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


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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 4 Usability paradigms and principles Task conformance Page 176

Syntactic correctness of all actions, so that every operation is a legal operation WYSIWYG word processors usually provide menus and buttons which the user uses to articulate many commands. These interaction mechanisms serve to constrain the input language to allow only legal input from the user. Document markup systems, such as HTML and LaTeX, force the user to insert textual commands (which may be erroneously entered by the user) to achieve desired formatting effects.


Chapter 4 Usability paradigms and principles Task conformance Page 176

Replacement of complex command languages with actions to manipulate directly the visible objects The case for word processors is similar to that described above for syntactic correctness. In addition, operations on portions of text are achieved many times by allowing the user to highlight the text directly with a mouse (or arrow keys). Subsequent action on that text, such as moving it or copying it to somewhere else, can then be achieved more directly by allowing the user to 'drag' the selected text via the mouse to its new location.


Chapter 4 Usability paradigms and principles Task conformance Page 176

To answer the second question concerning the drawback of the pen (or typewriter) metaphor for word processing, we refer to the discussion on metaphors in Section 4.2.6. The example there compares the functionality of the space key in typewriting versus word processing. For a typewriter, the space key is passive; it merely moves the insertion point one space to the right. In a word processor, the space key is active, as it inserts a character (the space character) into the document. The functionality of the typewriter space key is produced by the movement keys for the word processor (typically an arrow key pointing right to move forward within one line). In fact, much of the functionality that we have come to expect of a word processor is radically different from that expected of a typewriter, so much so that the typewriter as a metaphor for word processing is not all that instructive. In practice, modern typewriters have begun to borrow from word processors when defining their functionality!


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

One principled approach to interactive system design which will be important in later chapters relies on a clear understanding early on in the design of the tasks that the user wishes to perform. One problem with this assumption is that the tasks a user will perform are often only known by the user after he is familiar with the system on which he performs them. The chicken-and-egg puzzle applies to tasks and the artefacts on which he performs those tasks. For example, before the advent of word processors, an author would not have considered the use of a contracting and expanding outlining facility to experiment easily and quickly with the structure of a paper while it was being typed. A typewriter simply did not provide the ability to perform such a task, so how would a designer know to support such a task in designing the first word processor?


Chapter 5 The design process 5.3.2 Guidelines Page 197

The justification for such a guideline is that the more options (or controls, as the term is used in the quoted guideline) on a menu, the longer it will take a user to locate and point to a desired item. As we discussed in Chapter 1, humans chunk related information in the learning process and this can be used to increase the efficiency of searching. Grouping of related items in a menu can supplement this chunking procedure. But be warned! Remember the scenario described in the Introduction to this book, in which we fell victim to closely grouped menu items which had drastically different effects in our word processor. Saving and deleting files might be considered logically similar since they both deal with operations on the file level. But simple slips done in pointing (which are all too easy with track ball devices) can change an intended save operation into an unintended and dangerous delete.


Chapter 5 The design process 5.6.3 Psychological design rationale Page 218

Carroll refers to this real-life phenomenon as the task-- artefact cycle. He provides a good example of the task-- artefact cycle through the evolution of the electronic spreadsheet. When the first electronic spreadsheet, VisiCalc, was marketed in the late 1970s, it was presented simply as an automated means of supporting tabular calculation, a task commonly used in the accounting world. Within little over a decade of its introduction, the application of spreadsheets has far outstripped its original intent within accounting. Spreadsheets are now used for all kinds of financial analysis, 'what-if' simulations, report formatting and even as a general programming language paradigm! As the set of tasks expanded, new spreadsheet products have flooded the marketplace trying to satisfy the growing customer base. Another good example of the task-- artefact cycle in action is with word processing, which was originally introduced to provide more automated support for tasks previously achieved with a typewriter and now provides users with the ability to carry out various authoring tasks that they never dreamed possible with a conventional typewriter. And today, the tasks for the spreadsheet and the word processor are intermingled in the same artefact.


Chapter 6 Models of the user in design 6.7.1 GOMS Page 233

Selection From the above snippet we see the use of the word select where the choice of methods arises. GOMS does not leave this as a random choice, but attempts to predict which methods will be used. This typically depends both on the particular user and on the state of the system and details about the goals. For instance, a user, Sam, never uses the L7-METHOD, except for one game, 'blocks', where the mouse needs to be used in the game until the very moment the key is pressed. GOMS captures this in a selection rule for Sam:


Chapter 6 Models of the user in design 6.7.2 Cognitive complexity theory Page 239

In fact, the CCT rules can represent more complex plans than the simple sequential hierarchies of GOMS. The continuous activity of all production rules makes it possible to represent concurrent plans. For example, one could have one set of production rules representing the goal of writing a book, and another set representing the goal of drinking tea. These rules could both be active simultaneously, thus allowing an author to drink tea whilst typing. Despite this apparent flexibility, CCT is not normally used in this way. It is not clear why this is, except that CCT, like GOMS, is aimed at low-level, proceduralized goals -- that is, the unit task. It is reasonable that successive unit tasks be chosen from different activities: the author may delete a word, have a drink, do a word search, but each time a complete unit task would be performed -- the author does not take a drink of tea in the middle of deleting a word.


Chapter 6 Models of the user in design Command interface 2 Page 244
movement[Direction]

             :=  command[Direction] + distance + RETURN

command[Direction]:=  known-item[Type=word,Direction]

*  command[Direction=forward]    := 'FORWARD'

*  command[Direction=backward]   := 'BACKWARD'

*  command[Direction=left]        := 'LEFT'

*  command[Direction=right]       := 'RIGHT'

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