut, layout.
1 Introduction
The ordinary keyboard has always been, and remains, the main interface
between a human and a computer. For this reason, the analysis of optimal
keyboard usage, which has been carried out for many years, is still important.
Despite firmly established the QWERTY standard, new layouts are con-
stantly appearing and being tested, and it is possible that new generations of
users may adopt some of these designs.
Graphic interfaces for operating systems and applications have evolved
gradually from symbol systems and are still closely connected to them. The
use of keyboard shortcuts to call up functions is still widespread and related to
the layout of the keyboard.
2.1 Discovery
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to minimalise this fault. Thus, the design of the keyboard layout was more
carefully thought out than is often believed. It was also patented in 1878.
Despite the lack of market success, the Dvorak keyboard is being devel-
oped. One of the projects involved adapting it for people who write in a suit-
able way: only with their right or left hands. Apart from disabled users, this
makes sense for those whose other hand has to be occupied with something
else (the mouse, for example). This idea, however, does not appear to have
a future – users have become used to the alphabetic layout on mobile phones.
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The simplicity of Basic inspired an idea which involved putting all Basic
instructions on the keyboard, and this was put into practice on the Sinclair ZX
Spectrum [14] computer.
Some examples: letter R: RUN, Y: RETURN, U: IF, D: DIM, F: FOR, G:
GOTO, N: NEXT and so on.
Unfortunately, this was the only way for instructions to appear in the code
– beginner users found this very problematic, and programming in Basic on
this computer is not remembered fondly.
The obvious and most significant drawback was the practical impossibility
of developing the programming language based on this concept.
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above all the standard layout and the quality of the keys. The clarity of the
interface is much more important than productivity.
The most obvious task when analyzing the interface is to compare existing
interfaces. A precise evaluation of the applications currently in operation re-
quires a methodical approach, general impressions are not sufficient. This is
significant for the process of choosing between many applications on offer.
Precise data from the analysis can be placed alongside the description in
words.
Another case is to design the interface for a new application. There is no
sense waiting to complete it, one should evaluate a model. Other tools are
important – one should simulate something non existing yet [5, 10].
One of the first and best known tools for analyzing screen interfaces is the
KLM-GOMS model [1]. The development of the Keystroke Level Model and
Goals, Operators, Methods, Selection rules shortcuts sums up its significance
clearly.
Basic interface operations have been defined as [7]:
- Keying – pressing and releasing a keyboard key (0.2 seconds)
- Pointing – pointing to an object on the screen with the mouse (1.1 s)
- Homing – moving the hand from the mouse to the keyboard (0.4 s)
- Mental preparing - thinking (1,2 s)
- Responding – waiting for the system to respond
Drawing time (or moving an object) using the mouse (the theory behind
this has existed since 1954! - [4]) was then added to these basic operations,
but the essence of this model has remained the same. The exact operation
times are of course approximate, but can serve as initial estimates in the
model evaluation of an interface. It is extremely important to note that an
interface does not need to exist for such an analysis to take place – a suffi-
ciently detailed design is enough.
9 standard steps are suggested when evaluating interface [7]:
1. Choose one or more representative task scenarios.
2. Have the design specified to the point that keystroke-level actions can be
listed for the specific task scenarios.
3. For each task scenario, figure out the best way to do the task, or the way
that you assume users will do it.
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Even everyday experience demonstrates that we can carry out many men-
tal and manual tasks simultaneously: watching the road in front of the car and
carrying on a conversation, typing on a laptop keyboard and watching the
screen, etc. Therefore models based on precise identification of a sequence of
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tasks and adding the times taken together are imperfect. Multimedia and the
multifunctionality of many contemporary tools complicates these matters even
more.
One of the solutions (to this) is Model Human Processor methodology [9]
– the development of GOMS based on the assumption that perceptual, cogni-
tive and motor tasks can be carried out simultaneously. Critical path dia-
grams, known from operational research, are used here to represent the rela-
tionships between tasks.
The methods mentioned above focus on measuring the time taken to carry
out a task by the user. This misses the main problem. The interfaces of pro-
fessional applications are practiced on for a long time and users become adept
at operating even flawed ones after some time: overall the functionality of an
application is more important than the quality of its interface.
In practice, there is often a different problem: will the user who sees the
interface for the first time understand what he or she needs to do without be-
coming discouraged before the task has been completed? It is estimated that
even the majority of internet shop transactions are abandoned because poten-
tial clients do not understand the procedure. Therefore, research into situa-
tions where the client does not know the structure of the task at the beginning
(the number of tasks or their hierarchy) is very significant. The structure is
discovered by the user during the use.
One of the research methodologies examining these kinds of users is Poul-
son‟s Cognitive Walkthrough [11].
The evaluation of the proposed interface consists of four elements:
1 Representation of the active aim of the user
2 Description on the button
3 Localisation and the picture of the button
4 Action taken after pressing
A very wide range of imperfections can interfere with the action the user
takes. The label may be ambiguous, there may be several similar buttons ac-
tive on the screen, etc.
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The beginning of the court summons explains the problem: “This appeal re-
quires us to decide whether a computer menu command hierarchy is copy-
rightable subject matter. (…) Borland included in its Quattro and Quattro Pro
version 1.0 programs “a virtually identical copy of the entire 1-2-3 menu
tree.”(…). In so doing, Borland did not copy any of Lotus‟s underlying com-
puter code; it copied only the words and structure of Lotus‟s menu command
hierarchy‟.
In the end, the judge ruled that the structure of a menu cannot be the sub-
ject of a patent.
5 Conclusions
An application‟s interface is often the deciding factor for its level of suc-
cess. For the user, the interface is the application.
The interface evolves very slowly, in contrast to the software it serves. In
contemporary interfaces, very old solutions exist alongside new ones. The
traditional keyboard layout, keyboard shortcuts, the concept of calling up
menu functions through selected letters – all of this was devised a long time
ago. Therefore, the design and evaluation tools which were used with old
interfaces are still useful now. Currently, the analysis of interfaces focuses on
simultaneous operations. In practice, however, how easy an interface is to
understand is more important than how fast it is to use.
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