Design Of Interactive Systems

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    Design Of Interactive Systems - Presentation Transcript

    1. OVERHEADS I: DESIGN OF INTERACTIVE SYSTEMS
      • by MURRAY TUROFF
      • DEPARTMENT OF COMPUTER AND INFORMATION SCIENCE
      • NEW JERSEY INSTITUTE OF TECHNOLOGY
      • NEWARK NJ, 07102
      • TEL: 201 596 3399
      • © Copyright 1991 Murray Turoff
    2. DESIGN METHODS
      • COMPARISON / DIFFERENTIATING
      • DESIGNING / REQUIREMENTS
        • TASK UNDERSTANDING / MACRO
        • COGNITIVE UNDERSTANDING / MICRO
        • GROUP UNDERSTANDING / MICRO & MACRO
      • ENHANCEMENTS / EVOLUTION
      • VISIONING / NORMATIVE
        • SOCIAL ENGINEERING
        • GOAL SETTING
    3. ATMOSPHERE
      • HUMAN COMPUTER
      • SLOW RAPID
      • SLOPPY RIGOROUS
      • FORGETFUL PRECISE
      • BRILLIANT STUPID
      • HOW TO DESIGN A COMMUNICATION BETWEEN THE TWO?
    4. WHY INTERACTIVE
      • ITERATIVE PROBLEM SOLVING
      • UNPREDICTABLE SEQUENCES
      • TOOL FLEXIBILITY
      • IMPOSSIBLE MANUALLY
      • COLLABORATION
      • ENHANCEMENT (SAVE TIME, EFFORT)
        • SPEED, QUANTITY, MEMORY
      • ENJOYMENT
      • SUBLIMATING AND BEING BUSY
    5. DESIGN ATMOSPHERE
      • PERSONAL WORKSTATIONS
        • MEGABYTES OF CORE
        • OPTICAL DISKS
        • MANY MIPS
        • BROAD BAND COMMUNICATIONS
      • USERS
        • HIGH COGNITIVE VARIABILITY
        • MANAGERIAL
        • PROBLEM SOLVERS
        • SCIENTIFIC AND ENGINEERING
        • CREATIVE
    6. VIEWS OF THE WORLD
      • REAL WORLD
        • OUTCOMES: VALIDATION
      • REQUIREMENTS MODEL
        • SYSTEMS ANALYSIS: EVALUATION
      • IMPLEMENTATION MODEL
        • SYSTEM DESIGN: TESTING
      • INTERFACE MODEL
        • METAPHOR: SYSTEM OPACITY
      • MENTAL MODEL
        • EXPERIENCE: FUNCTIONAL OPACITY
    7. USER TYPES & MODES
      • NOVICE, CASUAL, INTERMEDIARIES
      • EXPERIENCED
      • ROUTINE
      • FREQUENT
      • OPERATORS
      • PROBLEM SOLVERS
      • POWER
      • RESULTS:
        • DIFFERENT ROLES IN ONE SYSTEM
        • MULTIPLE INTERFACE METHODS
    8.  
    9. DIMENSIONS OF INTERFACE DESIGN
      • © copyright 1991 Murray Turoff
    10. DIMENSIONS OF INTERFACE DESIGN
      • CRITERIA FOR FACTOR DIMENSIONS
        • CAN IT BE PERCEIVED
        • CAN IT BE MEASURED
          • REPRODUCIBLE
          • RELIABLE
        • ORTHOGONAL
        • CAN IT GUIDE DESIGN
        • RELATE TO INTERFACE METHODS
        • CAN IT EVALUATE DESIGN
        • CAN IT SENSITIZE
    11. DIMENSIONS OF INTERFACE DESIGN
      • FOUNDATION FACTORS
      • UNDERSTANDING & EASE OF LEARNING
      • SENSE OF CONTROL
      • EFFECTIVENESS
      • PSYCHOLOGICAL & SOCIOLOGICAL
      • ADMINISTRATIVE
    12. DIMENSIONS OF INTERFACE DESIGN
      • FOUNDATION FACTORS
        • TIMELINESS
        • RESPONSIVENESS
        • RELIABILITY
        • ACCESSIBILITY / CONVINCE
        • EFFICIENCY / LEAST EFFORT
        • SECURITY
        • ACCURACY
        • PROTECTION / BULLET-PROOFING
    13. DIMENSIONS OF INTERFACE DESIGN
      • UNDERSTANDING / EASE OF LEARNING
        • GUIDANCE
        • INFORMATIVENESS
        • CONCISENESS / BREVITY
        • CLARITY / SIMPLICITY
        • COMPREHENSION
        • SEGMENTATION / DECOMPOSITION
        • CONSISTENCY
        • RETENTION
        • SPECIFICITY
        • FAMILIARITY
    14. DIMENSIONS OF INTERFACE DESIGN
      • SENSE OF CONTROL I
        • LEVERAGE / MODIFIABILITY
        • MANIPULABILITY
        • CLOSURE / CONFIRMATION / NOTIFICATION
        • FEEDBACK
        • SENSE OF CAUSALITY
        • MULTI-TASKING
        • PROCESS CONTROL / ESCAPE / INTERRUPT
    15. DIMENSIONS OF INTERFACE DESIGN
      • SENSE OF CONTROL II
        • FORGIVENESS
        • TRANSPARENCY
        • FLEXIBILITY / COGNITIVE ADOPTION
        • PREDICTABILITY / REGULARITY
        • CONTEXTUAL VISIBILITY
        • TRACKING
          • BACKTRACKING / AUDITING
          • FORECASTING / ANTICIPATING
          • BACKUP / UNDO
    16. DIMENSIONS OF INTERFACE DESIGN
      • EFFECTIVENESS I
        • TASK FUNCTIONALITY
          • GENERALITY
          • MATCHING
          • COMPLETENESS
          • ROBUSTNESS
          • ABSTRACTION
          • ADAPTABILITY
    17. DIMENSIONS OF INTERFACE DESIGN
      • EFFECTIVENESS II
        • INTEGRATION / CONNECTIVITY
        • RESILIENCY / ROBUSTNESS / RICHNESS
        • RELEVANCE
        • PRECISION
    18. DIMENSIONS OF INTERFACE DESIGN
      • PSYCHOLOGICAL & SOCIOLOGICAL I
        • ETHICAL / HONESTY
        • AESTHETIC / PLEASING / ARTFUL
        • INTERESTING / CHALLENGING / FUN
        • SELF IMAGE ENHANCEMENT
        • EXPECTATIONS / MOTIVATION
        • PEER RELATIONS / STATUS
        • SENSE OF COMMUNITY
        • HUMANIZATION / POLITE
    19. DIMENSIONS OF INTERFACE DESIGN
      • PSYCHOLOGICAL & SOCIOLOGICAL II
        • SATISFACTION
          • SYSTEM
          • GROUP
          • TASK
        • MOTIVATION
        • EXPECTATIONS
        • PERCEIVED UTILITY
        • FEELING OF PARTICIPATION
    20. DIMENSIONS OF INTERFACE DESIGN
      • ADMINISTRATIVE
        • TRAINING / DOCUMENTATION
        • MAINTENANCE
        • JOB ENHANCEMENT
        • HUMAN HELP
        • ORGANIZATION RELATIONSHIPS
        • SYSTEM EVOLUTION / MODIFIABILITY
        • EVALUATION / FEEDBACK
        • CHARGING POLICIES
        • CONFIDENCE
    21. DIMENSIONS OF INTERFACE DESIGN
      • CONFLICTS AND TRADEOFFS: EXAMPLES
      • COMPREHENSION SEGMENTATION
      • CONSISTENCY EFFICIENCY
      • CONSISTENCY COGNITIVE ADOPTION
      • CONCISENESS INFORMATIVE
      • CONCISENESS CLOSURE
      • RESILIENCY EASE OF LEARNING
      • TASK GENERALITY TASK MATCHING
      • SPECIFICITY FAMILIARITY
      • LEVERAGE MANIPULABILITY
    22. BASIC PROBLEM
      • PROPER LEVEL OF TOOLS
        • TOO PRIMITIVE:
          • DIFFICULT TO WORK WITH
        • TOO MACRO:
          • INFLEXIBLE
      • GULF OF EXECUTION
        • GOALS, INTENTIONS, TO ACTIONS
      • GULF OF EVALUATION
        • DISPLAY, INTERPRETATION, TO EVALUATION
    23. CONTROL SYSTEM VIEW
      • INPUT - CONTROL
      • OUTPUT - RESULT
      • SYSTEM - BLACK BOX
      • OBJECTIVE - COMPARATOR
      • LAW OF REQUISITE VARIETY
    24.  
    25. EVALUATION OF INTERFACES
      • © copyright 1991 Murray Turoff
    26. EVALUATION OF INTERFACES
      • INDUSTRIAL ENGINEERING - HUMAN FACTORS
      • PSYCHOLOGICAL AND SOCIOLOGICAL
        • PROTOCOL ANALYSIS
        • CONTROLLED EXPERIMENTS
        • FIELD TRIALS
        • INTERVIEWS
        • SURVEYS
        • LONGITUDINAL STUDIES
    27. EVALUATION OF INTERFACES I
      • MANAGEMENT SCIENCES - PERCEPTIONS
        • SYSTEM MONITORING
        • USER SATISFACTION
        • COST - BENEFITS / PRODUCTIVITY
          • EFFICIENCY
          • QUALITY
          • OPPORTUNITIES
      • INDUSTRIAL ENGINEERING
        • HUMAN FACTORS
    28. EVALUATION OF INTERFACES II
      • PSYCHOLOGICAL
        • COGNITIVE PROCESSES
        • HUMAN PROBLEM SOLVING
      • SOCIOLOGICAL
        • GROUP PROCESSES
        • ENVIRONMENTAL INTERACTION
      • EVALUATION OF INTERFACES
    29. EVALUATION OF INTERFACES III
      • ANTHROPOLOGICAL
        • METAPHORS
        • PARTICIPANT OBSERVATION
      • ARCHAEOLOGICAL
        • ARTIFACTS
      • PHILOSOPHICAL
        • VIRTUAL REALITY
    30. APPROACHES TO UNDERSTANDING
      • EXPERIMENTAL
      • FEATURES RELATIONSHIPS
      • COGNITIVE PSYCHOLOGY FACTORS
      • MODELS OF TOTAL SYSTEMS
        • HUMAN
        • TASKS
        • COMPUTERS
      • FIELD TRIALS AND PROTOTYPING
      • ARTIFACTS AND METAPHORS
      • SOCIAL ENGINEERING
    31. EXPERIMENTS
      • FIXED MESSAGE FORMAT VS. USER DESIGNED
        • LESS NOTE TAKING
        • GREATER COMPREHENSION
      • DUAL MODE EDITOR
        • AFTER 16-20 HOURS USERS SWITCHED TO COMMANDS
        • USED HELP MORE IN COMMAND MODE
        • MORE ERRORS
    32. MENU CRITERIA
      • TIME TO CREATE MENU < CHOICE TIME
      • MENU EXTENSIBLE BY USER
      • THEN BETTER THAN COMMANDS EVEN FOR EXPERTS
    33. SPECIFIC DESIGN FAULTS I
      • POOR INTERACTIVE DIALOGUE
      • LONGER TO DO THAN MANUALLY
      • NO TOLERANCE FOR HUMAN ERRORS
      • NO FLEXIBLE PARSING (RIGIDITY)
      • WRONG FUNCTIONALITY
      • START-STOP HASSLE
      • POOR DOCUMENTATION AND HELP
      • INCONSISTENT METAPHORS
    34. SPECIFIC DESIGN FAULTS II
      • MOST COMMON PROBLEM: FLEXIBILITY
        • APPLICABILITY TO BROAD RANGE OF TASKS
        • MULTIPLE APPROACHES TO A GIVEN TASK
        • MULTIPLE WAYS OF INVOKING
        • ADAPT TO DIFFERENT
          • USER STYLES
          • USER TYPES
      • GREATER FLEXIBILITY IMPLIES MORE COMPLEX SYSTEM
    35. PSYCHOLOGICAL IMPACTS
      • FISHBOWL
      • BULLY
      • PEEPHOLE
      • CONCRETE
      • CLUTTER
      • PEOPLE ANGST
      • COMPUTER ANGST
      • RORSCHACH BLOT
    36. PHASES OF USER EVOLUTION
      • UNCERTAINTY
      • INSIGHT
      • INCORPORATION
      • SATURATION
    37. PSYCHOLOGICAL ROLES
      • EVALUATOR MAGICIAN
      • HELPER ENTERTAINER
      • COMPANION CHALLENGER
      • FOE MENTOR
      • ACCOMPLICE PRODUCER
      • OVERSEER DICTATOR
      • PRIEST SERVANT
      • PICKY PARENT GOD
    38. DESIGN INTRODUCTION
      • © copyright 1991 Murray Turoff
    39. CONTROL FUNCTION EXAMPLES
      • GO BACK (HOW FAR)
      • GO FORWARD (HOW FAR)
      • GO ELSEWHERE (HOW FAR)
      • PRINT/FILE (HOW MUCH)
        • OBJECT, SCREEN, HALF SCREEN, PAGE, LIST
      • INTERACTION STATE, TASK, FUNCTION, PROCESS, TRANSFER, UP/DOWN LOAD
      • CONFIRM, QUIT, HELP, UNDO, ESCAPE, FINISH, INTERRUPT, CONTINUE, TRANSFER, QUIT, SAVE, EXECUTE, OPEN, CLOSE, TRANSFER, COPY, MOVE
    40. INTERACTION METHODS
      • MENUS, COMMANDS
      • LISTS, FORMS, DIALOGUE
      • WINDOWS, ICONS, GUI
      • DIRECT MANIPULATION
      • MIMICKING / RECORDING
      • ANIMATION AND MODELS
      • LANGUAGES
      • SCRIPTING
      • VIRTUAL REALITIES
      • AI AND EXPERT SYSTEMS
    41. DESIGN COMPONENTS I
      • GOALS AND OBJECTIVES
      • TASKS
      • SYSTEM METAPHOR
        • SYSTEM ARTIFACTS
      • OBJECTS / SUB-OBJECTS
        • OBJECT PARTS
        • SHORTEST, ABSTRACT, CONTENT
      • FUNCTIONS ON OBJECTS
        • GENERIC AND EXPLICIT
        • STRATEGIC CHOICE SETS
        • REACTIVE CHOICE SETS
        • CONTROLS
    42. DESIGN COMPONENTS II
      • MODIFIERS AND STATUS STATES
        • SUBSETS, TRACKING
      • LATERAL LINKAGES
      • SHARED PROCESSES
        • LIST PROCESSING
        • SEARCHING
      • FORMATS
      • SCREEN LAYOUTS
        • WORKSPACE, STATUS AREAS
        • CONTROL AREA, MESSAGE AREA
    43. DESIGN COMPONENTS III
      • USER INTERACTION STATES
      • INTERACTION PROCESSES
      • USER OBJECT LISTS
      • USER TASKS
      • ALTERNATIVE SETS
      • PROCESSES AND CLOSURE
      • ERROR CONDITIONS
      • SYSTEM MESSAGES
    44. MODEL RELATIONSHIPS
      • MENTAL MODEL TO REAL WORLD: EXPERIENCE
      • REQUIREMENTS MODEL TO IMPLEMENTATION MODEL: TESTING
      • REAL WORLD TO IMPLEMENTATION MODEL: VALIDATION
      • MENTAL MODEL TO IMPLEMENTATION MODEL: EVALUATION
      • MENTAL MODEL TO INTERFACE MODEL: LEARNING AND TRAINING
    45. MODELS
      • COGNITIVE DISSONANCE:
        • MENTAL MODEL TO INTERFACE MODEL:
          • FUNCTIONAL OPACITY
        • IMPLEMENTATION MODEL TO INTERFACE MODEL:
          • SYSTEM OPACITY
    46. INFORMATION DOMAINS OF USERS I
      • COMMON IS SUPPORT LEVELS
        • SINGLE FUNCTION TASKS:
          • SIMPLE INQUIRY / CALCULATIONS / MESSAGING
        • STRUCTURING:
          • ORGANIZING / FILTERING / SUMMARIZING
        • STATUS BRIEFING / REPORT GENERATION
        • TRACKING / MONITORING
    47. INFORMATION DOMAINS OF USERS II
      • CURRENT INDIVIDUAL CHALLENGES
        • EXCEPTION REPORTING
        • CREATION TASKS
        • MODELING / STRUCTURING
        • DIAGNOSIS
        • DISCOVERY
        • HYPOTHESIS TESTING AND ANALYSIS
      • CURRENT GROUP CHALLENGES
        • PLANNING AND DECISION ANALYSIS
        • DECISION IMPLEMENTATION
        • COMMAND AND CONTROL
    48.  
    49. FOLKLORE OF INTERACTIVE SYSTEMS
      • © copyright 1991 Murray Turoff
    50. FOLKLORE OF INTERACTIVE SYSTEMS I
      • USERS:
        • FAILURE TO NOTICE EXPLICIT INSTRUCTIONS
        • DO THE UNANTICIPATED AND THE FORBIDDEN
        • FORMULATE OPINION ON LITTLE KNOWLEDGE
        • MISINTERPRET MEANINGS
        • WILL NOT ASK FOR HELP
        • WILL NOT REPORT BUGS
    51. FOLKLORE OF INTERACTIVE SYSTEMS II
      • USERS:
        • WILL NOT APPRECIATE IMPLEMENTATION EFFORT
        • ONLY APPRECIATE UTILITY TO THEM
        • WILL FALL INTO HABITS
        • WILL NOT READ MANUALS
        • NOT UNDERSTAND DOCUMENTATION
    52. FOLKLORE OF INTERACTIVE SYSTEMS III
      • DESIGNERS:
        • EXPECT USERS TO LEARN WHOLE SYSTEM
        • TO UNDERSTAND WHOLE SYSTEM
        • WILL RE-INVENT THE WHEEL
        • TREAT ALL USERS THE SAME
        • WILL NOT TAKE CRITICISM WELL
        • WILL NOT EXPLAIN THEIR DESIGN
        • CANNOT TEACH USERS
    53. FOLKLORE OF INTERACTIVE SYSTEMS IV
      • GENERAL I:
        • BEST WAY OF USING COMPUTER NOT EVIDENT TO USER
        • WRONG TO AUTOMATE, BUT EASY TO SELL
        • DESCRIPTIVE DESIGNS CAN BE PRESCRIPTIVE
        • USER BEHAVIOUR WILL CHANGE AND EVOLVE
        • DESIGNER HAS LINE OF CREDIT
    54. FOLKLORE OF INTERACTIVE SYSTEMS V
      • GENERAL II:
        • DESIGNER KNOWLEDGE OF TASK CRITICAL
        • TWO OR MORE SHOULD DESIGN
        • ROLE FOR OMBUDSMAN
        • MULTIPLE DESIGN ITERATIONS DESIRABLE
        • ALLOW USER TO &quot;CHUNK&quot; PROBLEMS
        • USER FRIENDLY - EXPERIENCED HOSTILE
    55. FOLKLORE OF INTERACTIVE SYSTEMS VI
      • GENERAL III:
        • VALUE WILL OVERCOME POOR INTERFACE
        • BEST SYSTEM IS THE FIRST LEARNED
        • EFFICIENT COMPUTER DATA STRUCTURE MAY BE INEFFICIENT FOR THE USER
    56. FOLKLORE OF INTERACTIVE SYSTEMS VII
      • GENERAL IV:
        • USERS LEARN BEST BY TRAIL AND ERROR
        • EFFICIENT USE OF MACHINE MAY EQUAL INEFFICIENT USE OF PEOPLE
        • EXPERIMENT LEADS THEORY
        • DESIGNERS SHOULD KNOW APPLICATION AREA
        • REMEMBER THE MAGIC NUMBER 7 +- 2
        • A SYSTEM EVOLVES OR DIES
    57. FOLKLORE OF INTERACTIVE SYSTEMS VIII
      • GENERAL V:
        • EVALUATING THE USER NOT A SYSTEM TASK
        • USERS WANT TO IGNORE SYSTEM
        • INVOLVE THE USER IN THE DESIGN PROCESS
        • ERROR DETECTION AS SOON AS POSSIBLE
        • USERS SHOULD HAVE CONTROL
    58. USER ROLES AND TYPES
      • NOVICE, CASUAL, ROUTINE
      • INTERMEDIARY
      • FREQUENT
      • OPERATOR
      • EXPERIENCED
      • PROBLEM SOLVER
      • POWER
      • RESULTS:
        • DIFFERENT ROLES IN ONE SYSTEM
        • MULTIPLE INTERFACE METHODS
    59. USER RESPONSE TO INADEQUATE SYSTEM
      • DIS-USE: TURN TO OTHER SOURCES
      • MIS-USE: USING INAPPROPRIATE WAYS
      • PARTIAL USE: USE OF WRONG SUBSET
      • DISTANT USE: USE OF INTERMEDIARY
      • MODIFICATION OF TASK: CHANGE TASK TO FIT SYSTEM
      • COMPENSATORY ACTIVITY: USER HAS TO DO MORE
      • DIRECT PROGRAMMING: USER MODIFIES SYSTEM
      • NON-USE: AVOIDING THE SYSTEM
    60.  
    61. PROTOCOL ANALYSIS
      • © copyright 1991 Murray Turoff
    62. PROTOCOL ANALYSIS I
      • OBJECTIVE: TO DISCOVER THE PROCESS A PERSON GOES THROUGH IN SOLVING A PROBLEM
      • USES: LEARNING COGNITIVE PROCESSES, DEVELOPING EXPERT SYSTEM MATERIAL, EVALUATING INTERFACES
    63. PROTOCOL ANALYSIS II
      • ASSUMPTION: COGNITIVE PROCESSES THAT GENERATE VERBALIZATION ARE A SUBSET OF THOSE THAT GENERATE BEHAVIOUR
      • EXAMPLE: &quot;LISA LEARNING,&quot; BY CARROLL AND MAZUR, IEEE COMPUTER, NOVEMBER 1986.
    64. PROTOCOL ANALYSIS III
      • INVERSE RELATIONSHIP BETWEEN THE AMOUNT OF TRUST AND HOW MUCH NEEDS TO BE REPORTED VERBALLY.
        • 1. DO YOU KNOW THE CAPITAL OF SWEDEN?
        • 2. WHICH OF THE THREE: OSLO, STOCKHOLM, OR COPENHAGEN IS THE CAPITAL?
        • 3. NAME THE CAPITAL OF SWEDEN.
      • RETROSPECT TO 1: TELL WHAT YOU WERE THINKING
    65. PROTOCOL ANALYSIS IV
      • TALK ALOUD, THINK ALOUD MODE: WHILE INFORMATION IS ATTENDED.
      • CONCURRENT PROBING MODE: WHILE IN SHORT-TERM MEMORY.
      • RETROSPECTIVE PROBING MODE: AFTER COMPLETION OF TASK
    66. PROTOCOL ANALYSIS V CONDITIONS
      • SUBJECT ASKED TO VERBALIZE WHAT THEY ARE THINKING
      • SUBJECT IS NOT BEING EVALUATED
      • OBSERVER MUST NOT PARTICIPATE IN PROCESS OR AID SUBJECT
      • SUBJECT PROVIDING KNOWLEDGE OF HOW THEY SOLVE A PROBLEM OR HOW THEY LEARN A SYSTEM
    67. PROTOCOL ANALYSIS VI CODING
      • NEED A CODING SCHEME FOR VERBALIZATIONS
      • EXAMPLE I:
        • INTENTIONS: GOALS, SHALL, WILL, MUST, HAVE TO
        • COGNITIONS: CURRENT ATTENTION SITUATION
        • PLANNING: IF X THAN Y
        • EVALUATION: YES, NO, DAMIT, FINE
    68. PROTOCOL ANALYSIS VII CODING
      • EXAMPLE II:
        • SURVEYING GIVEN INFORMATION
        • GENERATING NEW INFORMATION
        • DEVELOPING A HYPOTHESIS
        • UNSUCCESSFUL SOLUTIONS
        • CHANGING CONDITIONS OF THE PROBLEM
        • SELF REFERENCE OR CRITICISM
        • SILENCE
    69. PROTOCOL ANALYSIS VIII
      • EXPERTS ON A PROBLEM VERBALIZE A LOT MORE THAN NON EXPERTS (DOUBLE).
      • VERBALIZATION OCCURS ONLY 30% TO 50% OF THE TIME
      • PEOPLE CANNOT VERBALIZE WHEN:
        • READING TEXT
        • DOING INTENSE COGNITIVE ACTIVITY
        • MAKING CHOICES
      • PEOPLE HAVE TO SLOW DOWN TO VERBALIZE
    70. PROTOCOL ANALYSIS IX
      • HOW TO INCREASE VERBALIZATION
        • 1. HOLD BACK STIMULUS OR ENCOURAGE SLOWNESS
        • 2. SEGMENT STIMULUS
        • 3. INTERRUPT WITH PRE-ARRANGED SIGNAL OR SET POINT
    71. PROTOCOL ANALYSIS X OBJECTIVES
      • OBJECTIVES FOR INTERACTIVE SYSTEMS:
        • DETERMINE THEIR UNDERSTANDINGS OF TERMS IN THE INTERFACE
        • UNDERSTAND THE CAUSE OF ERRORS OR MISINTERPRETATIONS
        • DETERMINING MISSING FUNCTIONALITY OR USER REQUIREMENTS
        • DETERMINING THE UTILITY OF THE METAPHOR FOR LEARNING
        • DETERMINING THE UTILITY OF HELP AND GUIDANCE
    72. PROTOCOL ANALYSIS XI APPROACH 1
      • ASK THE USER TO DESCRIBE WHAT HE OR SHE IS DOING OUTLOUD
      • TO GO THROUGH THE TERMS ON THE SCREEN AND EXPLAIN WHAT THEY THINK THEY MEAN
      • TO TRY TO FORECAST WHAT A COMMAND CHOICE WILL DO
      • CAN RECORD, TAPE, AND/OR MAKE NOTES
    73. PROTOCOL ANALYSIS XII APPROACH 2
      • EXPLAIN IT IS SYSTEM BEING EVALUATED, NOT USER
      • THERE TO OBSERVE ONLY, CANNOT HELP USER
      • ONLY ASK USER TO VERBALIZE IF IT IS UNCLEAR AS TO WHAT THEY ARE DOING
    74. PROTOCOL ANALYSIS XIII APPROACH 3
      • ASK TO EXPLAIN:
        • 1. WHAT THEY ARE TRYING TO DO
        • 2. WHAT CONFUSION OR CONCERNS THEY HAVE
        • 3. WHAT THEY EXPECT TO HAPPEN NEXT
        • 4. WHAT THEY DON'T KNOW THE MEANING OF
    75. PROTOCOL ANALYSIS XIV APPROACH 4
      • GIVE HELP ONLY IF USER IS AT A DEAD END
      • USERS DO NOT ALWAYS KNOW WHY THEY DO THINGS
      • SAVE RETROSPECTIVE QUESTIONS FOR END
    76. PROTOCOL ANALYSIS XV ADVANTAGES
      • A LOT LESS EFFORT THAN OTHER APPROACHES
      • CAN BE DONE ON PROTOTYPE OR MOCKUP
      • LEARNING HOW USER APPROACHES TASK
      • CAN LEARN ATTITUDE
      • RAPID FEEDBACK FROM SMALL SAMPLES
    77. PROTOCOL ANALYSIS XVI REQUIREMENTS
      • REQUIREMENTS:
        • SUBJECTS MUST BE REPRESENTATIVE
        • INSTRUCTIONS SIMPLE
        • YOU MUST BE OBSERVER ONLY
    78. PROTOCOL ANALYSIS XVII QUESTIONS
      • CAN ASK:
        • WHAT ARE YOU THINKING?
        • WHAT DOES THAT TERM MEAN?
      • SHOULD NOT ASK:
        • WHY DID YOU DO THAT!
        • WHAT DOES A MESSAGE DO?
    79. PROTOCOL ANALYSIS XVIII HOW TO 1
      • A ONE PAGE EXPLANATION TO THE SUBJECT
      • A SET OF WRITTEN TASKS IN USER TERMS
      • SUBJECT SHOULD SPEND ABOUT ONE HOUR
      • A CATEGORISATION SCHEME FOR RECORDING
      • TAPE RECORD THEIR VERBALIZATIONS
    80. PROTOCOL ANALYSIS XIX HOW TO 2
      • RETROSPECTIVE QUESTIONNAIRE FOR END
        • RETENTION OF MAJOR CONCEPTS
        • PERCEIVED UTILITY OF FEATURES
      • DO NOT TRY TO TEST EVERYTHING
      • AT LEAST THREE SUBJECTS ON SAME TASKS
      • BE SPECIFIC ABOUT USER EXPLAINING CHOICE THEY ARE ABOUT TO MAKE
    81.  
    82. GUIDELINES
      • © copyright 1991 Murray Turoff
    83. MODELS I
      • COGNITIVE MODEL
        • DESCRIPTION OF MENTAL PROCESS BY WHICH HUMAN PERFORMS A TASK
      • USER CONCEPTUAL/MENTAL MODEL
        • DESCRIPTION OF THE MODEL OF THE SYSTEM THAT THE USER UNDERSTANDS
      • SYSTEM METAPHOR
        • DESIGNERS MODEL OF THE SYSTEM INTENDED TO BE THE ONE THE USER UNDERSTANDS
    84. MODELS II
      • IMPLEMENTATION MODEL
        • MODEL USED TO DESCRIBE THE INTERNAL SYSTEM
      • REQUIREMENTS MODEL
        • MODEL DEVELOPED THROUGH SYSTEMS ANALYSIS PROCESS
      • REAL WORLD MODEL
        • WHAT OCCURS IN THE PHYSICAL WORLD
    85. GUIDELINES I
      • HIGHLIGHTING
        • COLOR, SOUND, REVERSE VIDEO, FLASHING, SIZE, FONTS, BOXING, WINDOWING
        • PURPOSE: ATTENTION GETTING AND FEEDBACK
      • SCREEN LAYOUT
        • STATUS, WORK, CONTROL, ERROR, HELP
    86. GUIDELINES II
      • TELL USER WHAT HE/SHE IS WORKING ON
      • HIGHLIGHT WHAT USER HAS SELECTED
      • PUT DATA IN SOME ORDER
      • LONG STRINGS/NUMBERS BROKEN UP INTO MEANINGFUL CHUNKS
        • 106677471812 1066-742-1812
      • SCREEN DENSITY 25% TO 50%, 30% USUALLY IDEAL
    87. GUIDELINES III
      • ORDER/GROUP MATERIAL: SEQUENTIAL, CLASSIFIED, HIERARCHICAL
      • MENU CHOICES: 5 TO 9 (7+-2)
      • GROUP MENU ITEMS:
        • CHANGE / NO CHANGE
        • TWO DIMENSIONAL ( 5 X 5 = 25 )
    88. GUIDELINES IV
      • MENU TYPES
        • STRATEGIC MENUS / CONTROL PANELS
        • MENU TREES / OUTLINES
        • POPUP/PULLDOWN MENUS
        • LISTS (MULTIPLE CHOICES)
        • OBJECT MENUS (ICONS)
        • ACTION MENUS
        • MODIFIER MENUS
    89. GUIDELINES V
      • CHOICE SELECTION
        • CURSOR KEYS / MOUSE
        • SELECTION BAR
        • NUMBERS
        • LETTERS
        • ABBREVIATION
      • IMPORTANT FACTORS
        • FREQUENCY OF USE
        • GROUPINGS OF COMMANDS
        • HABIT & ERROR AVOIDANCE
        • CONTROLS
    90. GUIDELINES VI
      • SEPARATE PARAGRAPHS BY BLANK LINES
      • USER STANDARD REPRESENTATIONS: HH:MM:SS
      • USE COMPLETE WORDS
      • AVOID HYPHENATION
      • USE VERTICALLY ALIGNED LISTS
      • USE OUTLINES AND BULLETS
      • MOST SIGNIFICANT WORDS FIRST
      • MINIMIZE PUNCTUATION: CPU
    91. GUIDELINES VII
      • LABELING
        • LABEL OR IDENTIFICATION FOR AN OBJECT
        • DESCRIPTIVE TITLE, PHRASE
        • SPEED SCAN OF SHORT VERSION OF OBJECT
        • FULL STATUS DESCRIPTION OF AN OBJECT
        • APPLIES TO CONTENT OBJECTS, MENUS, SCREENS, STATES
    92. GUIDELINES VIII
      • USER SHOULD BE ABLE TO CONTROL AMOUNT OF INFORMATION
      • ALL MEANINGFUL ALTERNATIVES IN ONE SCREEN
      • CONSISTENCY IN USE OF TERMS
      • SPECIFICITY OF TERMS DESIRABLE
      • FAMILIARITY OF TERMS DESIRABLE
    93. GUIDELINES IXX
      • ALLOW SYNONYMS WHERE POSSIBLE
      • ALWAYS CONFIRM CRITICAL ACTIONS (E.G. DELETE)
      • MINIMIZE NUMBER OF MODES OF INTERACTION (E.G. EDIT MODE)
      • DISPLAY ACTION TAKING PLACE (E.G. STATUS)
      • MINIMIZE SUPERFLUOUS TASKS (E.G. LOGON)
    94. GUIDELINES XX
      • PROMPTS AS SOON AS POSSIBLE AFTER ERRORS
      • USER GIVEN IMMEDIATE CHANCE TO CORRECT
      • IDENTIFY ERRORS SPECIFICALLY
      • PROVIDE RECOVERY INFORMATION
      • +UNDO OR +OOPS
      • SHOULD EXPLAIN WHY WHEN SOMETHING CAN NOT BE DONE
    95. GUIDELINES XXI
      • ALLOW USER TO STAY IN ONE MODE OF ENTRY AS LONG AS POSSIBLE
      • ALLOW ENTRY STACKING OR ANSWER AHEADS
      • USE LOWER AND UPPER CASE
    96.  
    97. INDEXING
      • © copyright 1991 Murray Turoff
    98. INDEXING I
      • HIERARCHICAL
        • SINGLE LOCATION IN TREE
        • PRECISE DEFINITIONS
        • E.G. 1. 1.1 1.2 1.1.1
        • E.G. OUTLINES, MS/DOS FILES
        • RIGID, DIFFICULT TO ADAPT
    99. INDEXING II
      • NETWORK (LATERAL LINKS)
        • SINGLE LOCATION IN NETWORK
        • PRECISE RELATIONSHIPS
        • E.G. BOOK INDEX, CITATION INDEX
        • E.G. HYPERTEXT
        • LACK OF GLOBAL VIEW
    100. INDEXING III
      • SUBJECT HEADINGS
        • MULTIPLE SUBJECT HEADINGS
        • FIXED CATEGORIES, NO STRUCTURE
        • PRECISE DEFINITIONS
        • E.G. COMPUTERS IN CHEMISTRY AND INTEGRAL EQUATIONS
    101. INDEXING IV
      • KEY WORD AND COORDINATE SYSTEMS
        • FIXED KEY WORDS
        • FREE KEY WORDS
        • MULTIPLE KEYS
        • COORDINATES FOR PROPERTIES E.G. TALL, MEDIUM, SHORT
    102. INDEXING V
      • SYNTACTIC LANGUAGES 1
        • TAGGED DESCRIPTORS
          • QUALIFIED KEYS
            • E.G. TANK.WEAPON, TANK.PETROLEUM
    103. INDEXING VI
      • SYNTACTIC LANGUAGES 2
        • FACETED INDEX
          • SEPARATE DIMENSIONS
            • E.G., QUANTITY, STYLE, COLOR
            • E.G., FOR LEATHER, WINE, METAL ALLOYS
            • E.G., AUTHOR, TITLE, SOURCE
            • E.G., STEEL, COMPONENT, INDUSTRY
      • MIXED INDEXES
        • UNIVERSAL DECIMAL CLASSIFICATION
    104. INDEXING VII
      • UNIVERSAL DECIMAL CLASSIFICATION
        • 341.67:623.454.8(094.2)
      • 341.67: DISARMAMENT, LIMITATION AND CONTROL OF WEAPONS OF MASS DESTRUCTION
      • 623.45: AMMUNITION, PYROTECHNIC DEVICES, WEAPONS OF MASS DESTRUCTION
      • 623.454.8: ACTIVE RAYS, ATOMIC NUCLEAR (THERMO) WEAPONS
      • 094.2: HISTORICAL SOURCES (09), INTERNATIONAL TREATIES
    105. INDEXING VIII
      • PHRASES
        • SHORT PHRASES, TITLES
        • E.G. KWIC INDEX
        • E.G. CHAPTER HEADINGS
      • NATURAL LANGUAGE
        • E.G. ABSTRACTS
    106. INDEXING EFFECTIVENESS IX
      • RELEVANT NON-RELEVANT
      • RETRIEVED A B
      • NOT RETRIEVED C D
        • PRECISION = A / (A+B)
        • RECALL = A / (A+C)
        • SPECIFICITY = D / (B+D)
      • SEARCH EFFICIENCY = (RECALL)(SPECIFICITY)
    107. INDEXING EFFECTIVENESS X
      • TIMELINESS (UPDATING)
      • ACCURACY
      • COMPLETENESS (ALL IN DATABASE)
      • FORM OF DATA (E.G. SUMMARY, RAW DATA)
      • SUBJECTIVE / OBJECTIVE
      • ADOPTION
      • HISTORICAL RELEVANCE
    108. INDEXING XI
      • INDEX TYPE
      • AMBIGUITY EXPRESSIVE CONCISE
      • HIERARCHICAL
      • LOW LOW HIGH
      • NETWORK
      • SUBJECTS
      • FIXED KEYS
      • FREE KEYS
      • TAGGED DESCRIPTORS
      • FACETED INDEXES
      • PHRASES
      • NATURAL LANGUAGE
      • HIGH HIGH LOW
    109. INDEXING XII
      • INDEX TYPE
      • RETRIEVAL SELECTION ADOPTION
      • EFFORT EFFORT EFFORT
      • HIERARCHICAL
      • LOW HIGH HIGH
      • NETWORK
      • SUBJECTS
      • FIXED KEYS
      • FREE KEYS LOW
      • TAGGED DESCRIPTORS
      • FACETED INDEXES
      • PHRASES
      • NATURAL LANGUAGE
      • HIGH LOW HIGH
    110. INDEXING XIII
      • INDEX TYPE IDEAL USE
      • HIERARCHICAL
        • MACRO, WELL STRUCTURED
      • NETWORK
        • MICRO, STRUCTURED RELATIONSHIPS
      • SUBJECTS
        • MACRO, STRUCTURED CONCEPTS
      • FIXED KEYS
      • FREE KEYS
        • MICRO, UNSTRUCTURED
    111. INDEXING XIV
      • TAGGED DESCRIPTORS
      • FACETED INDEXES
          • MICRO, STRUCTURED FACTORS
      • PHRASES
          • MACRO, SEMI STRUCTURED
      • NATURAL LANGUAGE
          • MACRO, UNSTRUCTURED
    112. INDEXING XV
      • ZIPF'S LAW
      • LOG FREQUENCY OF TERMS IN THE ENGLISH LANGUAGE ARE LINEAR WITH LOG OF RANK ORDER
      • USED TO DETERMINE INDEX TERMS
        • HIGH FREQUENCY USELESS
        • LOW FREQUENCY USELESS FOR KEYS LEFT
        • TERMS DIFFERENT FROM NORMAL ENGLISH
      • LEADS TO PRINCIPLE OF LEAST HUMAN EFFORT
    113.  
    114. USER & TASK PROPERTIES
      • © copyright 1991 Murray Turoff
    115. USERS AND TASKS
      • INDIVIDUAL DIFFERENCES
        • ABILITIES, SKILLS, BACKGROUNDS COGNITIVE STYLE
        • DATA DIFFICULT TO USE BY DESIGNERS
        • IS USED IN SELECTION OF JOBS
        • OFTEN TIED TO TASK WHICH IS EASIER TO DEAL WITH
        • VERY USEFUL TO HAVE TASK TAXONOMY
        • DESIGNERS FAMILIAR WITH TASK DOMAIN USUALLY DO BETTER JOB
    116. ERROR ANALYSIS
      • ERROR FREQUENCY ANALYSIS CAN BE VERY INDICATIVE OF DESIGN PROBLEMS
      • SINGLE MOST IMPORTANT MONITORING FUNCTION
      • SYNTACTIC ERRORS CAN BE USED TO TRIGGER LEARNING AIDS
      • CONCEPTUAL ERRORS WHERE THE CURRENT CHALLENGE IS
    117. USER TASKS
      • TRAP OF DESIGNING A SYSTEM WHICH REINFORCES CURRENT USER BEHAVIOUR
      • MICRO AND MACRO UNDERSTANDING OF TASK
        • MICRO = COGNITIVE LEVEL
        • MACRO = FUNCTIONAL LEVEL
      • PREDICTING WHAT HAS NOT BEEN POSSIBLE
      • EXAMPLE: CLASSIFYING COMMUNICATIONS OF A MANAGER
    118. USER TASKS
      • PAPER SIMULATION
      • USER OBSERVATION
      • PARTICIPANT OBSERVATION
      • PROTOCOL ANALYSIS APPLIED TO TASK
      • PROTOTYPING ALTERNATIVES
      • MOCK UPS (DEMO2)
    119. TASK MODEL APPROACHES I
      • CONTROL SYSTEM MODELS
        • PHYSIOLOGICAL
        • SPEED/ERROR ASSESSMENT
      • NETWORK MODELS
        • STATISTICAL
        • BEHAVIOUR PATTERNS
      • DECISION THEORY MODELS
        • TASK STRATEGIES
        • E.G., SEARCHES
      • INFORMATION PROCESSING MODELS
        • MEMORY, ATTENTION
        • RECOGNITION
    120. TASK MODEL APPROACHES II
      • PROBLEM SOLVING MODELS
        • MACRO BEHAVIOUR
        • GOALS, OBJECTIVES
      • COGNITIVE MODELS
        • MICRO BEHAVIOUR
        • SCANNING, SPECIFICITY, ETC.
      • MENTAL (METAPHOR) MODELS
        • LEARNING
        • COMPREHENSION
    121. PROBLEM OF TASK ALLOCATION:
      • WHAT TO GIVE TO THE USER AND WHAT TO GIVE TO THE COMPUTER TO DO
      • CHOOSING PROBLEM SOLVING AIDS
        • NOT UNITARY, NOT ONE AID FOR EACH SITUATION
        • BOTH TASK AND USER EXPERIENCE INVOLVED
    122. PROBLEM SOLVING SUBTASKS
      • PROBLEM RECOGNITION
      • PROBLEM DEFINITION
      • GOAL DEFINITION
      • STRATEGY SELECTION
      • ALTERNATIVE GENERATION
      • ALTERNATIVE EVALUATION
    123. ASPECTS OF A TASK
      • 1. GOALS AND INTENTIONS
      • 2. SPECIFICATION OF ACTIONS
      • 3. MAPPING FROM GOALS TO ACTIONS
      • 4. TRANSLATION: COGNITIVE TO PHYSICAL
      • 5. PHYSICAL STATE OF THE SYSTEM
      • 6. CONTROL MECHANISMS
      • 7. MAPPING PHYSICAL TO CONTROL
      • 8. INTERPRETATION OF SYSTEM STATE
      • 9. EVALUATING OUTCOMES
    124. USER ACTIVITIES
      • ESTABLISHING GOAL
      • FORMING INTENTION
      • SPECIFYING ACTION SEQUENCE
      • EXECUTING THE ACTION
      • PERCEIVING SYSTEM STATE
      • INTERPRETING THE STATE
      • EVALUATING RELATIONSHIPS
    125. BEHAVIOUR DIMENSIONS
      • ABSTRACTION NO ABSTRACTION
      • SEARCH NO SEARCH
      • DATA DRIVEN CONCEPTUALLY DRIVEN
        • ABSTRACTION: DEAL WITH STRATEGY
        • NO ABSTRACTION: GENERATE ALTERNATIVES
        • SEARCH: NEW STRATEGIES
        • NO SEARCH: USING ESTABLISHED STRATEGIES
        • DATA DRIVEN: EVALUATION BY DATA
        • CONCEPTUALLY DRIVEN: EVALUATION BY CONCEPT
    126. METHODS OF PROBLEM SOLVING I
      • ALTERNATIVE EVALUATION: SEARCH, NO ABSTRACTION
      • ALTERNATIVE GENERATION: SEARCH, NO ABSTRACTION, CONCEPTUALLY DRIVEN
      • BACKTRACKING: NO ABSTRACTIONS, SEARCH
      • IMPROVING DATA: DATA DRIVEN
      • CHANGE PROBLEM REPRESENTATION: ABSTRACTION
      • CONSISTENCY CHECKING: DATA DRIVEN
      • STRATEGY IMPROVEMENT: ABSTRACTION, CONCEPTUALLY DRIVEN
    127. METHODS OF PROBLEM SOLVING II
      • DECOMPOSITION AND RECOMBINATION: ABSTRACTION, CONCEPTUALLY DRIVEN
      • EXTENDED MEMORY: NO ABSTRACTION, SEARCH, NO SEARCH, DATA DRIVEN, CONCEPTUALLY DRIVEN
      • RAPID TRIAL AND ERROR: NO ABSTRACTION, SEARCH, DATA DRIVEN
      • STRATEGY CAPTURE (RULE SYSTEMS): DATA DRIVEN
    128. DIALOGUE PROPERTIES
      • INITIATIVE: COMPUTER OR USER INITIATIVE
      • FLEXIBILITY: NUMBER OF WAYS A USER CAN ACCOMPLISH A GIVEN TASK
      • POWER: AMOUNT OF WORK DONE BY THE SYSTEM IN RESPONSE TO A SINGLE USER ACTION
      • INFORMATION LOAD: DEGREE TO WHICH THE INTERACTION ABSORBS MEMORY AND PROCESSING RESOURCES OF USER
    129. GUIDELINES
      • INTERFACE BUGS
        • OUTRIGHT FAILURE
        • DOING SOMETHING THE WRONG WAY
        • NOT ALLOWING SOMETHING TO BE DONE
        • STRUCTURAL: USER CAN DO X Y BUT NOT Y X
    130. DESIGN PRINCIPLES
      • MAKE EXPLANATIONS BRIEF
      • ESSENTIAL PART OF DESIGNING USER INTERFACES IS TO EXPLAIN THEM
      • A STRUCTURE MODEL IS KEY TO UNDERSTANDING
        • MENDELEEV'S PERIODIC TABLE AND IMPACT ON CHEMISTRY
    131. JOSS DESIGN PRINCIPLES I
      • EXECUTION STEPS ARE ALWAYS COMPLETED
      • INTERRUPT CAUSES NO STATE CHANGE
      • SINGLE MODE
      • COMMAND CAUSING AN ERROR HAS NO IMPACT
      • JOSS AND USER PERCEIVE SAME INTERNAL STATE
    132. JOSS DESIGN PRINCIPLES II
      • JOSS INSISTED ON LETTER PERFECT INPUT/OUTPUT
      • USER / COMPUTER CONTROL BY LOCKED KEYBOARD -NEVER ANY DOUBT
      • ANYTHING INPUTTED COULD BE STORED
      • INCREMENTAL AND BATCH THE SAME
    133.  
    134. USER MENTAL MODELS
      • © copyright 1991 Murray Turoff
    135. USER MENTAL MODELS
      • USER MODEL IS RARELY VERBALIZED
      • A USER MODEL IS GENERALLY AS SIMPLE AS POSSIBLE
      • THE USER MODEL OFTEN CHANGES AS HE OR SHE ACQUIRES MORE KNOWLEDGE ABOUT THE SYSTEM
      • USER MODELS SHOULD CONFORM TO PSYCHOLOGICAL REQUIREMENTS
    136. TASK MODEL OF WRITING I EXPLORE
      • I. EXPLORE
        • GATHER RAW MATERIALS
        • EXPLORE (BROWSE) MATERIALS
        • PLAY WITH DIFFERENT CLUSTERS OF IDEAS AND
        • RELATIONSHIPS
        • LET IDEAS HAPPEN
        • MECHANICS
          • JOT AND POSTING, OUTLINE, DIAGRAMS, FILL IN HOLES, BOTTOM UP, TOP DOWN
      • OBJECTIVE: MAP CONCEPTUAL SPACE
    137. WRITING II ANALYSES 1
      • II. ANALYZE READERS
        • IDENTIFY READERSHIP
        • RANK THEM
        • ESTIMATE WHAT THEY KNOW ABOUT SUBJECT
        • DETERMINE WHAT YOU HAVE TO TELL THEM
        • SET GOALS ON HOW MUCH YOU WANT TO CHANGE THEM
    138. WRITING III ANALYSES 2
        • CHANGE KNOWLEDGE, CHANGE ATTITUDE
        • METHODS
          • ESTIMATE DISTANCE FROM YOU
          • MATRIX OF CONCEPTS BY READER TYPES
    139. WRITING IV FOCUS 1
      • III. FOCUS
      • DECIDE ON THE DOCUMENT YOU WILL WRITE OUT OF ALL POSSIBLE
        • WHAT IS OVER RIDING POINT
        • MOST IMPORTANT READERS
        • CHANGE TO MAKE IN READERS
        • HOW TO SOUND (IMAGE)
    140. WRITING V FOCUS 2
      • ORGANIZE TOP-DOWN HIERARCHICAL STRUCTURE
        • HEADINGS ARE CUES TO READER ON CONCEPTS
      • BOTTOM LEVEL:
        • PARAGRAPH FOR WHAT YOU DO NOT KNOW WELL
        • PAGE OR MORE FOR MATERIAL YOU KNOW WELL
    141. WRITING VI WRITING 1
      • IV. WRITE
        • PRODUCE USABLE DRAFT FOR LATER REVISION
        • DO NOT REVISE AS YOU GO
        • ALTERNATIVE WAYS
          • START TO FINISH
          • TOP-DOWN: INTRODUCTION AND SUMMARY
          • RANDOM ORDER
          • BOTTOM UP: DETAILS FOR EACH SECTION
    142. WRITING VII WRITING 2
      • PROBLEMS IN WRITING
        • WITH WORDING
          • MARK FOR LATER
          • 3 STRIKES YOUR OUT,
          • KEEP WRITING
        • WITH STRUCTURE
          • MINOR - KEEP WRITING
          • MAJOR - RETHINK STRUCTURE
      • THINK STRATEGICALLY: TO PERSUADE, TO INFORM, SIGNAL HIERARCHY
    143. WRITING VIII FINAL STAGES
      • V. VERIFY AND REVISE
        • GOAL: TO TURN DRAFT INTO FINISHED PRODUCT
        • SET PRIORITY AND EFFORT
        • SYNTACTIC: GRAMMAR, WORD CHOICE, SPELLING
        • SEMANTIC: OBJECTIVES, STRUCTURE, PARAGRAPHS
      • VI. REVIEW
      • VII. FORMAT
      • VIII. COLLABORATIVE DOCUMENT
    144. WRITING IX STRUCTURE
      • RELATION WRITERS READERS
      • NETWORK EXPLORING REMEMBERING
      • HIERARCHY ORGANIZING COMPREHENDING
      • SEQUENCE ENCODING DECODING
      • DOCUMENT SHOULD SIGNAL STRUCTURE: HEADINGS
      • PARAGRAPH IS A SINGLE THOUGHT
      • HYPERTEXT AN APPROACH TO NETWORKS LEVEL
    145. WRITING AND READING X
      • HIGHLIGHT WHAT THEY WANT: IMPOSE VALUE
      • ANNOTATE, MARGINAL NOTES
      • FLIP PAGES BACK AND FORTH
      • SEEK REFERENCES, INDEX, GLOSSARY, TEXT TO FIGURE, EARLIER ITEMS
      • MARKING TRIALS
      • BOOKMARKS FOR INTERRUPTIONS
      • COPYING NOTES
      • AGENDA FOR FURTHER WORK
    146. MENTAL MODEL GUIDELINES 1
      • FORM DATA CHUNKS THAT ARE USED THROUGHOUT THE APPLICATION
      • VERBAL MEDIATION: WITHIN SYSTEM IMPORTANT WORDS SHOULD TAKE ON SPECIALIZED MEANINGS
      • MODEL PROCESSES IN THE INTERFACE TO THE LEVEL OF DETAIL WHICH THE USER CAN AFFECT, BUT NO MORE
    147. MENTAL MODEL GUIDELINES 2
      • PROCESSES SHOULD BE GROUP TOGETHER TO HIGHER LEVEL: E.G., ALL UPDATING TASKS
      • LOWER LEVEL PROCESSES SHOULD BE THE SAME WHERE EVER THEY ARE (SEARCH).
    148. MENTAL MODELS I INTERACTING OBJECTS & EVENTS
      • CASUAL COMMONSENSE
      • TEXT OBJECT AND MEMBER OBJECT
      • CHAIN OF EVENTS
      • SET OF SYSTEM STATES
      • MORE AMBIGUOUS AND FUZZY
      • WORK ON OBJECTS
      • USERS SELECT OBJECT FIRST
      • AUTOMATIC PROCESSING
      • PARALLEL PROCESSING
      • EVENT DRIVEN
    149. MENTAL MODELS II VARIABLES AND RULES
      • DETERMINISTIC REASONING
      • MEASURE BY OBSERVED VARIABLES
      • MEASURED BY RULES BETWEEN VARIABLES
      • WORK ON ACTIONS
      • COMMANDS CHOSEN FIRST
      • CONSCIOUS PROCESSING
      • SERIAL PROCESSING
    150. MENTAL MODELS III
      • USERS WANT TO SUBDIVIDE AND CLASSIFY (ENCODE) SYSTEM
      • LOW LEVEL OF SYSTEM TO DEAL WITH EVENT DRIVEN PROCESSES (REACTIVE)
      • HIGHER LEVEL DRIVEN BY GOALS AND MOTIVES (STRATEGIC)
    151. MENTAL MODELS IV
      • PROBLEM IS POSSIBLE LATERAL PROCESSING BETWEEN BOTTOM LEVEL NODES
      • BOTTOM LEVEL
        • DATA DOMAIN FOR ASSOCIATION, RECOGNITION, AND MATCHING
        • FUNCTIONAL DOMAIN FOR ABDUCTION, DEDUCTION, AND INDUCTION
    152. MENTAL MODELS V
      • IF SYSTEM STATE IS NOT OBVIOUS USERS WILL ENCODE IT THEIR OWN WAY
      • PEOPLE DO NOT MIND DEALING WITH COMPLEXITY IF THEY CAN CONTROL IT
      • BOTH DATA DRIVEN AND HYPOTHESIS DRIVEN MODES SHOULD BE CATERED TO
    153. MENTAL MODELS VI
      • USERS SHOULD UNDERSTAND ANY INFERENCE PROCESS
      • STRUCTURE OF GROUPED DATA SHOULD BE EVIDENT
      • DATA MANIPULATION SHOULD EXHIBIT RESULTS RATHER THAN INFORM IT IS DONE
      • ONLY ONE EXIT AND ONE ENTRY TO A PROCESS SHOULD BE USED
    154. MENTAL MODELS VII
      • T(TASK) = T(ACQUIRE) + T(EXECUTE)
      • ACQUISITION IS MAIN PROBLEM IN REDUCTION OF TIME
      • USE USERS COGNITIVE MODEL
      • MATCHING MECHANISMS:
        • SYNTACTIC (GRAMMAR)
        • PARAMETRIC (FORM, COLOR, SHAPE)
        • SEMANTIC (TEXT)
        • ICONIC (VISUAL PATTERN)
    155. MENTAL MODELS VIII
      • TASK KNOWING: GOAL AND SUBTASKS TO BE ACCOMPLISHED
      • INTERFACE KNOWING: MECHANICS OF ACCOMPLISHING TASK
      • SYSTEM ARCHITECTURE KNOWING: HOW SYSTEM WORKS
      • DESCRIPTIVE REPRESENTATIONS: WHAT USER CURRENTLY KNOWS
      • PRESCRIPTIVE REPRESENTATIONS: WHAT USER SHOULD KNOW
    156. MENTAL MODELS IX GOMS
      • GOMS: GOALS, OPERATORS, METHODS, AND SELECTION RULES
        • GOALS, SUBGOALS
        • RULES TO CHOOSE METHODS
        • SEQUENCE OF OPERATORS TO DO A METHOD
    157. MENTAL MODELS X GOMS
      • EXAMPLE: SEVERAL WAYS TO FIND FIRST PLACE TO EDIT:
        • SEARCH, PAGE SCANNING, CURSOR KEYS
      • MODELS OF PROCESSING TIME BASED UPON KEYSTROKING VERY ACCURATE
      • MENTAL MODELS: IF I DO THIS, THIS WILL HAPPEN
    158. MENTAL MODELS XI MODEL TYPES 1
      • SURROGATES: PERFECTLY MIMICS TARGETS, NO CORRESPONDENCE (SPREADSHEETS)
      • METAPHORS: DIRECT COMPARISON BETWEEN TARGET SYSTEM AND SOMETHING KNOWN TO USER (DESKTOP)
      • GLASS BOX: ATTEMPTS TO REPRESENT INTERNAL SUBSYSTEMS (STORAGE FILE CABINETS)
    159. MENTAL MODELS XII MODEL TYPES 2
      • NETWORK: SYSTEM STATES, USER STATES, AND TRANSITION CONDITIONS
      • PROBLEM: A FLOW CHART IS LIKE A PIPELINE (GAS/WATER/USER KNOWLEDGE)
    160. MENTAL MODELS XIII INFERENCES
      • GOMS (SEQUENCE/METHOD) APPROACHES CAN PREDICT EFFORT BUT NOT ERRORS. CAN PREDICT USE OF KNOWLEDGE
      • MENTAL MODELS EXPLAIN ERRORS AND BEHAVIOUR IN NOVEL SITUATIONS
      • LEARNING INVOLVES: INTERNALIZATION, ELABORATION, AND CONSTRUCTION
      • EXPLANATIONS OF CALCULATORS VARY WIDELY EVEN BY PEOPLE WHO USE THEM.
    161. MENTAL MODELS XIV INFERENCES
      • UNIX: 20 OF 400 COMMANDS ACCOUNT FOR 70% OF USAGE (LOCAL TASK VIEWS)
      • EXTENSIVE USAGE DOES NOT LEAD TO POWER USE OF SYSTEM (WITHOUT METAPHOR?)
    162. MENTAL MODELS XV LEARNING
      • IF DESIGN IS BASED UPON A MODEL THEN USER CAN BE TRAINED BY TEACHING THE MODEL
      • TEACHING A CALCULATOR BY EXPLAINING INTERNAL MODEL
        • SAME ON STANDARD TASKS
        • BETTER FOR NOVEL TASKS
      • SOME INDICATION BETTER LEARNING IF METAPHOR FORCES ACTIVE LEARNING
      • READING UNDERSTOOD BETTER IF GOALS PRIOR TO DETAILS IN STORIES
    163. MENTAL MODELS XVI METAPHOR EXAMPLES 1
      • TYPEWRITER (WORDPROCESSING)
      • DOCUMENT (GML, PAGEMAKER)
      • OUTLINE (THINKTANK)
      • CHALKBOARD
      • NOTECARDS (HYPERTEXT)
      • DESKTOP (STAR, LISA, ETC.)
      • DESKTOP TOOLS (SIDEKICK)
      • DASHBOARD
      • BUSINESS FORMS
    164. MENTAL MODELS XVII METAPHOR EXAMPLES 2
      • TABLES OF DATA
      • SPREADSHEETS
      • BUILDINGS
      • THEATRE
      • ROADMAP
      • LETTERS
      • POST OFFICE
      • SPACES
      • TOOLS
    165. MENTAL MODELS XVIII PROBLEMS 1
      • METAPHORS OFTEN INCOMPLETE ANALOGY
      • MISMATCHES PROVIDE PROBLEMS (DESTRUCTIVE BACKSPACE)
        • PAPER FORM ON SCREEN MAY RESTRICT INPUT TO FIELDS, NO MARKING
        • HOWEVER, CAN VERIFY DATA
    166. MENTAL MODELS XIX PROBLEMS 2
      • METAPHORS OFTEN APPLIED UNEVENLY
      • METAPHORS CAN BE MORE THAN PHYSICAL WORLD (GAMES)
      • METAPHORS CAN BE MISLEADING
        • STRUCTURE OF ATOM = STRUCTURE OF SOLAR SYSTEM
    167. MENTAL MODELS XX COGNITIVE STATES
      • COGNITIVE STATES OF METAPHOR USE
        • INSTANTIATION: AUTOMATIC ACTIVATION PROCESS, USUALLY BASED UPON SIMILARITY
          • MISMATCHES STIR ELABORATION
        • ELABORATION: MAPPING STRUCTURE BY GOAL MATCHING AND CHECKING INFERENCES
          • CONFIRMATION OF INFERENCES LEAD TO CONSOLIDATION
        • CONSOLIDATION: CREATION OF MODEL, CONDENSING INTO SINGLE REPRESENTATION
    168. MENTAL MODELS XXI PROPERTIES
      • PROPERTIES OF METAPHORS
        • BASE SPECIFICITY: DEGREE TO WHICH IT SPECIFIES THE TARGET
        • CLARITY: DEGREE OF ONE TO ONE CORRESPONDENCE
        • ABSTRACTION: DEGREE OF GENERALITY
        • RICHNESS: EXPANDABILITY
        • BASE EXHAUSTIVENESS: COVERS WHOLE OF TARGET
    169. MENTAL MODELS XXII DESIGNING METAPHORS
      • IDENTIFY CANDIDATE METAPHORS
      • DETAIL METAPHOR / SOFTWARE MATCH
      • USE REPRESENTATIVE USER SCENARIOS
      • IDENTIFY MISMATCHES
      • IDENTIFY DESIGN STRATEGIES TO HELP USERS
      • MANAGE MISMATCHES
      • TO DESCRIBE METAPHOR:
        • TASKS: WHAT PEOPLE DO
        • METHODS: OBJECTS, ACTIONS
        • APPEARANCE: LOOK AND FEEL
    170. MENTAL MODELS XXIII EXAMPLE 1
      • SCENARIO:
        • METAPHOR: REMOVE DOCUMENT FROM A FOLDER TO VIEW
        • TARGET: REMOVE FILE FROM A FILE DIRECTORY TO VIEW
      • METHODS:
        • METAPHOR: OPEN FOLDER BY PULLING BACK FOLDER COVER
        • TARGET: OPEN FOLDER BY DOUBLE CLICKING FOLDER ICON
    171. MENTAL MODELS XXIV EXAMPLE 2
      • APPEARANCE:
        • METAPHOR: 3-D PAPER FOLDER THAT UNFOLDS
        • TARGET: 2-D ICON THAT EXPANDS INTO 2-D WINDOW
    172. MENTAL MODELS XXV LEARNING MODEL 1
      • COGNITIVE APPRENTICESHIP THEORY
      • I. BEGIN WITH TASK EMBEDDED IN FAMILIAR ACTIVITY (BY EXAMPLE)
        • PROVIDES SCAFFOLDING FOR UNFAMILIAR TASK
      • II. POINT TO DIFFERENT DECOMPOSITIONS
        • STRESSES HEURISTICS ARE NOT ABSOLUTE
    173. MENTAL MODELS XXVI LEARNING MODEL 2
      • III. ALLOW LEARNER TO GENERATE THEIR OWN PATHS
        • ENCULTURATING/SITUATED COGNITION
    174. MENTAL MODEL XXVII DOCUMENTATION
      • MINIMAL MANUAL
        • FOCUS ON REAL TASKS NOT OVERVIEWS
        • DON'T EXPLAIN MENU BUT SHOW HOW TO CREATE A MESSAGE
        • EXPLAIN PRINCIPLE ERRORS USERS MAKE AS DETERMINED BY PROTOCOL ANALYSIS
        • COORDINATE WRITING WITH THE USE OF THE SCREENS
          • &quot;CAN YOU FIND THIS PROMPT ON THE SCREEN?&quot;
    175. MENTAL MODELS XXVIII COGNITIVE 1
      • DIFFICULT CONSTRUCTING COMMANDS THAT ARE &quot;NATURAL&quot;
      • NATURAL IMPLIES EXISTENCE OF GOAL-ACTION ASSOCIATION
      • COMMAND HIERARCHY IS ONE APPROACH
        • GET.LIST
        • GET.SCAN
        • GET.VIEW
    176. MENTAL MODELS XXIX COGNITIVE 2
      • NUMBER OF RULES TO DECOMPOSE A GOAL INTO SUBGOALS AND TO EXECUTE THE SEQUENCE OF ACTIONS PREDICTS LEARNING TIME
      • LEARNING PROGRAM LANGUAGE = 200-500 HOURS
      • NUMBER OF THOUGHTS TO CONSTRUCT NEXT ACTION PREDICTS DELAY
      • AMOUNT NEEDED IN SHORT TERM MEMORY PREDICTS ERRORS
    177. MENTAL MODELS XXX COGNITIVE 3
      • VISUAL LAYOUT FOUND TO BE VERY IMPORTANT AND NOT PREDICTED BY GRAMMAR RULES
      • REDUCE NUMBER OF RULES NEED IS AN OBJECTIVE
        • DELETING SENTENCE SAME RULE AS DELETING PARAGRAPH
      • TRAINING WHEELS: INTRODUCE ONLY SUBSET OF SYSTEM
    178. MENTAL MODELS XXXI COGNITIVE 4
      • METAPHORS SHOULD NOT BE MECHANISTIC
      • WHETHER OR NOT SYSTEM USES METAPHOR IN THE DESIGN THE USER WILL FORMULATE ONE
      • MAIL METAPHOR AN EXAMPLE OF LIMITING THE UNDERSTANDING OF WHAT IS POSSIBLE
    179. MENTAL MODELS XXXII OBSERVATION
      • &quot;METAPHORS ARE NOT JUST GOOD OR BAD DESCRIPTIONS OF THEIR TARGETS, RATHER THEY ARE STIMULATING OR UNSTIMULATING INVITATIONS TO SEE TARGET DOMAIN IN A NEW LIGHT.&quot; CARROL
    180.  
    181. COGNITIVE PROPERTIES
      • © copyright 1991 Murray Turoff
    182. THE MAGIC NUMBER 7+-2
      • MILLER (1956)
      • CHUNKING
        • 1776149219181941
      • LIMITED CHANNEL CAPACITY
      • SHORT TERM MEMORY
      • INFORMATION THEORY
      • LEARNING STRATEGIES
        • PEOPLE REORGANIZE INFORMATION TO OVERCOME LIMITATIONS
    183. THE MAGIC NUMBER 7+-2
      • EXAMPLES
        • THE SEVEN SEAS
        • THE SEVEN WONDERS OF THE WORLD
        • THE SEVEN SINS
    184. RECIPROCAL RELATIONSHIP
      • COGNITIVE PSYCHOLOGY
      • INFORMATION PROCESSING
        • MEMORY MODELS
        • LEARNING THEORIES
        • LANGUAGE PROCESSING
        • IMAGE PROCESSING
        • ORGANIZATION AND CLUSTERING
        • LEVELS OF MEMORY
    185. HUMAN FACTORS AND ENGINEERING
      • STIMULUS RESPONSE MODELS
      • PERCEPTION PROCESSING
      • SIGNAL/NOISE RELATIONSHIPS
      • PHYSIOLOGICAL RESPONSES
        • SIGNAL DETECTION THEORY
        • CHOICE REACTION TIME
        • DECISION PERFORMANCE
        • STRESS REACTIONS
        • FILTERING
      • MAN-MACHINE SYSTEMS
    186. COMMUNICATIONS AND INFORMATION THEORY
      • COMMUNICATION CHANNELS
      • CAPACITY
        • CODING
      • SERIAL AND PARALLEL PROCESSING
      • UNCERTAINTY AND AMBIGUITY
      • SUBJECTIVE INFORMATION MEASURES
    187. MORSE CODE CODING
      • LETTER CODE PROBABILITY
      • E * .131
      • T - .105
      • A *- .082
      • X *-** .0012
      • Z **** .0008
    188. THE THIRD METAPHOR COMPUTER ANALOGY TO THINKING
      • GENERALITY OF PURPOSE
      • ALGORITHMS, SUBROUTINES AND COMPILERS
      • CONDITIONAL INSTRUCTIONS AND DECISION MAKING
      • SIMULATION
      • STRUCTURAL THEORY
      • SYMBOL MANIPULATION
      • LEVELS OF ABSTRACTION
      • PROGRAMS AND INTERNAL STORAGE
      • THEORIES OF LANGUAGE AND KNOWLEDGE
    189. AN INFORMATION PROCESSING SYSTEM
      • ENVIRONMENT
        • RECEPTORS, EFFECTORS, PROCESSOR, MEMORY
      • SYMBOLS
        • STRUCTURE
          • SET OF RELATIONSHIPS
          • REFERENCES OBJECT
          • PROGRAM OR INTERPRETER
      • MEMORY
        • RETAINS SYMBOL STRUCTURES
        • REPRESENTATION
    190. SYSTEM CONCEPTS
      • INFORMATION FLOW
      • DECOUPLING
      • HIERARCHICAL STRUCTURE
      • NETWORKING STRUCTURE
      • ASSOCIATIVE STRUCTURE
    191. CHOICE REACTION TIME (CRT) SERIAL PROCESSING MODE
      • STIMULUS PREPROCESSED
      • STIMULUS COMPARED UNTIL CATEGORIZED
      • CATEGORISATION IS BASIS FOR RESPONSE SELECTION
      • SUBJECT PROGRAMS HIS RESPONSE EXECUTION
      • PROPORTIONAL TO LOG OF CHOICES
      • CONSISTENT WITH INFORMATION THEORY
      • 40 MSEC PER ITEM, 400 MSEC INITIAL SETUP
    192. SERIAL AND PARALLEL PROCESSING
      • CRT SERIAL
      • TYPING AND PHONE NUMBERS PARALLEL
      • SCANNING FOR:
        • (K, Z), OR (K, O), OR (O, C)
        • K OR (K,Z) SAME TIME
        • (K, O) DOUBLE TIME
      • PREPROCESSORS FOR SENSES
      • PEOPLE SCANNING NEWSPAPERS
        • SPEED INDEPENDENT OF NUMBER OF CLIENTS
    193. SPEED-ACCURACY TRADE-OFF
      • EXTREME ACCURACY EMPHASIS
        • SLOW, MAXIMUM ACCURACY
      • EXTREME SPEED EMPHASIS
        • FAST, VERY LOW ACCURACY
      • HUMANS CAN CHOOSE TRADEOFF POINT
      • SIGNAL DETECTION THEORY
    194. SIGNAL DETECTION THEORY I
      • HUMAN SETS:
        • UPPER THRESHOLD
          • FAST POSITIVE RESPONSE
          • SMALL NUMBER OF FALSE ALARMS
        • LOWER THRESHOLD
          • FAST NEGATIVE RESPONSE
          • SMALL NUMBER OF MISSES
    195. SIGNAL DETECTION THEORY II
      • BETWEEN THRESHOLDS
        • MEMORY SEARCH YIELDING
          • SLOWER POSITIVE AND NEGATIVE RESPONSES
      • FAMILIARITY IS THE X AXIS
      • LEARNING EFFECTS
    196. RECOGNITION DECISION FLOW
      • STIMULUS PRESENTED
      • ENCODING AND ACCESS TO
        • FAMILIARITY VALUE
        • RESPOND IMMEDIATELY
          • NO: EXHAUSTIVE SEARCH
        • YES: ACTIVATE RESPONSE
      • RESPONSE OUTPUT
      • HUMAN PERFORMANCE CAN BE INFLUENCED

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