MM32032 Multimedia Systems Design Lecture 8: Interaction cycle and promoting usability Lecture 8: Interaction cycle and promoting usability 1. Interaction Cycle By considering what happens when someone does something i.e. interacting with a computer we can design things in such a manner so as to aid the user in accomplishing their task. Interaction involves at least two participants: the user and the system. The interface must therefore effectively translate between them to allow the interaction to be successful. The use of models of interaction help us to understand what is going on in the interaction and to identify the likely root of difficulties. They also provide us with a framework to compare different interaction styles and to consider interaction problems. 1.1 The Execution-Evaluation Cycle Norman’s1 model of interaction is perhaps the most influential in HCI. The interactive cycle can be divided into three phases: • form goal • execute • evaluate These can then be subdivided into further stages, giving seven in all . 1.1.1 Seven Stages of Action • establishing the goal • forming the intention • specifying the action sequence • executing the action • perceiving the system state • interpreting the system state • evaluation the system state with respect to the goals and intentions Note: 1 Norman, D. ( 1988). The Psychology of Everyday Things. Basic Books, New York Version 1 Page 1 © 2000 Napier University MM32032 Multimedia Systems Design Lecture 8: Interaction cycle and promoting usability A goal is something to be achieved, often vaguely stated. An intention is a specific action taken to get to the goal. People often have problems completing a given task. These problems come not from a lack of understanding of the goal or the task, nor from some deep, subtle complexity -rather problems are caused by poor mappings and poor feedback. Norman characterises these as gulfs of execution and evaluation. Gulf of Execution Does the system provide actions that correspond to the intentions of the person? The difference between the intentions and the allowable actions is the Gulf of Execution. One measure of this gulf is how well the system allows the person to do the intended actions directly without extra effort: do the actions provided by the system match those intended by the system? Gulf of Evaluation Does the system provide a physical representation that can be directly perceived and that is directly interpretable in terms of the intentions and expectations of the person? The Gulf of Evaluation reflects the amount of effort that the person must exert to interpret the physical state of the system and to determine how well the expectations and intentions have been met. The gulf is small when the system provides information about its state in a form that is easy to get, is easy to interpret, and matches the way the person thinks if the system The gulfs are present to an amazing degree in a variety of devices. Usually the difficulties are unremarked and invisible. The users either take the blame themselves or decide that they are incapable of operating the device in question. 1.1.2 Exercise What examples can you think of Gulfs of Execution and Evaluation in everyday devices ? computer applications ? 1.2 The Seven Stages of Action as Design Aids The seven stage structure can be a valuable design aid, providing a framework for a basic checklist of questions to ask to ensure that the Gulfs of Evaluation and Execution are bridged. Version 1 Page 2 © 2000 Napier University MM32032 Multimedia Systems Design Lecture 8: Interaction cycle and promoting usability 1.2.1 Design Questions for each of the seven stages How easily can one: determine the function of the device? tell what actions are possible? determine mapping from intention to physical movement? perform the action? tell what state the system is in? determine mapping from system state to interpretation? tell if the system is in the desired state? 1.2.2 Directed Study Use these questions to analyse devices and applications which you find a) frustrating to use b) easy to use 1.3 Interaction Framework This is an extension of Norman’s model which also attempts to deal with the system’s communication through the interface, rather than focusing wholly on the user’s view of the system. O output S U core task I input The General Interaction Framework Version 1 Page 3 © 2000 Napier University MM32032 Multimedia Systems Design Lecture 8: Interaction cycle and promoting usability 2. Promoting Usability A system is usable if it helps the user achieve their goals safely, effectively, efficiently, and enjoyably. The aim of interactive system design is to make systems as usable as possible. Usability can be promoted by : extension from successful examples -- paradigms and applying psychological and computational principles . Paradigms arise from the creative application of technological advances . 2.1 Paradigms have to be invented depend on available technology are rarely well defined Their use may not necessarily lead to more usable systems. Principles are more theoretically driven and are independent of technology. Rather than rely on creative insight they development depends on scientific understanding of the human element in user interaction. However they are often abstract and too general for practical use. Promoting usability requires a complementary approach --- creativity giving rise to new paradigms which is strengthened by the development of theory which provides principles to support the paradigm in its repeated application. 2.1.1 Paradigms for Interaction time sharing video display programming toolkit personal computing wimp interfaces metaphors direct manipulation Version 1 Page 4 © 2000 Napier University MM32032 Multimedia Systems Design Lecture 8: Interaction cycle and promoting usability language v action hypertext multimedia computer supported co-operative work. 3. Usability Principles : A Framework 2 Principles can strengthen new paradigms provide repeatability They can be divided into three main categories :Learnability the ease with which new users can begin effective interaction and achieve maximal performance Flexibility the multiplicity of ways the user and system exchange information Robustness the level of support provided the user in determining successful achievement and assessment of goals. These main categories can be sub-divided to provide more specific principles to support them. 2Taken from Dix, A. Finlay, K. Abowd, G. Beale, R. Chapter 4 Section 3 pp 131 to 144 Version 1 (1993). Human-Computer Interaction . Prentice Hall, Cambridge Page 5 © 2000 Napier University MM32032 Multimedia Systems Design Lecture 8: Interaction cycle and promoting usability 3.1.1 Learnability Principle Definition Related Principles as the extent to which ... Predictability the user can guess what the system will do in future on the basis of what it has done in the past Synthesizability the user can infer the Honesty (Immediate and current state of the Eventual) system from past actions Familiarity the user’s knowledge of other worlds apply to this one Generalizability the user’s knowledge of this world applies to others Consistency similar actions provoke similar behaviour Version 1 Page 6 Visibility of Operations Guessability Affordance © 2000 Napier University MM32032 Multimedia Systems Design Lecture 8: Interaction cycle and promoting usability 3.1.2 Flexibility Principle Definition Related Principles as the extent to which ... Dialogue Initiative the user is free to conduct any meaningful dialogue Pre-emptiveness Multi-threading the system supports several concurrent dialogues Concurrency vs. Interleaving Multi-modality Task Migratability for part or all of a task the user can pass control to or regain control from the system Substitutivity the system allows/provides equivalent values for input/output Equal Opportunity the user can modify the interface Adaptivity Customisability Version 1 Page 7 Multiple Representations Adaptability © 2000 Napier University MM32032 Multimedia Systems Design Lecture 8: Interaction cycle and promoting usability 3.1.3 Robustness Principle Definition Related Principles as the extent to which ... the user can infer the state of the system from its presentation Browsability, Static / Dynamic Defaults, Recoverability the user can correct an error, whenever identified Reachability, Forward/ Backward Recovery, Commensurate Effort Responsiveness the system response rapidly to the user’s actions Stability Task Conformance the system serves all the Task Completeness user’s needs, and does so Task Adequacy in an understandable way Observability Reachability, Persistence, Operation Visibility 3.2 Exercise Select four of the usability principles discussed above which you believe to be especially relevant to the application you are developing for your assessment and consider prototype for conformance to the principles you have selected. Your choice of principles should be justified. 4. Suggested Reading Interaction Cycle Norman, D. ( 1988). The Psychology of Everyday Things. Basic Books, New York Promoting Usability Dix et al Chapter 4 Version 1 Page 8 © 2000 Napier University MM32032 Multimedia Systems Design Version 1 Lecture 8: Interaction cycle and promoting usability Page 9 © 2000 Napier University