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The story so far
What are principles? S: “Laws” D: Attributes that contribute to usability E: Prescriptions to enable performance guarantees
Why bother? To inform design decision making Steamline development. Reduce iteration. Reuse knowledge Reduce business risk. (More predictable.)
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Remember this?
Science Factors that matter: psychology, e.g. redundancy
Design Guidelines, e.g. “Don’t use colour without…” Principles, e.g. flexibility, recoverability
Engineering Users, Tasks, Machines, Performance. Highly specific advice
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Bringing home the bacon
Guide designers in making design decisions Know the consequences of decisions
Relevant to design practice and usability Validated consequences should be known Predictive … predicted in this context (UTM) Scoped set of applicable design
problems Prescriptive inform design Operational techniques to apply them
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Task based design
Design decisions must be made What tasks are essential? Omitted? How should tasks be allocated? Structure: goals/subgoals, object relations Representation of objects
How can we inform these decisions? Performance: learning, usage, improve task output
Existing users and artefacts
Current task model
Envisioned taskmodel
User interfacedesign
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The Analysis-Design gulf
TA produces descriptions
The problem: How to use descriptions of user tasks to design systems
Descriptions Systemsgoals screen layout
tasks widgets
objects command names
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What you must know
What are the principles? What is their theoretical base? How do they inform interface design? Scope: Users, Tasks, Machines (i.e. UTM) How do they improve performance? How were they validated? How easy would it be for designers to use them?
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Task Knowledge Structures (TKS) Tasks
activity, agents, state grouped by roles
Fraser (Lecturer)
Researcher Tutor Consultant
Preparelectures
Visitstudents
Hold supervisionmeetings
Markassignments
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TKS: Objects
Describe users’ knowledge of objects in a domain
Items for sale
Audiobook BookMagazine
“Brighton Rock” “Noddy and the goblins”
“Human Computer
Interaction”
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TKS: Goals
Describe users’ knowledge of goals Hierarchy, control relations
Take a book order
Enter order details
Send order to publisher
Enter customer details
Enter book details
Get deposit
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The principles
Taxonomic categorisation Actions on same/similar objects chunk into a subgoal
Sequential dependency Actions sequentially related chunk into a subgoal
Easier recall of items, performance benefits
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Results: Task times
ScrollSheet plot
Means
SIMSEQ
SEQDEP
SIM
CONTROL
TRIAL5TRIAL4TRIAL3TRIAL2TRIAL1
420
380
340
300
260
220
180
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Results: task errors
ScrollSheet plot
Means
SIMSEQ
SEQ
SIM
CONTROL
TRIAL5TRIAL4TRIAL3TRIAL2TRAIL1
14
12
10
8
6
4
2
0
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How good is the bacon?
Theory TKS + categorisation Relevant TA, structure, GUI design Validated experiments Predictive predict learning difficulties Scoped existing domain K. Gui Prescriptive TA + P -> TM -> GUI Operational Hmm? What objects? Rep?
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Unprincipled task model
Enter orderdetails
Enter cust.address
Enter bookprice
Enter cust.first name
Enter bookedition
Enter bookauthor
Enter bookISBN
Snd order topublisher
Take a book order
Taxonomic relation
a enables b
Subgoals not shownhere
a b
Key
Take depositof
Deposit paid . . .
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Unprincipled design
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Sequential dependency condition
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Principled task model
Deposittaken
Enter orderdetails
Enter customerdetails
Enter cust.address
Enter bookprice
Enter cust.first name
Enter bookedition
Enter cust.sec’nd name
Enter booktitle
Enter bookauthor
Enter bookISBN
Enter cust.tel. num.
Enter bookdetails
Send orderto publisher
Enter bookquantity
Get deposit
Take a book order
Total priceknown
Taxonomic relation
a enables b
Subgoals not shownhere
a b
Key
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Principled GUI