HUMAN-COMPUTER INTERACTION
SECOND EDITION
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.
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.
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.
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
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.
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.
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
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?
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?
processed in 0.003 seconds
| |
HCI Book 3rd Edition || old HCI 2e home page || search
|
|
feedback to feedback@hcibook.com | hosted by hiraeth mixed media |
|