design principles, guidelines and theories shneiderman and plaisant, 2 nielsen, neil

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Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

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Page 1: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Design Principles, Guidelines and Theories

Shneiderman and Plaisant, 2

Nielsen, Neil

Page 2: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Overview

• Principles and guidelines – Useful in a practical sense, e.g., Apple guidelines– Definition and examples– Relationship to theory

• Design entails the interaction among theories, principles, guidelines

• The principles (or heuristics – “rules of thumb”) we’ll start looking at tonight will be the basis for the “heuristic design critiques you’ll be doing

Page 3: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Design for Interfaces, WWW, etc.

• Design entails the interaction among theories, principles, guidelines

• Will come back in more detail to this, but sets stage to understand context of Yale Style Guide, which is a, well, style guide

– And provides “suggestions”

(or prescriptions or principles or

heuristics or rules of thumb or …)

for how to do things– This approach is not uncommon– Following discussion provides background

for where in the context of “Theories, Principles,

and Guidelines” the “Style Guide” falls– Again, much more later

Page 4: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Theories, Principles, Guidelines(quick overview)

• Guidelines (most specific), e.g.:– Navigating interface, organizing display– Getting user’s attention, data entry

• Principles (less specific “rules of thumb”):– “Rules that distill out the principles of

effective user interfaces”, e.g.,• Determine users’ skill level• Identify tasks• Choose an interaction style

– “Golden rules of interface design”• E.g., prevent errors, simplicity

– Integrating automation and human control

• Theories and models (explanation):– Longer term goal of HCI– Examples:

• GOMS and keystroke-level model• Levels of analysis theories• Stages-of-action models• Consistency through grammars

Theories

Guidelines

Principles

Page 5: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

What Guidelines, Principles, Theories?

Page 6: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

What Guidelines, Principles, Theories?

Surely not, “aesthetic design”

Page 7: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

What Guidelines, Principles, Theories?

Page 8: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

What Guidelines, Principles, Theories?

Better “aesthetic design”

Page 9: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Guidelines, Principles, and Theories

• Intuition is not bad, it’s just not all there is…

– Intuition, after all, comes from (successful, hopefully) training and experience

– The internalization of knowledge so that is automatic/integrated/…

• But, there is a wealth of bad interfaces

– Ease of system design with web and tools has made ui design accessible to a wide, and untrained (and without (proper) intuition) set of designers

• Guidance for designers and developers

– from guidelines, principles, and theories

Theories

Guidelines

Principles

Page 10: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Guidelines, Principles, and Theories

• Guidelines– Specific and practical

• Cure for design problems, caution dangers, shared language and terminology

– Accumulates (and encapsulates) past experience and best practices

• “blinking is bad, never use it”– Often enforces common procedures– May be: too specific, incomplete, hard to

apply, and sometimes wrong– Lowest level

• Principles– Mid-level– Help analyze and compare design

alternatives, e.g., heuristic evaluation

• High level theories and models– Goal is to describe objects and actions with

consistent terminology• Allowing comprehensible explanations to

support communication and teaching– Other theories are predictive

• E.g., reading, pointing, and typing times

Theories

Guidelines

Principles

Page 11: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Guidelines, Principles, and Theories

• Guidelines– Specific and practical

• Cure for design problems, caution dangers, shared language and terminology

– Accumulates (and encapsulates) past experience and best practices

• “blinking is bad, never use it”– Often enforces common procedures– May be: too specific, incomplete, hard to

apply, and sometimes wrong– Lowest level

• Principles– Mid-level– Help analyze and compare design

alternatives, e.g., heuristic evaluation

• High level theories and models– Goal is to describe objects and actions with

consistent terminology• Allowing comprehensible explanations to

support communication and teaching– Other theories are predictive

• E.g., reading, pointing, and typing times

Theories

Guidelines

Principles

Page 12: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Guidelines - Overview

• Guidelines (as we use the term): Specific and Practical– Lowest level design tool

• Apple, Microsoft early examples– Most organizations have their own

• Often enforces common procedures, shared language consistency– Interaction style and look generally

• May argue “too specific”, restrictive, incomplete, wrong, etc.!– At best, are static

• But, best to provide guidance and codification for efficiency of (low level) design and implementation

– And consistency, within application, and across applications • Part of “look and feel”

• Note that much of interface style and interaction are in practice included in windowing system

– E.g., window border style/width/color, interaction details (mouse “hotspot”)

Page 13: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Guidelines - Examples

•  Apple Human Interface Guidelines

• GNOME 2.0 Human Interface Guidelines

• Guidelines for User Interface Developers and Designers

• Guidelines on HCI

Page 14: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Guidelines – Examples, Gnome

• Gnome– http://

developer.gnome.org/projects/gup/hig/

– Unix and Linux desktop suite and development platform

– “Standards”– “Benefits”

Page 15: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Guidelines – Examples, Apple

• Apple– http://

developer.apple.com/documentation/UserExperience/Conceptual/OSXHIGuidelines/

– “Benefits”

Page 16: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Guidelines – Examples, Apple

• E.g., Cursor appearance

• Guidelines: Specific and Practical– Lowest level design

tool

• Low level enough?

Page 17: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Guidelines – Examples, Microsoft

• Microsoft– http://

msdn.microsoft.com/library/en-us/dnwue/html/welcome.asp/

– “… good … visual and functional consistency within and across Windows-based applications”

Page 18: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Guidelines – Examples, Microsoft

• Selection

• Low level enough?

Page 19: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Guidelines – Examples, Microsoft

• Selection

• Low level enough?

Page 20: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

World Wide Web Consortium, W3C

• Guidelines• Primary www organization• http://www.w3.org/

Page 21: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Guidelines – HCI Bibliography

• HCI Bibliography– http://www.hcibib.org/hci-sites/

GUIDELINES.html

– Lots available online

Page 22: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Guidelines …

Page 23: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Guidelines: Navigating the Interface (From Shneiderman: supplementary, example)

• Navigation in an information system is a challenge – Form varies

• e.g., “reduce user’s workload”, “do not display unsolicited windows or graphics”

• E.g., guideline for National Cancer Institutes interface, such as:– (From Shneiderman)– 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

Page 24: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Guidelines: Navigating the Interface(From Shneiderman: supplementary, example)

• E.g., W3 (www.w3.org) accessibility guidelines:– Allows users with disabilities to employ screen readers and other technologies– 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 from identification and navigation

Page 25: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Guidelines: Organizing the Display(Smith and Mosier)

• Display design has many special cases– One example

• Called “guidelines”, … but are they “principles”, as we use the term?

• Smith and Mosier (1986) - five high level goals:

1. Consistency of data display• E.g., standardized terminology, colors

2. Efficient information assimilation by the user• E.g., familiar format, applied consistently

3. Minimal memory load on the user• A common requirement• E.g., menus vs. command language, help, etc.

4. Compatibility of data display with data entry• E.g., consistency of format

5. Flexibility for user control of data display• Customizable

Page 26: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

More Guidelines: Getting User’s Attention(Wickens and Hollands)

• Getting the user’s attention, e.g., Wickens and Hollands, 2000

– Intensity– Marking– Size– Choice of fonts– Inverse video– Blinking– Color– Audio

Page 27: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Guidelines, Principles, and Theories

Page 28: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Guidelines, Principles, and Theories

• Guidelines– Specific and practical

• Cure for design problems, caution dangers, shared language and terminology

– Accumulates (and encapsulates) past experience and best practices

• “blinking is bad, never use it”– Often enforces common procedures– May be: too specific, incomplete, hard to

apply, and sometimes wrong– Lowest level

• Principles– Mid-level– Help analyze and compare design

alternatives, e.g., heuristic evaluation

• High level theories and models– Goal is to describe objects and actions with

consistent terminology• Allowing comprehensible explanations to

support communication and teaching– Other theories are predictive

• E.g., reading, pointing, and typing times

Theories

Guidelines

Principles

Page 29: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Principles – Overview, 1

• Term “principles” somewhat arbitrarily chosen …

• Use term “guidelines”, as in “platform specific guidelines”

• Use term “principles”, as in “ higher-level usability principles”– Or, “usability guidelines or heuristics”– More fundamental, widely applicable, and enduring than guidelines

• Help designers choose design alternatives

• Help evaluators find problems in interfaces– “heuristic evaluation”

Page 30: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Principles – Overview, 2

• Plenty to choose from:– Shneiderman’s Eight golden rules of interface design– Nielsen’s 10 principles

• One version in his book• A more recent version on his website

– Tognazzini’s 16 principles– Norman’s rules from Design of Everyday Things– Mac, Windows, Gnome, KDE guidelines include principles, as well

• First, will look at Shneiderman’s overarching design issues:– Fundamental principles:

• Determine user’s skill levels• Identify the tasks

– Five primary interaction styles– Prevent errors

• Later, Nielsen’s principles in detail– And a quick look at Shneiderman’s 8 Golden and Togazzini’s 16 First Principles

Page 31: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Overarching Design Issue:Determine user’s skill levels

• Or “Know thy user”, Hansen (1971)– Perhaps the earliest explicitly stated design issue– Design begins with understanding of user

• Age, gender, physical and cognitive abilities, education, cultural or ethnic background, training, motivation, goals and personality, …

– Also, seen these days as “universal usability”

• Design goals in part based on user skill level– Novice or first-time users– Knowledgeable intermittent users– Expert frequent users– And when the same user interface is used by all three groups …!

• Consider “multi-layer” designs

Page 32: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Overarching Design Issue Identify the Tasks

• Seems obvious to begin (and complete) task identification before begin design

– But, in fact design often begins and task analysis continues concurrently! - iterative design - more

• Large, complex, cluttered interfaces vs. simple, clean, limited– E.g., Yahoo vs. Google

• Identifying tasks and subtasks entails knowledge of task domain– E.g., banking, medicine

• “Task Analysis” usually involves observing and interviewing users

• Decomposition of high level tasks

– Task sequences • (e.g., for menu trees), atomic (1 action) elements

• Relative task frequencies:

Page 33: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Overarching Design Issue Choose an Interaction Style

• Interaction style - a basic element of design –

– By what method (or style) does user interact with system

• 5 main interaction styles– Each with advantages and

disadvantages – and …• such tradeoffs what design all about!

– Direct Manipulation– Menu selection– Form fillin– Command language– Natural language

• Usually blend, especially when users are diverse

Page 34: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Overarching Design Issue Choose an Interaction Style, e.g., Direct Manipulation

• A basic element of design –– By what method (or style)

does user interact with system

• 5 main interaction styles– Each with advantages and

disadvantages – and • such tradeoffs what design all

about!

– Direct Manipulation

Page 35: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Overarching Design Issue Choose an Interaction Style, e.g., Menu Selection

• A basic element of design –– By what method (or style)

does user interact with system

• 5 main interaction styles– Each with advantages and

disadvantages – and • such tradeoffs what design all

about!

– Direct Manipulation– Menu Selection

Page 36: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Overarching Design Issue Choose an Interaction Style

• Interaction style - a basic element of design –

– By what method (or style) does user interact with system

• 5 main interaction styles– Each with advantages and

disadvantages – and …• such tradeoffs what design all about!

– Direct Manipulation– Menu selection– Form fillin

Page 37: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Overarching Design Issue Choose an Interaction Style

• Interaction style - a basic element of design –

– By what method (or style) does user interact with system

• 5 main interaction styles– Each with advantages and

disadvantages – and …• such tradeoffs what design all about!

– Direct Manipulation– Menu selection– Form fillin– Command language

Page 38: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Overarching Design Issue Prevent Errors

• Make error messages specific, positive in tone, and constructive

• Mistakes and slips (Norman, 1983)

• “Encourage” correct actions – and eliminate or reduce incorrect actions

• Gray out inappropriate actions• Selection rather than freestyle typing• Automatic completion

• Complete sequences– Single abstract commands– Macros and subroutines

• More later

Page 39: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

“8 Golden Rules of Interface Design”Shneiderman – from text

• In general, sets of principles are in close agreement– E.g., Shneiderman, Nielsen, and Togazzini

• Schneiderman’s 8 rules (principles):1. Strive for consistency2. Cater to universal usability3. Offer informative feedback4. Design dialogs to yield closure5. Prevent errors6. Permit easy reversal of actions7. Support internal locus of control8. Reduce short term memory

Page 40: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Jakob Nielsen(and his guidelines – or principles)

Page 41: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Jakob Nielsen(and his guidelines – or principles)

• Jakob Nielsen– www.useit.com

– Nielsen-Norman Group• Consulting, etc

– Usability Engineering, • Among best known books

– Recommended:• Usability 101: Introduction to Usability

– http://www.nngroup.com/articles/usability-101-introduction-to-usability/

• Top Ten Mistakes in Web Design– http://www.nngroup.com/articles/top-10-mistakes-web-design/

Page 42: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Jakob Nielsen(and his guidelines – or principles)

• Jakob Nielsen– www.useit.com

– Nielsen-Norman Group• Consulting, etc

– Usability Engineering, • Among best known books

– Recommended:• Usability 101: Introduction to Usability

– http://www.nngroup.com/articles/usability-101-introduction-to-usability/

• Top Ten Mistakes in Web Design– http://www.nngroup.com/articles/top-10-mistakes-web-design/

Page 43: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Nielsen’s Guidelines (better, Principles)for Usable Design - Overview

• Meet expectations– 1. Match between system and the real world– 2. Consistency and standards– 3. Help and documentation

• User is the boss– 4. User control and freedom– 5. Visibility of system status– 6. Flexibility and efficiency of use

• Handle errors– 7. Error prevention– 8. Recognition, rather than recall– 9. Help users recognize, diagnose, and recover from errors

• Keep it simple– 10. Aesthetic and minimalist design

Page 44: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

1. Match the Real World

• The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.

• Use common words, not “techie jargon”– Use domain-specific terms where appropriate

• Don’t put limits on user-defined names

• Allow aliases/synonyms in command languages

• Metaphors are useful but may mislead

Page 45: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

2. Consistency and Standards

• Other properties– Size, location, color, wording, ordering, …

• Command/argument order– Prefix vs. postfix

• Follow platform standards

• Consistency– Internal, external, metaphorical (or not)

• Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.

• “Principle of Least Surprise”Similar things should look and act similarDifferent things should look different

Page 46: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

3. Help and Documentation

• Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation.

– Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.

• Users don’t read manuals– Prefer to spend time working toward task goals, not learning about system

• But manuals and online help are vital– Usually when user is frustrated or in crisis

• Help should be:– Searchable– Context-sensitive– Task-oriented– Concrete– Short

Page 47: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

4. User Control and Freedom

• Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.

• Provide undo

• Long operations should be cancelable

• All dialogs should have a cancel button– Users should be able to explore interface without fear of being trapped in a corner– Undo supports exploration

Page 48: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

5. Visibility of System Status

• The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.

• Keep user informed of system state - Feedback– Cursor change– Selection highlight– Status bar– Don’t overdo it…

• Response time– < 0.1 s: seems instantaneous– 0.1-1 s: user notices, but no feedback needed– 1-5 s: display busy cursor– > 1-5 s: display progress bar

Page 49: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

6. Flexibility and Efficiency - Shortcuts

• Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions

• Provide easily-learned shortcuts for frequent operations– Keyboard accelerators– Command abbreviations– Styles– Bookmarks– History

Page 50: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

7. Error Prevention

• Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.

• Selection is less error-prone than typing– But don’t go overboard…

– Disable illegal commands

• Error Types (3) follow (supplementary):

Page 51: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

7. Error Prevention

• Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.

• Selection is less error-prone than typing– But don’t go overboard…

– Disable illegal commands

• Error Types (3) follow (supplementary):

Page 52: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Error Types, 1/2(supplementary)

1. “Description Error”– Intended action is replaced by another action with many features in

common• Pouring orange juice into your cereal• Putting the wrong lid on a bowl• Throwing shirt into toilet instead of hamper

– Avoid actions with very similar descriptions• Long rows of identical switches• Adjacent menu items that look similar

2. Capture Error– A sequence of actions is replaced by another sequence that starts the

same way• Leave your house and find yourself walking to school instead of where you

meant to go– Avoid habitual action sequences with common prefixes

3. Mode Error ….

Page 53: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Error Types, 2/2(supplementary)

3. Mode Error– Modes: states in which actions have different meanings

• Caps Lock• Drawing palette

– Avoiding mode errors• Eliminate modes• Visibility of mode• Spring-loaded or temporary modes• Disjoint action sets in different modes

Page 54: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

8. Recognition, Not Recall – Minimize Memory Load

• Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.

• Use menus, not command languages

• Use combo boxes, not textboxes

• Use generic commands where possible – E.g., Open, Save, Copy, Paste

• All needed information should be visible

Page 55: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

9. Help users recognize, diagnose, and recover from errors

• Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.

• Be precise - restate user’s input– Not “Cannot open file”, but “Cannot open file named paper.doc”

• Give constructive help– why error occurred and how to fix it

• Message should be polite and nonblaming– Not “fatal error”, not “illegal”

• Hide technical details until requested– E.g., “address referenced …”

Page 56: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

10. Aesthetic and Minimalist Design

• Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.

• “Simplicity” … More later

• “Less is More”– Omit extraneous info, graphics, features

• Good graphic design– Few, well-chosen colors and fonts– Group with whitespace– Align controls sensibly

• Use concise language– Choose labels carefully

Page 57: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Again,

“8 Golden Rules of Interface Design”Shneiderman

• In general, sets of principles are in close agreement– E.g., Shneiderman, Nielsen, and Togazzini

• Schneiderman’s 8 rules (principles):1. Strive for consistency2. Cater to universal usability3. Offer informative feedback4. Design dialogs to yield closure5. Prevent errors6. Permit easy reversal of actions7. Support internal locus of control8. Reduce short term memory

Page 58: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Toggazinni’s 16 Principles

• Bruce Toggazinni - Apple, Sun

• Anticipation• Autonomy• Color blindness• Consistency• Defaults• Efficiency• Explorable interfaces• Fitts’s Law• Human interface objects• Latency reduction• Learnability• Metaphors• Protect users’ work• Readability• Track state• Visible navigation

Page 59: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Togazzinni’s 16 PrinciplesAn example

• Anticipation– Applications should attempt to anticipate the user’s wants and needs. Do not expect

users to search for or gather information or evoke necessary tools. Bring to the user all the information and tools needed for each step of the process.

• Autonomy• Color blindness• Consistency• Defaults• Efficiency• Explorable interfaces• Fitts’s Law• Human interface objects• Latency reduction• Learnability• Metaphors• Protect users’ work• Readability• Track state• Visible navigation

Page 60: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Togazzinni’s 16 PrinciplesAnother example

• Explorable interfaces

• Give users well-marked roads and landmarks, then let them shift into four-wheel drive.

• Sometimes, however, you have to provide deep ruts.

• Offer users stable perceptual cues for a sense of "home."

• Stable visual elements not only enable people to navigate fast, they act as dependable landmarks, giving people a sense of "home."

• Make Actions reversible

• Always allow "Undo." – The unavoidable result of not supporting undo is that you must then support a bunch of

dialogs that say the equivalent of, "Are you really, really sure?" Needless to say, this slows people down.

• Always allow a way out.

• However, make it easier to stay in.

Page 61: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Guidelines, Principles, and Theories

• Guidelines– Specific and practical

• Cure for design problems, caution dangers, shared language and terminology

– Accumulates (and encapsulates) past experience and best practices

• “blinking is bad, never use it”– Often enforces common procedures– May be: too specific, incomplete, hard to

apply, and sometimes wrong– Lowest level

• Principles– Mid-level– Help analyze and compare design

alternatives

• High level theories and models– Goal is to describe objects and actions with

consistent terminology• Allowing comprehensible explanations to

support communication and teaching– Other theories are predictive

• E.g., reading, pointing, and typing times

Theories

Guidelines

Principles

Page 62: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Theories - Introduction

Page 63: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Theories - Introduction

• As noted in first lecture, … “About HCI and humans”

• Interaction captured in figure below with “system, task, user”– So far, have talked about

“interface design” of system• Guidelines, principles, etc.

• Now will look at user– Will consider theories and

“models” of human• Models capture elements of

whatever is being modeled that are relevant to some endeavor

• E.g., “cognitive engineering” Task

“wor

k on

task

” “comm

ands”

System

User

“gives”“per

form

s”

“feedback”and its representation

(possibly manipulable)

Page 64: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Theories - Introduction

• As noted in first lecture, … “About HCI and humans”

• Interaction captured in figure below with “system, task, user”– So far, have talked about

“interface design” of system• Guidelines, principles, etc.

• Now will look at user– Will consider theories and

“models” of human• Models capture elements of

whatever is being modeled that are relevant to some endeavor

• E.g., “cognitive engineering” Task

“wor

k on

task

” “comm

ands”

System

User

“gives”“per

form

s”

“feedback”and its representation

(possibly manipulable)

Page 65: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Theories - Introduction

• As noted in first lecture, … “About HCI and humans”

• Interaction captured in figure below with “system, task, user”– So far, have talked about

“interface design” of system• Guidelines, principles, etc.

• Now will look at user– Will consider theories and

“models” of human• Models capture elements of

whatever is being modeled that are relevant to some endeavor

• E.g., “cognitive engineering” Task

“wor

k on

task

” “comm

ands”

System

User

“gives”“per

form

s”

“feedback”and its representation

(possibly manipulable)

Page 66: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Theories - Introduction

• On describing humans– To understate, … a question of long standing …

• One of the big questions …– Has and can be done in various ways and at different levels of analysis

• Moral, spiritual, …., psychological, … physiological, … chemical• Reductionist

• Psychology focuses on the individual

• Many orientations through psychology’s short history– Note: Clinical/personality orientations, e.g., Freud, Jung, have their own utility in

explanation, but are rarely subject to scientific investigation– Structural, turn of 20th century, relations among elements– Gestalt, 1930’s and on, general, especially of perception, still useful– Behaviorist, all S->R, which is fine for some things, but fall short for explanation

of mental phenomena– Information processing/Cognitive, current orientation

• Influences from Shannon’s ideas on information, shortcomings of behaviorism, successes in codifying information in computing

• “Human information processor”

Page 67: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Theories in HCI (or Interactive Systems)

• Human Computer Interaction should have “theories”• i.e., explanatory (and predictive) accounts, beyond the specifics of guidelines• Certainly, principles might used to develop theories

Page 68: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Theories in HCI (or Interactive Systems)

• Human Computer Interaction should have “theories”• i.e., explanatory (and predictive) accounts, beyond the specifics of guidelines• Certainly, principles might used to develop theories

• Or not, …• In fact HCI may well not be a discipline as we think of a science

• May more pragmatically be viewed as “engineering” or “design”, and of “interactive systems”, at that,

• which more clearly draws upon more overarching theories• Still, at very least, HCI will rely heavily upon theories from psychology, etc.

• Different types of theories (next slide):1. Descriptive and explanatory2. Predictive3. Motor task, perceptual, or cognitive4. Taxonomy (explanatory theory)

Page 69: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Types of Theories in HCI(and other things, too)

1. Descriptive and explanatory• Aid in developing consistent terminology for observation, and even

describing events

2. Predictive• Aid in comparing high-level concepts of two designs

• Enable designers to compare proposed designs for execution time or error rates

3. Motor task, perceptual, or cognitive• Perceptual or Cognitive subtasks theories• Predicting reading times for free text, lists, or formatted displays • Motor-task performance times theories:

• Predicting keystroke or pointing times

4. Taxonomy• Order on a complex set of phenomena • Facilitate useful comparisons • Organize a topic for newcomers • Guide designers • Indicate opportunities for novel products.

Page 70: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Theories in HCI (or Interactive Systems)One view …

• Is early in development of “theories” for HCI and interactive systems– Still, any theory that can help in design makes a contribution

• For HCI, – Theories should be more central to research and practice

• Should guide researchers in understanding relationships between concepts and generalizing results• Should guide practitioners in design tradeoffs

– Theories should lead, rather than lag behind, practice• Explaining by a “theory” what produced by a commercial product is not exactly science• Theory should predict, and at least guide, practitioners• Effective theories should suggest novel products and refine existing

• By definition, theory, taxonomy, or model is an abstraction of reality and therefore must be incomplete

– However, a good theory should be at least understandable, produce similar conclusions for all who use it, and help solve specific practical problems

• Following descriptive and explanatory theories provide a sampling:– Levels of analysis theories– Stages-of-action models– GOMS and the keystroke-level model– Consistency through grammars– Widget level theories– Context of use theories

Page 71: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Modeling Humans

• Any theory or model is an abstraction

• For HCI, goals are primarily in “Computer” and “Interaction”– Utility of human model lies in how well it helps with interfaces

• Card, Moran, and Newell (1983) Model Human Processor – “Classic” example of cognitive architecture with focus on humans interacting with

computers– Perceptual system, motor system, cognitive system– Each has own processor and memory– Principles of operation dictate system behavior under

certain conditions– A very simple model

• Dix et. al use similar information processing division of elements

Page 72: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Some Terminology

• Transduction of energy, etc. by sensory receptors

– Light to neural impulses by retinal cells

Sensation Perception Cognition

• Latin – • cognitio – knowledge

• “Higher level” mental representations and procedures

• Process of thought

• Forming a “mental image” or awareness and representation

• To “see a window”

• Top down and bottom up

Page 73: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Sensation and Perception Demo

Page 74: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Sensation and Perception Demo

Page 75: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Sensation and Perception DemoSame sensation, different perception

Page 76: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Model Human Processor + AttentionOverview

• A “useful” big picture - Card et al. ’83 plus attention– Senses/input f(attention, processing) motor/output– Notion of “processors”

• Purely an engineering abstraction– More later

• Detail next slide

Page 77: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Model Human Processor + AttentionDetail

• Sensory store– Rapid decay “buffer” to hold sensory, e.g.,

auditory, visual, input for later processing

• Perceptual processor– Recognizes symbols, phonemes– Aided by LTM

• Cognitive processor– Uses recognized symbols– Makes comparisons and decisions– Problem solving– Interacts with LTM and WM

• Motor processor– Input from cog. proc. for action– Instructs muscles– Feedback

• Results of muscles by senses

• Attention– Allocation of resources

Page 78: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Model Human Processor – OriginalA predictive “theory” (or model)

• Card et al. ’83

• An architecture with parameters for cognitive engineering …

– Will see visual image store, etc. tonight

• Memory properties– Decay time: how long memory lasts– Size: number of things stored– Encoding: type of things stored

Page 79: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Model Human Processor – OriginalParameter values for memory and processing

Page 80: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Levels of Analysis TheoriesOverview

• Separate concepts into different “levels” • 1970’s, Foley and van Dam

– “graphics” pioneers, … because it’s all interactive systems,

» e.g., “interactive computer graphics”

– Conceptual level: • User's “mental model” of the interactive system • How user (vs. designer) views system and task

– Semantic level: • Describes meanings conveyed by user's command input and by display

– Syntactic level: • How user’s actions (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 how user specifies the syntax

• Approach is convenient for designers– Top-down nature is easy to explain, captures natural design flow

Page 81: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Levels of Analysis TheoriesDetail

• Separate concepts into different “levels” • 1970’s, Foley and van Dam

– “graphics” pioneers, because it’s all interactive systems, – e.g., “interactive computer graphics”

– Conceptual level: • User's “mental model” of the interactive system • How user (vs. designer) views system and task• E.g., paint (pixels) vs. draw (objects), delete a file vs. loose the address• Nature of mental model affects lower levels

– Semantic level: • Describes the meanings conveyed by the user's command input and by the computer's output display • E.g., deleting an object by a command or an undo, display is the same

– Syntactic level: • Defines how the user’s actions (units, words) that convey semantics are assembled into a complete

sentence that instructs the computer to perform a certain task • E.g., deleting by selecting, moving, and confirming, or commands rm fname

– Lexical level: • Deals with device dependencies and with the precise mechanisms by which a user specifies the

syntax• E.g., case sensitivity, double click interval

• Approach is convenient for designers– Top-down nature is easy to explain and captures natural design flow– Matches the software architecture – Allows for useful modularity during design – Was more appropriate for command line than graphical interfaces

Page 82: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Stages of Action ModelsOverview

• More cognitively and task oriented description

• 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

• Some correspondences to Foley and van Dam levels of analysis

– User forms a conceptual intention, reformulates it into the semantics of several commands, and eventually produces the lexical tokens

• Norman's contributions – Context of cycles of action and evaluation. – Gulf of execution: Mismatch between user's intentions and

the allowable actions – Gulf of evaluation: Mismatch between system's

representation and the users' expectations

• Following from this, Norman suggests four principles of good design:

– …

Page 83: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Stages of Action ModelsOverview

• More cognitively and task oriented description

• 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

• Some correspondences to Foley and van Dam levels of analysis

– User forms a conceptual intention, reformulates it into the semantics of several commands, and eventually produces the lexical tokens

• Norman's contributions – Context of cycles of action and evaluation. – Gulf of execution: Mismatch between user's intentions and

the allowable actions – Gulf of evaluation: Mismatch between system's

representation and the users' expectations

• Following from this, Norman suggests four principles of good design:

– …

Page 84: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Stages of Action ModelsOverview

• More cognitively and task oriented description

• 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

• Some correspondences to Foley and van Dam levels of analysis

– User forms a conceptual intention, reformulates it into the semantics of several commands, and eventually produces the lexical tokens

• Norman's contributions – Context of cycles of action and evaluation. – Gulf of execution: Mismatch between user's intentions and

the allowable actions – Gulf of evaluation: Mismatch between system's

representation and the users' expectations

• Following from this, Norman suggests four principles of good design:

– …

Page 85: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Stages of Action Models, 2 Detail

• Norman four principles of good design– The state and the action alternatives should be visible– Should be a good conceptual model with a consistent system image– Interface should include good mappings the reveal the relationships between stages– Users should receive continuous feedback

• Following from this type of account, can suggest four points at which user failures might occur– Users can form an inadequate goal– Users might not find the correct interface object because of an incomprehensible label or icon– Users may not know how to specify or execute a desire action– Users may receive inappropriate or misleading feedback

• Uses– Order on a complex set of phenomena – Facilitate useful comparisons – Organize a topic for newcomers – Guide designers – Indicate opportunities for novel products.

Page 86: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

GOMS and the Keystroke-level ModelOverview

• Goals, operators, methods, and selection rules (GOMS) model– David Kieras and Peter Polson– Levels of analysis approach– Decomposes user actions into small, measurable steps– In fact predicts well (which is good) for experts in practiced tasks

• Structure:– User formulates goals, e.g., edit document and subgoals, e.g., insert word– Then thinks in terms of operators

• “… elementary perceptual or motor or cognitive tasks, whose execution is necessary to change any aspect of the user’s mental state or to affect the task environment, e.g., press up arrow key, move hand, verify change made”

– Achieves goals by using a method, e.g., move cursor to desired location by following a sequence of arrow keys

– Selection rules are the control structures for choosing between the several methods available for accomplishing a do, e.g., delete by repeated backspace vs. deleted by selecting a region and pushing delete button

• Keystroke-level model, simplified version of GOMS– Predict performance times for error-free expert performance of tasks

• Sums times for keystrokes, pointing, homing, drawing, thinking, and wait for system response– Transition diagrams – Natural GOMS Language (NGOMSL)

Page 87: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

GOMS and the Keystroke-level Model, 2Detail

• Keystroke-level model, simplified version of GOMS– Predict performance times for error-free expert performance of tasks

• Sums times for keystrokes, pointing, homing, drawing, thinking, and wait for system response

– Transition diagrams

• Several alternative methods to delete fields, e.g. – Method 1 to accomplish the goal of deleting the field:

1. Decide: If necessary, then accomplish the goal of selecting the field 2. Accomplish the goal of using a specific field delete method 3. Report goal accomplished

– Method 2 to accomplish the goal of deleting the field:

1. Decide: If necessary, then use the Browse tool to go to the card with the field 2. Choose the field tool in the Tools menu 3. Note that the fields on the card background are displayed 4. Click on the field to be selected 5. Report goal accomplished

– Selection rule set for goal of using a specific field-delete method: – If you want to past the field somewhere else, then choose "Cut Field" from the Edit menu. – If you want to delete the field permanently, then choose "Clear Field" from the Edit menu. – Report goal accomplished.

Page 88: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Consistency through GrammarsOverview

• Consistent user is important interface goal – Definition is elusive - multiple levels sometimes in conflict – Sometimes advantageous to be inconsistent.

• Inconsistent action verbs – Take longer to learn – Cause more errors – Slow down users – Harder for users to remember

Consistent Inconsistent A Inconsistent Bdelete/insert character delete/insert character delete/insert characterdelete/insert word remove/bring word remove/insert worddelete/insert line destroy/create line delete/insert linedelete/insert paragraph kill/birth paragraph delete/insert paragraph

Page 89: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Consistency through GrammarsDetail, Task-action grammars

• Task-action grammars (TAGs) try to characterize a complete set of tasks.• Example: TAG definition of cursor control • Dictionary of tasks:

move-cursor-one-character-forward [Direction=forward,Unit=char]move-cursor-one-character-backward [Direction=backward,Unit=char]move-cursor-one-word-forward [Direction=forward,Unit=word]move-cursor-one-word-backward [Direction=backward,Unit=word]

High-level rule schemas describing command syntax: 1. task [Direction, Unit] -> symbol [Direction] + letter [Unit] 2. symbol [Direction=forward] -> "CTRL" 3. symbol [Direction=backward] -> "ESC" 4. letter [Unit=word] -> "W" 5. letter [Unit=char] -> "C"

Generates a consistent grammar: move cursor one character forward CTRL-Cmove cursor one character backward ESC-Cmove cursor one word forward CTRL-Wmove cursor one word backward ESC-W

Page 90: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Widget-level Theories(supplementary)

• In fact, significant difficulties in reducing interface interaction tasks to primitive

• Alternatively, might follow simplifications made in higher-level, user-interface building tools (widgets)

• Potential benefits: – Possible automatic generation of performance prediction – A measure of layout appropriateness available as development guide – Estimates generated automatically and amortized over many designers and

projects – perceptual complexity – cognitive complexity – motor load

– Higher-level patterns of usage appear

Page 91: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Object/Action Interface model(supplementary)

Syntactic-semantic model of human behavior• used to describe

– programming – database-manipulation facilities – direct manipulation

• Distinction made between meaningfully-acquired semantic concepts and rote-memorized syntactic details

• Semantic concepts of user's tasks well-organized and stable in memory • Syntactic details of command languages arbitrary and required frequent rehearsal • With introduction of GUIs, emphasis shifted to simple direct manipulations applied to

visual representations of objects and actions• Syntactic aspects not eliminated, but minimized

Object-action design:1. Understand the task.

– real-world objects – actions applied to those object

2. Create metaphoric representations of interface objects and actions – an art 3. Designer makes interface actions visible to users

Page 92: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Task Hierarchies of Objects and Actions(supplementary)

Decomposition of real-world complex systems natural

• human body • buildings • cities • symphonies • baseball game

Computer system designers must generate a hierarchy of objects and actions to model users' tasks:

• Representations in pixels on a screen

• Representations in physical devices • Representations in voice or other

audio cue

Interface objects and actions based on familiar examples.

Users learn interface objects and actions by:

• seeing a demonstration • hearing an explanation of

features • conducting trial-and-error

sessions

Interface includes hierarchies of objects and actions at high and low levels. E.g. A computer system:

• Interface Objects – directory

• name • length • date of creation • owner • access control

– files of information • lines • difields • characters • fonts • pointers • binary numbers

• Interface Actions – load a text data file – insert into the data file – save the data file

• save the file • save a backup of the file • apply access-control rights • overwrite previous version • assign a name

Page 93: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

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

• Learning, use, and retention of this knowledge 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

• 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

Page 94: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Contextual Theories(supplementary)

• Big idea – “Controlled experiments” and such methodologies just not right for understanding human computer interaction

– Rather, users have rich interactions with other people, electronic and paper resources, etc.

– Design can not be separated from patterns of use

• Users’ actions are situated in time and place– User behavior highly responsive to other people and

environmental contingencies– Plans constantly changing

• Also, physical space of interaction important– Consider ubiquitous, pervasive, and embedded devices

Lucy Suchman Lifetime Research Award, ACM SIGCHI, 2010 Ph. D. Social/Cultural Anthropology

Page 95: Design Principles, Guidelines and Theories Shneiderman and Plaisant, 2 Nielsen, Neil

Contextual Theories (supplementary)

• Designers can apply contextual theories by observing users in their environments as carry out work, play, engage socially, …

– Data gathering techniques• Ethnographic observation, focus groups, case studies, surveys, interview data

– (Except things fundamentally change with electronic interaction … cf Facebook, … or do they)

• Contextual theories about forming intentions, goal attainment, interaction across environment, emotional states, …

• Elements hard to capture by other classes of theories, e.g., predictive mathematical accounts

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