HUMAN-COMPUTER INTERACTION SECOND EDITION
Dix, Finlay, Abowd and Beale


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Chapter 1 The human Recommended reading Page 51

M. W. Eysenck and M. T. Keane, Cognitive Psychology: A Student's Handbook, Lawrence Erlbaum Associates, 1990.


Chapter 1 The human Recommended reading Page 51

A comprehensive and readable textbook giving more detail on cognitive psychology, including memory, problem solving and skill acquisition.


Chapter 1 The human Recommended reading Page 52

M. M. Gardiner and B. Christie, editors, Applying Cognitive Psychology to User-Interface Design, John Wiley, 1987.


Chapter 1 The human Recommended reading Page 52

A collection of essays on the implications of different aspects of cognitive psychology to interface design. Includes memory, thinking, language and skill acquisition. Provides detailed guidelines for applying psychological principles in design practice.


Chapter 3 The interaction 3.4.1 Arrangement of controls and displays Page 111

In Chapter 1 we considered perceptual and cognitive issues that affect the way we present information on a screen and provide control mechanisms to the user. However, in addition to these cognitive aspects of design, physical aspects are important. Sets of controls and parts of the display should be grouped logically to allow rapid access by the user. This may not seem so important when we are considering a single user of a spreadsheet on a PC, but it becomes vital when we turn to safety-critical applications such as plant control, aviation and air traffic control. In each of these contexts, users are under pressure and are faced with a huge range of displays and controls. Here it is crucial that the physical layout of these be appropriate. Indeed, returning to the less critical PC application, inappropriate placement of controls and displays can lead to inefficiency and frustration. For example, on one particular electronic newsreader, used by one of the authors, the command key to read articles from a newsgroup (y) is directly beside the command key to unsubscribe from a newsgroup (u) on the keyboard. This poor design frequently leads to inadvertent removal of newsgroups. Although this is recoverable it wastes time and is annoying to the user. We can therefore see that appropriate layout is important in all applications.


Chapter 4 Usability paradigms and principles Substitutivity Page 170

Substitutivity requires that equivalent values can be substituted for each other. For example, in considering the form of an input expression to determine the margin for a letter, you may want to enter the value in either inches or centimetres. You may also want to input the value explicitly (say 1.5 inches) or you may want to enter a calculation which produces the right input value (you know the width of the text is 6.5 inches and the width of the paper is 8.5 inches and you want the left margin to be twice as large as the right margin, so you enter 2/3 (8.5 -- 6.5) inches). This input substitutivity contributes towards flexibility by allowing the user to choose whichever form best suits the needs of the moment. By avoiding unnecessary calculations in the user's head, substitutivity can minimize user errors and cognitive effort.


Chapter 5 The design process 5.2.2 Validation and verification Page 185

The formality gap means that validation will always rely to some extent on subjective means of proof. We can increase our confidence in the subjective proof by effective use of real-world experts in performing certain validation chores. These experts will not necessarily have design expertise, so they may not understand the design notations used. Therefore, it is important that the design notations used narrow the formality gap, making clear the claims which the expert can then validate. For interactive systems, the expert will have knowledge from a cognitive or psychological domain, so the design specification must be readily interpretable from a psychological perspective in order to validate it against interactive requirements of the system. We will discuss design techniques and notations in Chapters 6-- 9 which narrow the formality gap for validation of interactive properties of systems.


Chapter 5 The design process 5.2.4 Interactive systems and the software life cycle Page 189

A final point about the traditional software life cycle is that it does not promote the use of notations and techniques which support the user's perspective of the interactive system. We discussed earlier the purpose of validation and the formality gap. It is very difficult for an expert on human cognition to predict the cognitive demands that an abstract design would require of the intended user if the notation for the design does not reflect the kind of information the user must recall in order to interact. The same holds for assessing the timing behaviour of an abstract design which does not explicitly mention the timing characteristics of the operations to be invoked or their relative ordering. Though no structured development process will entirely eliminate the formality gap, the particular notations used can go a long way towards making validation of non-functional requirements feasible with expert assistance.


Chapter 5 The design process 5.3 Using design rules Page 190

Design rules for interactive systems can be supported by psychological, cognitive, ergonomic, sociological, economic or computational theory which may or may not have roots in empirical evidence. Designers do not always have the relevant background in psychology, cognitive science, ergonomics, sociology, business or computer science necessary to understand the consequences of those theories in the instance of the design they are creating. The design rules are used to apply the theory in practice. Often a set of design rules will be in conflict with each other, meaning that strict adherence to all of them is impossible. The theory underlying the separate design rules can help the designer understand the trade-off for the design that would result in following or disregarding some of the rules. Usually, the more general a design rule is, the greater the likelihood that it will conflict with other rules and the greater the need is for the designer to understand the theory behind it.


Chapter 5 The design process 5.3.1 Standards Page 191

Underlying theory Standards for hardware are based on an understanding of physiology or ergonomics/human factors, the results of which are relatively well known, fixed and readily adaptable to design of the hardware. On the other hand, software standards are based on theories from psychology or cognitive science, which are less well formed, still evolving and not very easy to interpret in the language of software design. Consequently, standards for hardware can directly relate to a hardware specification and still reflect the underlying theory, whereas software standards would have to be more vaguely worded.


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