© 2010 Pearson Addison-Wesley. All rights reserved.
Addison Wesley
is an imprint of
CHAPTER 2:
Guidelines, Principles, and Theories
Designing the User Interface:
Strategies for Effective Human-Computer Interaction
Fifth Edition
Ben Shneiderman & Catherine Plaisant
in collaboration with
Maxine S. Cohen and Steven M. Jacobs
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Guidelines
Shared language
Best practices
Critics
Too specific, incomplete, hard to apply, and
sometimes wrong
Proponents
Encapsulate experience
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Navigating the interface
Sample of the National Cancer Institutes
guidelines:
Standardize task sequences
Ensure that embedded links are descriptive
Use unique and descriptive headings
Use check boxes for binary choices
Develop pages that will print properly
Use thumbnail images to preview larger
images
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Accessibility guidelines
Provide a text equivalent for every nontext
element
For any time-based multimedia
presentation synchronize equivalent
alternatives
Information conveyed with color should
also be conveyed without it
Title each frame to facilitate identification
and navigation
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Organizing the display
Smith and Mosier (1986) offer five high-
level goals
Consistency of data display
Efficient information assimilation by the user
Minimal memory load on the user
Compatibility of data display with data entry
Flexibility for user control of data display
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Getting the user’s attention
Intensity
Marking
Size
Choice of fonts
Inverse video
Blinking
Color
Audio
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Principles
More fundamental, widely applicable, and
enduring than guidelines
Need more clarification
Fundamental principles
Determine user’s skill levels
Identify the tasks
Five primary interaction styles
Eight golden rules of interface design
Prevent errors
Automation and human control
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Determine user’s skill levels
“Know thy user”
Age, gender, physical and cognitive
abilities, education, cultural or ethnic
background, training, motivation, goals and
personality
Design goals based on skill level
Novice or first-time users
Knowledgeable intermittent users
Expert frequent users
Multi-layer designs
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Identify the tasks
Task Analysis usually involve long hours
observing and interviewing users
Decomposition of high level tasks
Relative task frequencies
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Choose an interaction style
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Direct
Manipulation
Menu selection
Form fillin
Command
language
Natural language
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Spectrum of Directness
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The 8 golden rules
of interface design
1. Strive for consistency
2. Cater to universal usability
3. Offer informative feedback
4. Design dialogs to yield closure
5. Prevent errors
6. Permit easy reversal of actions
7. Support internal locus of control
8. Reduce short term memory load
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Prevent errors
Make error messages specific, positive in tone,
and constructive
Mistakes and slips (Norman, 1983)
Correct actions
Gray out inappropriate actions
Selection rather than freestyle typing
Automatic completion
Complete sequences
Single abstract commands
Macros and subroutines
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Automation and human control
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Automation and
human control (cont.)
Successful integration:
Users can avoid:
Routine, tedious, and error prone tasks
Users can concentrate on:
Making critical decisions, coping with
unexpected situations, and planning future
actions
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Automation and
human control (cont.)
Supervisory control needed to deal
with real world open systems
E.g. air-traffic controllers with low
frequency, but high consequences of
failure
FAA: design should place the user in
control and automate only to improve
system performance, without reducing
human involvement
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Automation and
human control (cont.)
Goals for autonomous agents
knows user's likes and dislikes
makes proper inferences
responds to novel situations
performs competently with little guidance
Tool like interfaces versus autonomous
agents
Aviators representing human users, not
computers, more successful
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Automation and
human control (cont.)
User modeling for adaptive interfaces
keeps track of user performance
adapts behavior to suit user's needs
allows for automatically adapting system
response time, length of messages, density of feedback,
content of menus, order of menu items, type of feedback,
content of help screens
can be problematic
system may make surprising changes
user must pause to see what has happened
user may not be able to
predict next change
interpret what has happened
restore system to previous state
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Automation and
human control (cont.)
Alternative to agents:
user control, responsibility,
accomplishment
expand use of control panels
style sheets for word processors
specification boxes of query facilities
information-visualization tools
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Automation and
human control (concluded)
Features to aid in universal
access
Above: Mac OS X system preference
settings
Right: Windows Vista Control Panel
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Theories
Beyond the specifics of guidelines
Principles are used to develop
theories
Descriptions/explanatory or
predictive
Motor task, perceptual, or cognitive
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Explanatory and
predictive theories
Explanatory theories:
Observing behavior
Describing activity
Conceiving of designs
Comparing high-level concepts of two designs
Training
Predictive theories:
Enable designers to compare proposed
designs for execution time or error rates
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Perceptual, Cognitive,
& Motor tasks
Perceptual or Cognitive subtasks
theories
Predicting reading times for free text,
lists, or formatted displays
Motor-task performance times
theories:
Predicting keystroking or pointing times
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Taxonomy
(explanatory theory)
Order on a complex set of phenomena
Facilitate useful comparisons
Organize a topic for newcomers
Guide designers
Indicate opportunities for novel products.
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Conceptual, semantic, syntactic, and
lexical model
Foley and van Dam four-level approach
Conceptual level:
User's mental model of the interactive system
Semantic level:
Describes the meanings conveyed by the user's command input and by
the computer's output display
Syntactic level:
Defines how the units (words) that convey semantics are assembled
into a complete sentence that instructs the computer to perform a
certain task
Lexical level:
Deals with device dependencies and with the precise mechanisms by
which a user specifies the syntax
Approach is convenient for designers
Top-down nature is easy to explain
Matches the software architecture
Allows for useful modularity during design
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Stages of action models
Norman's seven stages of action
1. Forming the goal
2. Forming the intention
3. Specifying the action
4. Executing the action
5. Perceiving the system state
6. Interpreting the system state
7. Evaluating the outcome
Norman's contributions
Context of cycles of action and evaluation.
Gulf of execution: Mismatch between the user's intentions
and the allowable actions
Gulf of evaluation: Mismatch between the system's
representation and the users' expectations
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Stages of action models (cont.)
Four principles of good design
State and the action alternatives should be visible
Should be a good conceptual model with a consistent
system image
Interface should include good mappings that reveal the
relationships between stages
User should receive continuous feedback
Four critical points where user failures can occur
Users can form an inadequate goal
Might not find the correct interface object because of an
incomprehensible label or icon
May not know how to specify or execute a desired action
May receive inappropriate or misleading feedback
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Consistency through grammars
Consistent user interface goal
Definition is elusive - multiple levels sometimes in
conflict
Sometimes advantageous to be inconsistent.
Consistent Inconsistent A Inconsistent B
delete/insert character delete/insert character delete/insert character
delete/insert word remove/bring word remove/insert word
delete/insert line destroy/create line delete/insert line
delete/insert paragraph kill/birth paragraph delete/insert paragraph
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Consistency through
grammars (cont.)
Inconsistent action verbs
Take longer to learn
Cause more errors
Slow down users
Harder for users to remember
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The disappearance of syntax
Users must maintain a profusion of device-
dependent details in their human memory.
Which action erases a character
Which action inserts a new line after the third line of a
text file
Which abbreviations are permissible
Which of the numbered function keys produces the
previous screen.
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The disappearance
of syntax (cont.)
Learning, use, and retention of this knowledge is
hampered by two problems
Details vary across systems in an unpredictable
manner
Greatly reduces the effectiveness of paired-associate
learning
Syntactic knowledge conveyed by example and
repeated usage
Syntactic knowledge is system dependent
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The disappearance
of syntax (concluded)
Minimizing these burdens is the goal of most
interface designers
Modern direct-manipulation systems
Familiar objects and actions representing their task
objects and actions.
Modern user interface building tools
Standard widgets
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Contextual Theories
User actions are situated by time and place
You may not have time to deal with shortcuts or device dependent
syntax, such as on mobile devices, when hurried
Physical space is important in ubiquitous, pervasive and embedded
devices, e.g. a museum guide stating information about a nearby
painting
A taxonomy for mobile device application
development could include:
Monitor and provide alerts, e.g. patient monitoring systems
Gather information
Participate in group collaboration
Locate and identify nearby object or site
Capture information about the object and share that information
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