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


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Chapter 4 Usability paradigms and principles Recoverability Page 173

Users make mistakes from which they want to recover. Recoverability is the ability to reach a desired goal after recognition of some error in previous interaction. There are two directions in which recovery can occur, forward or backward. Forward error recovery involves the acceptance of the current state and negotiation from that state towards the desired state. Forward error recovery may be the only possibility for recovery if the effects of interaction are not revokable (for example, in building a house of cards, you might sneeze whilst placing a card on the seventh level, but you cannot undo the effect of your misfortune except by rebuilding). Backward error recovery is an attempt to undo the effects of previous interaction in order to return to a prior state before proceeding. In a text editor, a mistyped keystroke might wipe out a large section of text which you would want to retrieve by an equally simple undo button.


Chapter 4 Usability paradigms and principles Recoverability Page 174

Recovery can be initiated by the system or by the user. When performed by the system, recoverability is connected to the notions of fault tolerance, safety, reliability and dependability, all topics covered in software engineering. But in software engineering, this recoverability is considered only with respect to system functionality; it is not tied to user intent. When recovery is initiated by the user, it is important that it determines the intent of the user's recovery actions; that is, whether he desires forward (negotiation) or backward (using undo/redo actions) corrective action.


Chapter 4 Usability paradigms and principles Recoverability Page 174

In addition to providing the ability to recover, the procedure for recovery should reflect the work being done (or undone, as the case may be). The principle of commensurate effort states that if it is difficult to undo a given effect on the state, then it should have been difficult to do in the first place. Conversely, easily undone actions should be easily doable. For example, if it is difficult to recover files which have been deleted in an operating system, then it should be difficult to remove them, or at least it should require more effort by the user to delete the file than to, say, rename it.


Chapter 4 Usability paradigms and principles Task conformance Page 176

Reversibility of all actions, so that users are encouraged to explore without severe penalties Single-step undo commands in most word processors allow the user to recover from the last action performed. One problem with this is that the user must recognize the error before doing any other action. More sophisticated undo facilities allow the user to retrace back more than one command at a time. The kind of exploration this reversibility provides in a word processor is best evidenced with the ease of experimentation that is now available for formatting changes in a document (font types and sizes and margin changes). One problem with the ease of exploration is that emphasis may move to the look of a document rather than what the text actually says (style over content).


Chapter 5 The design process 5.4 Usability engineering Page 199

In this example, we choose the principle of recoverability described in Chapter 4 as the particular usability attribute of interest. Recall that recoverability refers to the ability to reach a desired goal after recognition of some error in previous interaction, and that the recovery procedure can be in either a backward or forward sense. Current VCR design has resulted in interactive systems which are notoriously difficult to use; the redesign of a VCR provides a good case study for usability engineering. In designing a new VCR control panel, the designer wants to take into account how a user might recover from a mistake he discovers while trying to program the VCR to record some television programme in his absence. One approach that the designer decides to follow is to allow the user the ability to undo the programming sequence, reverting the state of the VCR to what it was before the programming task began.


Chapter 5 The design process 5.4 Usability engineering Page 200

The backward recoverability attribute is defined in terms of a measuring concept, which makes the abstract attribute more concrete by describing it in terms of the actual product. So in this case, we realize backward recoverability as the ability to undo an erroneous programming sequence. The measuring method states how the attribute will be measured, in this case by the number of explicit user actions required to perform the undo, regardless of where in the programming sequence the user is.


Chapter 5 The design process 5.4 Usability engineering Page 200

In the example, the designers can look at their previous VCR products and those of their competitors to determine a suitable now level. In this case, it is determined that no current model allows such an undo which preserves the state of the VCR to what it was before the programming task. For example, if a VCR allows you three separate recording programs, once you begin entering a new program in the number 1 program slot, the VCR forgets the previous contents of that slot and so you cannot recover it unless you remember what it was and then reprogram it.


Chapter 5 The design process 5.4 Usability engineering Page 200

Determining the worst case value depends on a number of things. Usually, it should be no lower than the now level. The new product should provide some improvement on the current state of affairs, and so it seems that at least some of the usability attributes should provide worst case values that are better than the now level. Otherwise, why would the customer bother with the new system (unless it can be shown to provide the same usability at a fraction of the cost)? The designers in the example have determined that the minimal acceptable undo facility would require the user to perform as many actions as he had done to program in the mistake. This is a clear improvement over the now level, since it at least provides for the possibility of undo. One way to provide such a capability would be by including an undo button on the control panel which would effectively reverse the previous non-undo action. The designers figure that they should allow for the user to do a complete restoration of the VCR state in a maximum of two explicit user actions, though they recognize that the best case, at least in terms of the number of explicit actions, would require only one.


Chapter 5 The design process 5.4.1 Problems with usability engineering Page 203

The problem with usability metrics is that they rely on measurements of very specific user actions in very specific situations. When the designer knows what the actions and situation will be, then she can set goals for measured observations. However, at early stages of design, the designers do not have this information. Take our example usability specification for the VCR. In setting the acceptable and unacceptable levels for backward recovery, there is an assumption that a button will be available to invoke the undo. In fact, the designer was already making an implicit assumption that the user would be making errors in the programming of the VCR. Why not address the origin of the programming errors and maybe undo would not be necessary?


Chapter 5 The design process 5.4.1 Problems with usability engineering Page 203

We should recognize another inherent limitation for usability engineering, that is it provides a means of satisfying usability specifications and not necessarily usability. The designer is still forced to understand why a particular usability metric enhances usability for real people. Again, in the VCR example, the designer assumed that fewer explicit actions make the undo operation easier. Is that kind of assumption warranted?


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