DESIGN OF INTERACTIVE
SYSTEMS
Overheads Set I
by Murray Turoff
Department of Computer and Information
Science
New Jersey Institute of Technology
Newark NJ, 07102
TEL: 973 596 3399
email: turoff@vc.njit.edu
homepage://eies.njit.edu/~turoff/
© Copyright 1998 Murray
Turoff
CONTENTS
FUNDAMENTAL
CONCEPTS
Subject One
© copyright 1998
Murray Turoff
Where is the wisdom
we lost in knowledge?
Where is the knowledge
we lost in information?
T. S. Eliot (The Rock)
ATMOSPHERE
HUMAN COMPUTER
-
Slow
Rapid
-
Sloppy
Rigorous
-
Forgetful Precise
-
Implicit
Explicit
-
Subjective Objective
-
Brilliant
Stupid
How do we design a
communication process between the two?
WHY INTERACTIVE
I
-
Iterative Problem Solving
-
Unpredictable Sequences
-
Tool Flexibility
-
Impossible Manually
-
Collaboration, Coordination
& Communications
WHY INTERACTIVE
II
-
Enhancement (save time
and/or effort)
-
Speed, quantity, memory
-
Enjoyment & Challenge
-
Sublimating & Escape
-
Power & Control
-
Solving the Wrong Problem
INFORMATION DOMAINS
OF USERS I
-
Single Function Tasks
-
simple inquiry / calculations
/ messaging
-
Structuring Tasks
-
Organizing / filtering
/ summarizing
-
Status Briefing / Report
Generation
-
Tracking / Monitoring Tasks
-
Creation / Composition
/ Modeling
INFORMATION DOMAINS
OF USERS II
-
Challenges for Individual
Support
-
Exception Reporting
-
Diagnosis
-
Discovery
-
Hypothesis Testing and
Analysis
-
Challenges for Group Support
-
Planning, Decision Analysis
and Resource Allocation
-
Command, Control &
Coordination
STAGES OF USER
EVOLUTION
-
Uncertainty Phase
-
Insight Phase
-
Incorporation Phase
-
Saturation Phase
USER CHARACTERISTICS
-
High Cognitive Variability, Problem Solvers,
Creative, Demanding
-
Novice, Casual, Intermediaries, Operators,
Routine
-
Experienced, Frequent, Power
-
Children to Adults
-
Clerk, Analyst, Engineer, Scientist,
Manager, Executive
-
Results:
-
Different User Roles in one System
-
Multiple Interface Methods Required
DESIGN METHODS
I
-
Comparison/Differentiating
-
Designing / Requirements
Analysis
-
Task / Macro
-
Cognitive / Micro
-
Group / Micro & Macro
-
Process Design / Integration
-
Enterprise Design/Organizational
-
Technology / Environmental
DESIGN METHODS
II
-
Enhancements / Evolution
-
Visioning / Normative Planning
-
Social Engineering
-
Goal Analysis
-
Enterprise Design
THE DEVELOPMENT
PROCESS
MODELS I
-
Mental Models of users
resulting from their "real" world experiences
-
Requirements Model determined
by the system analysis process acting on user mental models.
-
Implementation Model is
the actual internal design model of the supporting software processes.
MODELS II
-
Real World is the actual
system being model.
-
Interface Model/Metaphors
is the mediator between the users mental model and the systems implementation
model.
PROCESSES I
-
Comparison of the Implementation
model to the
-
Requirements model is TESTING
-
Mental Model is EVALUATION
-
Real World is VALIDATION
-
Interface Model is TRAINING/LEARNING
PROCESSES II
-
Functional Opacity is created
by large differences between the Interface Model and the Mental Model
-
System Opacity is created
by large differences between the Interface Model and the Implementation
Model.
-
Extreme functional opacity
or system opacity can lead to cognitive dissonance.
VIRTUALITY
Virtuality is the process whereby
the implementation model in the computer replaces the real world model
in a system made up in part of people.
-
Information Systems are usually design
on a descriptive basis; however, they often become prescriptive.
-
Designers need to anticipate prescriptive
impacts of their systems.
-
The design of an interactive system can
be the design of a social system
GENERAL SYSTEMS
VIEW
-
Interactive Systems are
open, dynamic, and adaptive in the long run
-
They will be changed by
the organizational/social environment and they will influence changes in
those environments.
Law of Requisite Variety Applies:
The inputs to a system must be as rich/variable as the outputs if one wishes
to control the outputs of a system.
FUNDAMENTAL PROBLEM
I
-
Proper Level of Tools /
Objects / Data Structure
-
Too Micro / Low Level
-
Difficult to work with
-
More effort and time
-
Too Macro / High Level
-
Inflexible
-
Difficult to Change
FUNDAMENTAL PROBLEM
II
-
Gulf of Execution
-
Translating goals, intentions
to actions
-
Functional Opacity
-
Gulf of Evaluation
-
Translating output display
to evaluation
-
Not System Opacity but
related
-
Excessive trial and error
PLAYING MUSIC PROBLEM
-
What are the principle
alternative ways to make music?
-
Designing a system any
idiot can use and only idiots will use it!
-
Novice Friendly, Experienced
Hostile
-
Two Separate Dimensions
-
Beginning users / Experienced
users
-
Non Domain Experts / Domain
Experts
COMMON PSYCHOLOGICAL
EFFECTS
-
Fishbowl
-
Bully
-
Peephole
-
Concrete
-
Clutter (Confusion)
-
People Angst
-
Computer Angst
-
Rorschach Blot
PSYCHOLOGICAL ROLES
(Rorschach Blots) OF COMPUTERS
Evaluator, Magician, Helper, Entertainer,
Companion, Challenger, Foe, Mentor, Accomplice, Producer, Overseer, Dictator,
Priest, Servant, Picky Parent, Unruly Child, God, etc.
-
Computers can be made to
appear to be emotional and/or intelligent.
-
Providing computer literacy
almost an ethical issue
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
-
MINIMUM USE: Recipe (IRS type) interaction
-
NON-USE: Avoiding the system
-
MODIFICATION OF TASK: Change the task
to fit the system (solving wrong problem)
-
COMPENSATORY ACTIVITY: User has to do
more
-
DIRECT PROGRAMMING: User modifies system/System
encourages unique interfaces
Sources of Knowledge
and Wisdom I
-
General Social Sciences
Methods
-
Controlled Experiments
-
Focus Groups
-
Interview Methods
-
Participant Observation
-
Survey Methods
-
Longitudinal studies
-
Field Studies
Sources of Knowledge
and Wisdom II
-
Industrial Engineering
-
Human Factor studies
-
Physiological response studies
-
"time and motion" studies (Method)
-
Human Monitoring (Method)
-
Psychology
-
Human cognitive processes
-
Human problem solving
-
Protocol Analysis (Method)
-
Human psychology and mental ability measurement
Sources of Knowledge
and Wisdom III
-
Management Sciences
-
Cost/Benefit Analysis (Method)
-
Efficiency, Effectiveness, Quality, Opportunity,
Regret, Productivity
-
Delphi (Method)
-
Perceptions and System Monitoring
-
Measures of user satisfaction, efficiency
of use, quality and effectiveness of applications
-
Management/Operational practices
-
Performance of Systems/Technology
Sources of Knowledge
and Wisdom IV
-
Sociology
-
Conceptions of technology
-
Social and organizational systems
-
Group processes and behavior
-
Environmental interaction
-
Information Science
-
Data base Technology
-
Cognitive use of data and information
-
Information Retrieval
Sources of Knowledge
and Wisdom V
-
Anthropology
-
Understanding metaphors
and culture (Method)
-
Cultural adaptation
-
Human learning process
Sources of Knowledge
and Wisdom VI
-
Archaeology
-
"study of artifacts" (Method)
-
Tools and toolmaking
-
Philosophy
-
"virtual reality"
-
Design of Social Systems
-
Virtuality
Sources of Knowledge
and Wisdom VII
-
Computer Science & Information Systems
-
Designer Wisdom
-
Expert Systems
-
Interface Design
-
Applications
-
Computer Mediated Communications
-
Systems Analysis & Requirements Development
-
Process Reengineering
-
Enterprise Design
DIMENSIONS
OF INTERFACE DESIGN
Subject two
© copyright 1998
Murray Turoff
CRITERIA FOR FACTOR
DIMENSIONS
-
Can it be perceived?
-
Can it be measured?
-
Reproducible (repeatable)
-
Reliable (valid measure)
-
Orthogonal (Fundamental/Unique)
-
Can it guide design?
-
Relate to Interface design choices
-
Can it evaluate design?
-
Used to compare different designs
-
Can it sensitize designers?
-
Make them better designers
BASIC CATEGORIES
OF DIMENSIONS
-
Foundation Factors
-
Understanding & Ease
of Learning
-
User Sense of Control
-
Effectiveness
-
Psychological & Sociological
-
Administrative & Management
FOUNDATION FACTORS
-
Timeliness (Objective)
-
Responsiveness (Cognitive)
-
Reliability
-
Accessibility / Convince
-
Efficiency / Least Effort
-
Security
-
Accuracy
-
Protection/Bullet-proofing
UNDERSTANDING /
EASE OF LEARNING I
-
Guidance / Informativeness
-
Conciseness / Brevity
-
Clarity / Simplicity
-
Comprehension
-
Segmentation / Decomposition
UNDERSTANDING /
EASE OF LEARNING II
-
Consistency
-
Retention
-
Specificity
-
Familiarity
-
Scaffoling
SENSE OF CONTROL
I
-
Leverage / Modifiability
-
Manipulability
-
Closure / Confirmation
/ Notification
-
Feedback / Sense of causality
(Synchronous)
-
Contextual Visibility
-
Multi-tasking
-
Process Control / escape
/ interrupt / restart
SENSE OF CONTROL
II
-
Forgiveness
-
Transparency
-
Flexibility / Cognitive
Adaptation
-
Predictability / Regularity
-
Tracking / Monitoring
-
Backtracking / Auditing
/ History
-
Forecasting / Anticipating
/ Alerting
-
Backup / Undo / Listing
EFFECTIVENESS I
-
Task Functionality
-
Generality
-
Matching
-
Completeness
-
Abstraction / Leverage
-
Adaptability / Manipulability
EFFECTIVENESS II
-
Integration / Connectivity
-
Resiliency / Robustness
/ Richness
-
Relevance of objects and
functions
-
Precision (minimize non
relevant material)
PSYCHOLOGICAL &
SOCIOLOGICAL I
-
Ethical / Honest / Private
-
Aesthetic / Pleasing /
Artful
-
Interesting / Challenging
/ Fun
-
Self Image Enhancement
-
Peer Relations / Status
-
Sense of Community
-
Humanization / Polite
PSYCHOLOGICAL &
SOCIOLOGICAL II
-
Satisfaction
-
Self, System, Group / Organization,
Task / Job
-
Motivation
-
Expectations / "Self full
filling prophecy"
-
Perceived Utility
-
Change & Social Inertia
-
Feeling of Participation
ADMINISTRATIVE
-
Training / Documentation
-
Maintenance of System
-
Job Enhancement
-
Human Help & Contact
-
Organization Relationships
-
System Evolution / Modifiability
-
Evaluation / Feedback
-
Costs and Charging
-
History & Confidence
EXAMPLES OF CONFLICTS
AND TRADEOFFS
-
Comprehension <> Segmentation
-
Consistency <> Efficiency
-
Consistency <> Least
Effort
-
Conciseness <> Informative
-
Conciseness <> Closure
-
Resiliency <> Ease of
Learning
-
Task Generality <> Task
Matching
-
Specificity <> Familiarity
-
Leverage <> Manipulability
COMMON DESIGN FAULTS
I
-
Poor Interactive Sequences
-
Longer to do than manual
(e.g. reading)
-
No tolerance or respect
for human error
-
No flexible parsing (rigid
syntax)
-
Wrong functionality
-
Start-stop hassle / Interruption
handling
COMMON DESIGN FAULTS
II
-
Integration across functions
-
Poor documentation and
help
-
Inconsistent Metaphors
-
Lack of flexibility
-
Applicability to broad
range of tasks
COMMON DESIGN FAULTS
III
-
Multiple approaches to
a given task
-
Multiple ways of invoking
tasks
-
Alternative sequencing
of functions
-
Adapt to different user
styles / user types
INTERACTION METHODS
I
-
MENUS: comprehension
-
COMMANDS: flexibility
-
LISTS: leverage
-
FORMS: clarity
-
DIALOGUE: guidance
-
WINDOWS: multi-tasking
-
ICONS: object representation
-
GUI: special representations
-
DIRECT MANIPULATION: control
INTERACTION METHODS
II
-
MACROS: leverage
-
MIMICKING / RECORDING:
task matching
-
ANIMATION: event sequencing
-
MODELS: abstraction
-
LANGUAGES: semantic representations
-
SCRIPTING: leverage, task
matching
-
VIRTUAL REALITIES: understanding
-
AI AND EXPERT SYSTEMS:
efficiency
THE DESIGN PROCESS
Subject
Three
© copyright 1998
Murray Turoff
DOING DESIGN
-
Any type of design component
can be the stimulus for an idea
-
Design can occur in any
order through the maze of component relationships
-
Any incident of a component
can be the stimulus for the idea process
-
Design is a non linear
thought process
DESIGN COMPONENTS
I
-
Goals and Objectives
-
User Tasks & Requirements
-
System Metaphors
ISSUES
-
How to make the computer
recipe system more valuable to the user than any of the regular physical
systems he or she can use?
-
How to extend the concept
of what is in a recipe to be more than what the user initially conceives
it to be?
RECIPE SYSTEM OBJECTIVES
I
-
The user should be able
to handle thousands of recipes.
-
Provide ways of organizing
the information that is superior to that provided by books and index card
files.
-
Identify useful functionality
that is easier to take advantage of on the computer.
RECIPE SYSTEM OBJECTIVES
II
Insure that individuals can learn
to use this system very easily and be able to accomplish frequently occurring
operations with a minimum of effort.
-
Provide facilities for
the user to be able to learn more about cooking.
USER TASK: search
requirements
-
Meals and meal parts (e.g.
breakfast, snack, feast, main course, soup, desert, drinks, etc.)
-
Ingredients (meat, eggs,
fruit, vegetables, etc.)
-
Nutritional (low fat, vegetarian,
high protein, low salt, etc.)
-
Cultural (Chinese, various
holidays, religious, ethnic, national, etc.)
-
Taste (hot, sour, sweet,
bitter, coarse, fine, aromatic, fragrant, etc.)
RECIPE SYSTEM METAPHORS
-
Recipe, Meal
-
Cookbook
-
Card File
-
Scrap Book
-
Picture Metaphor
-
Dining Room, Kitchen, Root
Cellar, Pantry, Menu (soup plate, etc.)
RECIPE TOOLS/ARTIFACTS
-
Nutritional analysis
-
Shopping list accumulation
-
User / Family Preferences
Profile
-
e.g. Filters: likes, dislikes,
necessary (low fat, diabetic, low salt)
-
Glossary, Historical Information
-
Food and meal layout function
TOOL EXAMPLE: RDA
calibration
Function to modify Recommended Daily
Allowance (RDA) values for individual (lower salt, etc.) which would change
nutritional calculation
Total Fat, Saturated fat, Polyunsaturated
fat, Monounsaturated fat, Cholesterol, Sodium, Carbohydrates, Dietary Fiber,
Protein, Sugars, Vitamins, etc.
-
Would require a master ingredient list
giving all such information per unit of ingredient.
DESIGN COMPONENTS
II
-
Objects / sub-objects
-
Object Parts
-
Representations
-
Shortest: used to shorten
lists
-
Abstract: provide overview
-
Content: to fill in total
object
RECIPE OBJECT PARTS
-
"title"
-
Descriptors for indexing
-
Auxiliary information:
e.g. number of servings, side dishes, drinks
-
List of "ingredients" and
the "amount" of each
-
Set of cooking "instructions"
-
User notes, markups
-
Modification alternatives
for special occasions, added by user
RECIPE REPRESENTATIONS
-
Shortest: Unique title
-
Abstract: title, index
terms, auxiliary data
-
Content: ingredients, instructions,
links
OTHER POTENTIAL
OBJECTS
-
Meals
-
Key word index
-
Ingredients index
-
Marked list
MEAL/MENU Object
Appetizers, Drinks,
Breads, Soup, Salad, Cleanser, Main course(s), Vegetables, Starch, Desert,
After dinner drinks
-
User should be able to
define meal structure for different types of meals
dinner, lunch, breakfast,
brunch, family style, picnic, etc.
-
Compilation of all ingredients
for shopping list
DESIGN COMPONENTS
III
-
Functions on objects
-
Generic (detail depends
on object)
-
Explicit (self defined)
-
Strategic choice sets
-
Reactive choice sets
-
Controls
GENERIC & EXPLICIT
FUNCTIONS
Get, Find, Create,
Modify, Delete
-
Explicit Commands for Index
Add, Remove (term),
Index (as verb) object, Change (term), Merge (terms), Split (term), Order
(index), vote
STRATEGIC MENU/CHOICES
| Object |
Number |
Actions |
| Recipes |
3,455
|
Get |
| Meals |
238
|
Find |
| Lists |
|
Changes |
| Keys |
485
|
Create / Add |
| Ingredients |
9,989
|
Modify /Change |
| Marked |
35
|
Delete / Remove |
EXAMPLE REACTIVE
FUNCTIONS
-
Acting on some subpart
of an object
-
Modify/add notes
-
Nutritional Analysis
-
Find Substitute/Alternative
-
Add to shopping list
REACTIVE MENU SAMPLE
-
Scan/List/View
-
Find
-
Mark/unmark
-
Add (index term/instruction/ingredient))
-
Remove (index term)
-
Controls: Home (escape),
End (finish), Help, Show
EXAMPLES OF CONTROLS
-
Go (how far), back, forward, elsewhere,
open/close/size windows, etc.
-
Print/File (how much): object, screen,
page, list, window, link, etc.
-
Task control, confirm, quit, help, undo,
escape, finish, interrupt, continue, copy, cut, paste, open, close, etc.
One can trace the evolution of interface
design through the evolution as to what has become a commonly acceptable
control "tool"
DESIGN COMPONENTS
IV
-
Modifiers and Status states
-
Subsets, tracking
-
creates meaningful lists
-
Lateral semantic linkages
-
Shared processes
-
List Processing
-
Searching
MODIFIERS
-
Create subset/list of objects
-
Examples
-
Authored recipes
-
Incomplete recipes
-
Sent messages
-
New messages
LINKAGES I
-
Meal to recipes
-
Recipe to meals
-
Ingredient
-
as recipe
-
to details
-
recipes/meals utilizing
it
-
to substitutions
-
Number of servings to change
program
LINKAGES II
-
To added Information
-
cooking method
-
utensils
-
nutritional details
-
Name to similar recipes
-
Related items: e.g. wine,
side dishes
-
Time to prepare, to cooking
LINKAGE TYPES:
Open Ended
-
Two way usually desirable
-
Part of (recipe in meal)
-
List generation (all meals with recipe)
-
More than one link from
object/anchor
-
Alternative/substitution (of ingredient)
-
Explanation/Information (about ingredient)
-
Association/equality (other
recipe)
-
Trigger program (e.g. servings,
nutrition)
OBSERVATION ABOUT
RECIPE
-
Natural contextual menu
-
user knows context
-
user can be taught context
-
User can learn easily through
trial and error
-
Ease of learning clear
LIST PROCESSING
-
Adding and removing: index
terms, indexed objects
-
Dividing, Merging, or Sorting
lists
-
Comparing lists (multiple
object entries)
-
Inverting (all occurrences)
-
Expanding, Contracting
levels
-
Marking
KEY LIST SAMPLE
I
-
meat
-
veal
-
beef
-
sweetbreads
-
brain
-
red meat
-
roasts
-
...
KEY LIST SAMPLE
II
-
roasts
-
London Broil
-
Eye
-
Rump
-
...
-
steak
-
processed
ALTERNATIVE KEY
STRUCTURES
KEY LIST OPTIONS
-
Meat levels: 9 Items: 455
-
Use + or ... or "number"
to expand or contract
-
Allow objects in multiple
locations
-
meat.beef.red_meat.steaks.skirt
(Shows where it came from)
SEARCH ISSUES I
-
What specific reactive
searches are needed throughout the interface
-
Initiating the search and
being informed of the results with respect to the amount of material found.
SEARCH ISSUES II
-
Deciding and indicating
what is to be retained or discarded in a search result.
Whether to initiate a search of
material found or to search the material not retrieved and how to combine
this with the prior searches.
DESIGN COMPONENTS
V
-
Object Formats
-
Screen layouts
-
Workspace, status areas
-
Control areas, message
areas
OBJECT FORMAT
Rattlesnake Stew
Created: 8/12/91 Modified: 6/5/92
Keys: /meat.snake/exotic/rich/
American.southwest.Indian/
Servings: 2 Preparation Time: 90 min.
Last used: 12/8/92 Times used: 15
Characteristics: High Fat, Stewed
Utensils: Simmering Pot
Remarks: Supplied by John Franklin
from my National Guard unit. Tastes very much like rich oily chicken.
INTEGRATION EXTENSIONS
-
Electronic Shopping
-
Maintaining inventory
-
Exchange recipes with other users
-
Group Meal Planning
-
Education: Virtual World Recipe System
-
Being able to actually replicate the
cooking process in the virtual world.
-
Being able to have an instructor join
you in that environment.
-
Being able to cook as a group.
DESIGN COMPONENTS
VI
-
Processes and Closure
-
Processes and events that
take place independent of user.
-
Interaction process &
modes
-
The states and modes a
user can be in.
-
User Object lists
-
The lists of objects the
user will need or desire to manipulate.
DESIGN COMPONENTS
VII
-
Error conditions
-
Identification of possible
errors that the user could make.
-
System Messages
-
Notifications, Closures,
Confirmations, and Error Messages.
-
Necessary Help
-
Identification of what
is unclear or not self evident in the interface.
DESIGN COMPONENTS
VIII
-
For Specialized Systems
-
CMC: roles, notifications
-
DATABASES: forms, entity
models, reports
-
COMMUNICATIONS: protocol
scripts/templates
-
HYPERTEXT: anchor, linkage
types
Design Levels I
| GENERAL |
SPECIFIC |
DETAIL |
| Goals |
User Task |
|
| Metaphors |
|
|
| Objects |
Heading, Abstract
Content |
Object parts
Sub-objects
Formats
Linkages |
| Functions / Actions |
Generic
Links |
Explicit, Controls |
Design Levels 2
| GENERAL |
SPECIFIC |
DETAIL |
| Strategic Choice Sets |
Reactive Choice Sets |
|
| Shared Processes |
Searching
List Processing |
|
| Interaction States |
Screen layouts
Error Conditions
Necessary Help |
Workspace, Status, Control,
& System message area |
PROTOCOL
ANALYSIS
Subject Four
© copyright 1998
Murray Turoff
Language is the dress
of thought
Samuel Johnson
WHY DO IT?
-
Objective: To discover
the process a person goes through in solving a problem.
-
Uses: Learning Cognitive
Processes, Developing Expert System material, evaluating interfaces.
KEY ASSUMPTION
-
Cognitive processes that
generate verbalization are subset of those that generate behavior
-
Example: Lisa Learning,
by Carroll and Mazur, IEEE Computer November 1986.
CONCERNS ABOUT
THE METHOD
-
Subjects may have incomplete
knowledge of their thinking processes; therefore the record may be incomplete.
-
Subjects may not have an
accurate understanding of the processes of which they are aware.
-
The thinking process may
be distorted by the thinking out loud process.
-
Ambiguity in language may
lead to miscommunications.
NECESSARY ATMOSPHERE
-
Honesty
-
No evaluation of subject
-
No pressure for performance
-
No introduction of bias
-
No contamination of mental
process (e.g. help)
-
Reciprocity and Respect
STIMULUS RESPONSE
METHOD
-
Different stimulus may
produce different mental behaviors
-
Do you know the capital
of Sweden?
-
Which of the three: Oslo,
Stockholm, or Copenhagen is the capital?
-
Name the capital of Sweden.
-
How much does it cost to
fly and elephant from Thailand to Los Angeles?
-
How long is the Nile river?
MODES OF PROBING
-
Talk Aloud, Think Aloud:
While information is attended.
-
Concurrent Probing: While
in short term memory.
-
Retrospective Probing:
After completion of the task.
PROTOCOL ANALYSIS
CONDITIONS
-
Subject asked to verbalize
what they are thinking
-
Subject is not being evaluated
-
Observer must not participate
in process
-
Observer must not aid the
subject
-
Subject providing knowledge
of how they solve or a problem (or learn a system)
PROTOCOL ANALYSIS
PROCESS I
-
Present the subject a written
explanation of what is taking place.
-
Explain that this is to
evaluate the system and not them
-
Explain you are there only
to observe and can not help them.
-
Present in writing a task
written the user terminology and the way the user would think about it.
PROTOCOL ANALYSIS
PROCESS II
-
Total time should take
between thirty minutes to an hour if no major problem encountered.
-
Observe and record (video,
voice tape, PC interactions, notes and coding)
-
Only interrupt user for
further verbalization if it is unclear what they are doing.
PROTOCOL ANALYSIS
PROCESS III
-
Ask the user to describe
what he or she is doing outloud.
-
Ask the user to go through
all the terms on the screen and explain what they think they mean
-
Ask the user to forecast
what they think an action will do
-
Carry out the task on the
system
PROTOCOL ANALYSIS
PROCESS IV
-
Give help only if user
is at a dead end
-
Questions you can ask during
if necessary
-
Why do you do/say that?
-
What is troubling you?
-
How do you know that ...?
-
Why do you do it this way?
-
Save retrospective questions
for end of session.
MAJOR LIMITATION
-
Can not use it on a task
that the user is not familiar with.
-
Requires training on the
task first.
TYPICAL WRITTEN
INSTRUCTIONS
-
PLEASE EXPLAIN:
-
What you think something
means.
-
What you are trying to
do.
-
What confusion or concerns
you have.
-
What you expect to happen
next.
-
What you don’t know the
meaning of.
CODING SCHEMA FOR
VERBALIZATION I
-
EXAMPLE I:
-
Intentions: goals, shall,
will, must, have to
-
Cognitions: current attention
situation, define, understand
-
Planning: If x than y
-
Evaluation: Yes, No, Damit,
Fine
-
Changing conditions \ view
of the problem
CODING SCHEMA FOR
VERBALIZATION II
-
EXAMPLE II:
-
Surveying given information
-
Generating new information
-
Developing a hypothesis
-
Unsuccessful solutions
-
Self reference or criticism
-
Silence
PROTOCOL ANALYSIS
OBSERVATIONS I
-
Verbalization occurs only
30% to 50% of the time.
-
Subjects cannot verbalize
when:
-
Reading text
-
Doing intense cognitive
activity
-
Making choices
-
Subjects have to slow down
to verbalize
-
Subjects will tend to be
more careful as a result of verbalization and observation
PROTOCOL ANALYSIS
OBSERVATIONS II
-
Experts on a problem verbalize
a lot more than non experts (double)
-
Experts have more difficulty
verbalizing at a very detailed level with respect to the problem with which
they are dealing with.
-
Experts usually spend more
time in planning and in the restructuring of the problem.
INCREASING VERBALIZATION
-
1. Hold back stimulus or
encourage slowness.
-
2. Segment stimulus (subtasks)
-
3. Interrupt with pre-arranged
signal or set point to pause
-
e.g. when you are ready
to indicate an action, first explain what you think everything means on
the screen.
OBJECTIVES FOR
INTERACTIVE SYSTEMS I
-
Determine their understanding
of terms in the interface
-
Understand the cause of
errors or misinterpretations
-
Determining missing functionality
or user requirements
OBJECTIVES FOR
INTERACTIVE SYSTEMS II
-
Determining reactions to
and utility of features
-
Determine the utility of
a metaphor for learning
-
Determining the utility
of help and guidance
PROTOCOL ANALYSIS
ADVANTAGES
-
A lot less effort than
other approaches.
-
Can be done with prototype
or mockup before any coding.
-
Learning how user approaches
task
-
Finding major mistakes
in design
-
Can learn attitude
-
Rapid feedback from small
samples
-
Also useful for understanding
user task
PROTOCOL ANALYSIS
REQUIREMENTS
-
Subjects must be representative
-
Three subjects for each
distinctive type of user and for each different set of tasks
-
Instructions simple
-
Observe only
PROTOCOL ANALYSIS
QUESTIONS
-
Can ask/say:
-
Please explain your choice.
-
What are you thinking?
-
What does that term mean?
-
Should not ask:
-
Why did you do that?
-
What does "append" do?
-
Have physical signal for
interrupt
PROTOCOL ANALYSIS:
HOW TO I
-
A one page explanation
to the subject
-
Set of written tasks in
user terms
-
Subject should only spend
40-60 minutes.
-
Categorization scheme for
recording
-
Tape record their verbalizations
PROTOCOL ANALYSIS
HOW TO II
-
Retrospective questionnaire
for end
-
Retention of major concepts
-
Perceived utility of features/functionality
-
Do not try to test everything
-
At least three subjects
on same task
-
Be specific about user
explaining choice they are about to make
UTILITY OF MOCK
UP
-
Ease of understanding (current
knowledge)
-
Ambiguity in terms
-
Confusion generation
-
Loss of continuity
-
Developing on line help
-
Marketing and acceptance
UTILITY OF WORKING
SYSTEM
-
Ease of learning (new knowledge)
-
Error impact & Utility
of feedback
-
Ease of exploration
-
Realistic task execution
-
Developing final user documentation
-
Utility of new features
(beyond current system)
Wizard of Oz System
-
Allows simulation of working
system
-
Dummy output data stored
-
Working choices for moving
among screens and windows
-
More software to do this
appearing on the market
BASIC QUESTIONS
I
-
Do the terms used on the
screen mean to the subject what the designer thought they would mean?
-
Do the alternatives presented
at that point in the interaction include what the subject wishes to do?
-
Is the help material or
the system messages understandable or relevant to the needs of the user?
BASIC QUESTIONS
II
-
Does the subject have difficulty
locating or perceiving things on the particular screen?
-
Does the subject utilize
the sequences of operations that the designer expected to be utilized in
accomplishing a given task?
-
Can the user utilize the
interface metaphor for learning the system?
-
What type of errors is
the user making and why?
WHEN TO USE
-
Protocol analysis should
be used
-
Before system requirements
are finalized
-
After every major change
to requirements or interface
-
Before instillation of
system for users
-
Before introduction to
new user population type
INDEXING
& SEARCHING
Subject Five
© copyright 1998
Murray Turoff
"When I use a word," Humpty-Dumpty
said, "it means
just what I choose it to mean -- neither
more nor less."
--Lewis Carroll, Alice in Wonderland
PART OF THE PROBLEM
Bible, Holy Bible, La Sainte Bible,
Biblis Sacra, Bible wordo, biblia, Scriptures, Holy Scriptures, The Scriptures,
Sacra Scrittur, Saintes, New Testament, Old Testament, Testament, Nouveau
Testament, Avrcien, Vetus Testamentum, vetus novum, nuovo testament, gospels,
evangelium secundum, mathhewm, gospel of St. Matthew, epistle to the romans,
acts of the apostles, proverbs, psalms ecclesistes.
SEARCH MATCHING
PROBLEM
-
IF DEALING WITH COLLABORATIVE
INPUTS TO DATA
-
Air Force Base
-
air force base
-
AFB
-
A.F.B.
-
A. F. B.
MULTIPLE MEANINGS:
AMBIGUITY
-
What is a "tank"?
-
weapon
-
oil storage tank
-
fish tank
-
part of toilet unit
-
May need context to resolve
-
Use of jargon and codes
in groups
INDEXING TYPES
-
Hierarchical
-
Network (lateral)
-
Subject headings
-
Key words
-
Syntactic languages
-
Phrases
-
Natural Language
HIERARCHICAL
-
Single location in tree
-
Precise object (definition
of item)
-
e.g. 1, 1.1, 1.2, 2.1,
2.1.1
-
e.g. outlines, MDSE. files
-
Minimum coding size, difficult
to do and use
-
Rigid, difficult to evolve
/ adapt
NETWORK (LATERAL
LINKS)
-
Single Location in network
-
Precise relationship (definition
of link)
-
e.g. book index, citation
index
-
e.g. Hypertext (in theory,
not practice)
-
Lack of global view
CITATION INDEX
I
-
Index specific to a time
like last year or last five years
-
Source of data all professional
papers published during that time frame (on line version for all years
recorded).
-
Papers published in refereed
journals and conferences
CITATION INDEX
II
For a paper published at any time
in the past and referenced by papers published in that time frame, the
results is a list of which papers referenced the earlier papers.
-
Uses reference list at
back of papers to create an "inverted index"
CITATION INDEX
PROPERTIES
-
Most papers cease to be
referenced five to ten years after publication
-
Most important contributions
to science are papers reference ten and twenty years after publication
-
Some fields have significant
number of papers never referenced (e.g. math is 30%)
CITATION INDEX
UTILITY
-
Useful for finding recent
work in a given field defined by important papers in the field.
-
Useful for evaluating the
contribution of individual scientists over the long term.
-
Takes 3 to 5 years after
publication to begin to assess importance of individual paper.
SUBJECT HEADINGS
-
Fixed categories, no structure,
categorical scale
-
Precise definitions of
bin in which to fit items: Problem: book on "Use of integral equations
in Physics"
Open choice as to file objects in
multiple headings but not commonly done except through lateral linkages
(e.g. cross references)
KEY WORD AND COORDINATE
SYSTEMS
-
Fixed key words
-
Free key words
-
Multiple keys for single
object
-
Coordinates for properties
-
e.g. tall, medium, or short
SYNTACTIC LANGUAGES:
Tagged Descriptors
-
Qualified keys, associated
subcategories
-
Mix of key word with attached
hierarchies
-
e.g. tank.weapon or tank.petroleum
-
e.g. steak.beef, steak.lamb,
steak.veal
SYNTACTIC LANGUAGES:
Faceted Index
-
Separate dimensions to
represent item
-
Like the many facets of
a diamond
-
softness, style, color,
grade
-
reference: author, title,
source
-
Very common in science
and commerce
-
leather, wine, metal alloys,
plastics
-
Both objective and subjective
dimensions
MIXED INDEX EXAMPLE
-
UNIVERSAL DECIMAL CLASSIFICATION
-
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
-
Why is nuclear weapons a subcategory
of ammunition?
NATURAL LANGUAGE:
Phrases
-
Short phrases, titles
-
chapter/book titles, paper
titles
-
e.g. KWIC index
-
Often poor because done
by original author
KWIC INDEX
-
Key Word In Context
-
Alphabetical listing of
all titles permuted word by word
-
Words like of, the, a,
an etc. not used.
-
Acceptance of Groupware
Systems.
-
Groupware Systems. Acceptance
of
-
Systems. Acceptance of
Groupware
NATURAL LANGUAGE:
Abstracts, Paragraphs
-
Long enough to distinguish
the single item uniquely from all others in the collection of items
-
Good when searchers and
writers of abstracts are experts in domain
-
English ambiguity a major
problem
INDEXING EFFECTIVENESS
I
Relevant Non Relevant
Retrieved A B
Not Retrieved C D
Precision = A / (A+B)
Recall = A / (A+C)
Specificity = D / (B+D)
Total Size Dependent (D)
Search Efficiency = (Recall)x(Specificity)
INDEXING EFFECTIVENESS
II
Cannot have both high precision
and high recall with qualitative information and even very complex quantitative
databases (e.g. all known plastics, metal alloys, etc.)
-
Indexing methods represent
compromise between these two opposing objectives.
INDEXING EFFECTIVENESS
III
-
Too much recall leads to
information overload and/or more effort for user
-
Too much precision leads
to loss of relevant material and poor quality result for user
INDEXING EFFECTIVENESS
IV
-
Timeliness (updating and
currency)
-
Accuracy
-
Completeness (All data
in database)
-
Form/structure of data
useful (e.g. summary, raw data)
-
Depth and Breath (depth
easier for novices, breath better for experts)
INDEXING EFFECTIVENESS
V
-
Discrimination & Resolution
/ Density
-
Subjective / Objective
-
Adoption & Acceptance
-
Historical relevance
-
Integration (analysis tools,
other sources, etc.)
EVALUATION DIMENSIONS
I
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
EVALUATION DIMENSIONS
II
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
IDEAL USE OF INDEX
TYPES I
-
HIERARCHICAL
-
Macro concepts, well structured
area (table of contents)
-
NETWORK
-
Micro concepts, structured
relationships (hypertext document)
-
SUBJECTS
-
Macro concepts, structured
objects (professional papers)
IDEAL USE OF INDEX
TYPES II
-
FIXED & FREE KEYS
-
Micro concepts, unstructured,
evolving (book index, files)
-
Free if area is evolving
-
Fixed when creators know
more than users
IDEAL USE OF INDEX
TYPES III
-
TAGGED DESCRIPTORS &
FACETED INDEXES
-
Micro, structured factors,
well understood dimensions (e.g. materials, commodities)
-
PHRASES
-
Macro, semi-structured
(message titles, paper titles, book titles, etc.)
-
NATURAL LANGUAGE
-
Macro, unstructured (abstracts)
ZIPF’S LAW
-
Log frequency of terms
in the English language (Y axis) are linear with log of rank order (X axis).
-
Product of frequency and
rank order raised to fixed power is a statistical constant
-
Non log plot often called
"draw down curve" and used in other fields.
SAMPLE Zipf List
I
Word Rank
Frequency R x F
the
1 68,315
68,315
of
2 35,716
71,432
and
3 27,856
83,568
to
4 26,760
107,040
a
5 22,744
113,720
in
6 21,108
126,648
that
7 11,188
78,316
is
8 10,978
87,824
was
9 10,499
94,491
it
10 10,010
100,100
Sample Zipf List
II
Word Rank
Frequency R x F
sir
195
452 88,140
it's
196
452 88,592
why
197
451 88,847
asked 198
448 88,704
give
199
446 88,754
once
200
443 88,600
Sample Zipf list
III
Word Rank
Frequency R x F
usually 400
239 95,600
tax
500
167 83,500
ideas
800
128 102,400
proved 1,170
88 102,960
sections 2,146
49 105,154
flames 5,070
17
86,190
cultures 7,020
11
77,220
OBSERVATIONS ON
LANGUAGE
-
Order: Easiest to say to
hardest to say (amazing collective evolution of language)
Can be derived from Classical Information
Theory by minimizing total length of codes to represent message. Done years
later after Zipf’s empirical studies.
CONSEQUENCES
-
Led to Zipf’s Principle
of Least Human Effort
-
Human Behavior and the
principle of least human effort: an introduction to human ecology, George
Kngsley Zipf, 1949, 1972.
-
Concepts extended to many
other areas of human and biological activity.
SEMANTIC BALANCE
I
-
Speaker’s economy in possessing
a vocabulary of one word with m different meanings.
-
Auditor’s (listener) economy
in possessing a vocabulary of m different words with one distinctive meaning.
-
Conflict in language and
cause of "ambiguity." A collection of m words will have more than m meanings.
SEMANTIC BALANCE
II
First 1,000 words (after initial
500) have like 6,000 meanings, meaning they are used much more often than
later words. (Ave. = 6)
-
First 20,000 words have
like 40,000 meanings (Ave. = 2)
-
Suitable packet (unit of
words) size can fit harmonic series
-
Compromise and tradeoffs
in human affairs
Zipf RELATIONSHIPS
-
Form of equation from:
Generalized Harmonic Series
-
r x f ^ (1/p) = C
-
r = rank f = frequency
-
1 >= p >=0
-
for English p ~ 1, but
specialized vocabularies differ slightly.
-
Distribution of star types
provides insight into evolution
ZIPF’s STUDIES
I
-
Number of retail establishments
vs. population
-
Diversity (number of different
establishments) vc. population
-
Vocabulary of NY Times
vs. ordinary paper (constant a lot larger)
-
Tool layout for craftsperson
(furniture makers, shoe makers, watchmakers, etc.)
ZIPF’s STUDIES
II
-
Frequency of marriage vs. distance in
blocks (before cars)
-
Visitors to national parks vs. distance
of home
-
Size of cities (derived from agricultural
model) before last few decade
-
Number and diversity of establishments
vs. size of population
-
Biomass (frequency x weight) in pond
(closed ecological system) constant among species in food chain.
SYSTEMATIC KEY
WORD LIST DEVELOPMENT I
-
Analyze body of literature
(significant sample) in application domain
-
Compare order to normal
English and highlight significant differences
-
Concordance study useful
for any writers
-
High frequency useless:
too many matches
SYSTEMATIC KEY
WORD LIST DEVELOPMENT II
-
Low frequency useless:
too few matches
-
Use middle frequency terms
different from normal English
Do correlation studies
of two, three, four, and five terms together (within same paragraph, sentence)
to seek clusters of matches.
PREPARING THE SAMPLE
-
Remove useless words ("Exclusion
list) from initial sample
-
Illustration of "a" words
from such a list:
a about above after
afterall afterward again against all almost already also although always
am an and another any anyone anything are as at
-
Remove suffixes: (e.g.
age als ant ary) from all words in sample
SEARCH APPROACHES
I
-
Scanning: Broad, top level,
term lists
-
Browsing: Up down, laterally,
following interest, iterative, backup and start over
-
Target Searching: Specific
target objective, need structure of data, categorization rules and understanding
SEARCH APPROACHES
II
-
Exploring: Objective is
learning the nature of the database and contents.
-
Wandering: Creative stimulus,
random patterns
-
Both are a significant
design challenge
SUBJECTIVE HUMAN
INDEXING
-
Spatial Indexing (e.g.
piles of paper)
-
Event Indexing (e.g. calendars)
-
Color & Form Indexing
(e.g. tabs, marks)
-
Categorical (e.g. priorities)
SEARCH PROCEDURES
I
1 Perceiving a need
to find
information.
2 Formulating the request
for
information.
3 Selection of the source
for the
information.
SEARCH PROCEDURES
II
4 Specifying the search
strategy.
4.1 Browse the index,
provide
numbers
4.2 Expand and contract
levels
4.3 Mark multiple choices
(or)
4.4 Provide for: or
(novice), and, not
conditions, also distance
conditions
SEARCH PROCEDURES
III
5 Carrying out the
search
(mechanics).
5.1 Show number of hits
dynamically
5.2 Browse the hit list
5.3 Mark, Nest, Backup,
Merge,
Restart
SEARCH PROCEDURES
IV
6 Evaluating the results
6.1 Update index or
list. Determine
relevance
6.2 Saving, printing,
viewing,
categorization
6.3 Merging, reordering,
clean up,
store strategy
End of Lecture
1-5 Set