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CS422 - Human Computer Interaction: Instructor: Mehwish Aziz Spring: Fall 2010 Lecture 22-25

This document provides an overview of design rules for human-computer interaction, including principles, standards, and guidelines. It discusses the goal of maximizing usability and describes different types of design rules - principles have low authority but high generality, while standards have high authority but limited application. Key principles discussed that support learnability are predictability, familiarity, generalizability, and consistency. Examples are provided for each principle.

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0% found this document useful (0 votes)
117 views40 pages

CS422 - Human Computer Interaction: Instructor: Mehwish Aziz Spring: Fall 2010 Lecture 22-25

This document provides an overview of design rules for human-computer interaction, including principles, standards, and guidelines. It discusses the goal of maximizing usability and describes different types of design rules - principles have low authority but high generality, while standards have high authority but limited application. Key principles discussed that support learnability are predictability, familiarity, generalizability, and consistency. Examples are provided for each principle.

Uploaded by

basit_fastian
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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CS422 - Human Computer

Interaction

Instructor: Mehwish Aziz


Spring: Fall 2010
Lecture 22-25
Design Rules

Chapter 7
Design Rules
 Design Rules: mechanism to restrict the domain of
design options
 – preventing design options leading to
unusable systems

 Designing for maximum usability


– the goal of interaction design

• Principles of usability
– general understanding

• Standards and guidelines
– direction for design

Types of Design Rules
• principles
– abstract design rules
– low authority
G u id e lin e s
– high generality

inc reas inggenerality


generality
• standards
– specific design rules

increasing
– high authority S ta n d a rd s
– limited application
• guidelines
increasing authority
– lower authority in c re a s in g a u t h o rit y

– more general application


Using design rules


Design rules

y

• suggest how to increase usability


ai
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• differ in generality and authority


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Principles to Support
Learnability

Usability
 the ease with which new users can begin
effective interaction and achieve maximal
performance

Flexibility

 the multiplicity of ways the user and

system exchange information


Robustness

 the level of support provided the user in

determining successful achievement and


assessment of goal-directed behaviour
Principles of Learnability
Learnability concerns the feature of interactive

system that
– Allow novice users to understand how to
use it initially
– Then how to attain a maximal level of
performance
– Summary of mapped design principles are
as follows:

Predictability

– determining effect of future actions based


on past interaction history
– operation visibility

Principles of Learnability
Familiarity
– how prior knowledge applies to new
system
– guessability; affordance

Generalizability

– extending specific interaction knowledge


to new situations

Consistency

– likeness in input/output behaviour arising


from similar situations or task
objectives
Principle of Learnability -
• Predictability
• Predictability of interactive system means
that
 - user’s knowledge of interaction history
is
 sufficient to determine result of his
future interaction with it

• Predictability is a user-centered concept


 - it is deterministic behavior from the
perspective of the user

Principle of Learnability -
• Predictability
For example, lets take a mathematical
puzzle like Sudoku;
 - It would present you with the
sequence of numbers which is certainly
deterministic
 - Now, you are tested on predictability
for judging what should be the missing
numbers to be filled with given sequence

• Predictability deals with user’s ability to


 - determine the effect of operations on
the system
Principle of Learnability –

Synthesizability
Synthesis is the ability of the user to assess
the effect of the past operations on the
current state.
 - i.e. when an operation changes some
aspect of internal state, its important that
change is seen by user
 - relates to immediate/ eventual
honesty

• Principle of honesty relates to ability of user


interface to provide
 - observable and informative account of
Principle of Learnability –

Synthesizability
Principle of honesty relates to ability of user
interface to provide
 - observable and informative account of
such change
 - In best circumstance, this notification
can come immediately, requiring no
further interaction initiated by the user.
 - At the very least, notification should
appear eventually, after explicit user
directive to make change observable.

Principle of Learnability –

Synthesizability
• An example for distinction between
immediacy and eventuality can be defined
as a
- Comparison between command
language interface and visual
desktop interface like moving a
file from one directory to another
- Which of the interface will be
immediately honest and
eventually honest?

Principle of Learnability –

Synthesizability
For example, versions earlier than v7 of
Apple Macintosh Finder
 - performing an operation to create a
new folder in another folder doesn’t
necessarily result in new folder icon’s being
visible in original folder
 - This caused users to be not too sure
for new folder creation – leading too many
untitled and empty folders
 - They wouldn’t know to search for
latest addition in open folder – feature

Principle of Learnability –
• Synthesizability
To help in understanding benefit of immediate over
eventual honesty
 - Examine typical global search and replace
function in a word processor
 - for instance, you observed that there is
repetition of “the the” instead of only “the” – so
you applied a search and replace function when
proofreading
 - This function didn’t reveal the changes
made to you and caused a careless typing error
like:
“We will prove the theorem holds as a corollary of

the following lemma”


Is transformed to


Principle of Learnability -
• Familiarity
New users of a system bring with them a
wealth of experience across a wide
number of application domains
 - this experience is obtained both
through interaction in real world and
through interaction with other computer
systems

• Familiarity for a new user


 - correlation between user’s existing
knowledge and knowledge required for
effective interaction
 - For example, metaphor such as
typewriter metaphor for word processor
and digital surface mapping on
Principle of Learnability -
• Familiarity
Another related principle of Familiarity is
affordance i.e.
 - appearance of an object stimulating a
familiarity with its behavior
 - For instance, a web page showing a
hyperlink with a different color and
underline maps it as an external link from
the page
 - Thus, effective use of affordance that
exist for interface objects can enhance the
familiarity of interactive system
 - Can you suggest some specific
interface of any application using the
concept of affordance to improve
Principle of Learnability -
Generalizability
• Users try to extend their knowledge of
specific interaction behavior to situations
that are similar but previously un-
encountered
– Generalizability supports this activity,
leading to a more complete predictive
model of the system

– Generalization can be applied to similar
situations or different situations with
similar goals

Principle of Learnability -
Generalizability
• One example of generalizability across a
variety of applications is the attempt to
provide copy/cut/ paste operations in
same way

• An advantage of using standards and
guidelines is that
 - they increase the generalizability
across a wide variety of applications
within the same environment
Principle of Learnability -

Consistency
Consistency relates to likeness in behavior
arising from similar situations or similar task
objectives

• Consistency is a very important principle when
talking about
 - UI design
 - Command Naming
 - Provides systems – principle of
§ Familiarity: With respect to past real-
world experience
§ Generalizability: With respect to
experience with same system or set of
Principle of Learnability -

Consistency
Consistency can be expressed in terms of the
form of input expressions or output responses
 - with respect to the meaning of actions in
some conceptual model of system

 - For an input response, for directional


information such as moving within text or
deleting some unit of text,normally articulated
by up, down, left, right keys.

 - For output responses, an example could


be a warning system of aircraft. On same
control panel – a warning signal is color coded
Principles of Flexibility
Flexibility

– Refers to multiplicity of ways in which


the end-user and system exchange
information
– Summary of various principles relating
flexibility are explained below

Dialogue initiative

– freedom from system imposed


constraints on input dialogue
– system vs. user pre-emptive


Principles of Flexibility

Multithreading

– ability of system to support user


interaction for more than one task at a
time
– concurrent vs. interleaving;
multimodality

Task migratability

– passing responsibility for task execution


i.e. either internalized by the user or
system or shared between them

Principles of Flexibility

Substitutivity
– allowing equivalent values of input and
output to be substituted for each other
– representation multiplicity; equal
opportunity

Customizability

– modifiability of the user interface by user


(adaptability) or system (adaptivity)
Principles of Flexibility – Dialogue
Initiative
Dialogue initiative

– When considering interaction between


user and system as a dialogue partners
– its important to consider which
partner has the initiative
– System pre-emptive like a modal
dialogue box
– User pre-emptive like user may be
entirely free to initiate any action
towards the system
– From user’s perspective, a system-driven
interaction hinders flexibility whereas a
user-driven interaction favours it
Principles of Flexibility –
Multithreading
Multi-threading

– Multi-threading of the user-system


dialogue allows for interaction to
support more than one task at a time
– Concurrent multi-threading allows
simultaneous communication of
interaction between separate tasks
– Interleaved multi-threading permits a
temporal overlap between separate
tasks, but stipulates that at any given
instant dialogue is restricted to a single
task
– Multi-modality of a dialogue is related to
multi-threading. For instance, opening a
Principles of Flexibility – Task
Migratability
Task Migratability

– Concerns the transfer of control for


execution of tasks between system and
user
– It should be possible for the user or
system to pass the control of a task
over the other or promote the task from
a completely internalized one to a
shared and cooperative venture
– For example, spell checking a document
is an example of the need for task
migratability.
– In safety-critical applications, task
migratability can decrease the
Principles of Flexibility –
Substituitivity
Substituitivity

– Requires that equivalent values can be


substituted for each other
– For instance, $ is normally used for
payment in e-shops where any user
who doesn’t know conversion rate for
his/her own nationality may find
difficulty using it
– Substituitivity can minimize user error
and cognitive effort
– Substituitivity with respect to the output
or system’s rendering of state
information

Principles of Flexibility –
Substituitivity
Substituitivity

– Representation multiplicity supporting


Substituitivity e.g. indicating
temperature of ice cream on the
terminal of cold area so that quality
assurance user can easily track it
– Equal opportunity blurs the distinction
between input and output at the
interface i.e.
– User has the choice of what’s input and
output, in addition output can be re-
used as input

Principles of Flexibility –
Customizability
Customizability

– Modifiability of the user interface by the


user or system

– From the system side, we are not concerned
with the modifications that would be
attended to by a programmer actually
changing the system and its interface
during system maintenance.

– User-initiated modification i.e. adaptability –
to adjust form of input and output

– Customization could be very limited by
Principles of Flexibility –
Customizability
Customizability

– System-initiated modification i.e.


adaptivity – automatic customization of
user interface by the system
– Decisions on adaptation can be based on
user expertise or observed repetition of
certain task sequences
– User plays an explicit role in adaptability
whereas his role is more implicit in an
adaptive interface


Principles of Robustness
Robustness

– Features that support successful


achievement and assessment of the goals

Observability

– ability of user to evaluate the internal state


of the system from its perceivable
representation
– browsability; defaults; reachability;
persistence; operation visibility

Recoverability

– ability of user to take corrective action once


an error has been recognized
– reachability; forward/backward recovery;
Principles of Robustness
Responsiveness
– how the user perceives the rate of
communication with the system
– Stability

Task conformance

– degree to which system services support


all of the user's tasks
– task completeness; task adequacy
Principles of Robustness -
Observability

Observability
– ability of user to evaluate the internal
state of the system from its perceivable
representation
– Evaluation allows the user to compare
current observed state with his
intention within task-action plan
• possibly leading to a plan revision
– Five other principle related to
Observability are browsability; defaults;
reachability; persistence; operation
visibility
– Operation visibility also relates to ?????
Principles of Robustness -
Browsability

Observability
– Allows the user to explore the current
internal state of the system via limited
view provided at the interface


– Complexity of domain doesn’t allow
interface to show all relevant domain
concepts at once
• Reason of use of task
Principles of Robustness -
Defaults

Observability
– Availability of defaults can assist user by
passive recall
• For instance, suggested response to
question is considered correct
instead of recalled


– Reduces number of physical actions
necessary to input value
Principles of Robustness -
Reachability

Observability
– Possibility of navigation through
observable system state


– In an interactive system affects the
recoverability of the system
Principles of Robustness -
Persistence

Observability
– Deals with the effect of a communication
act and ability of user to make use of
that effect


– Vocal communication effect receiver’s
memory
Principles of Robustness -
Recoverability

Recoverability
– Ability to reach a desired goal after
recognition of some error in a previous
interaction


– Two directions of recovery – forward and
backward
Principles of Robustness -
Recoverability

Recoverability
– Recoverability is connected to fault
tolerance, safety, reliability, and
dependability


– When recovery is initiated by user, it
determines the intent of the user’s
recovery actions

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