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8/2/2019 Discussion on Theory of Human Behaviour and Interactive Systems Design
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Discuss the relationship between theory of human behaviour and design of
interactive systems. Use examples from three areas: Mental Models; Errors in
skilled performance; Collaborative work.
I N T R O D U C T I O N
r
DEFINITIONS
Firstly, let us begin by unpacking the terms that form the backbone of this essay.
WHAT IS THEORY OF HUMAN-BEHAVIOUR?
The Theory of Human Behaviour is an umbrella term encompassing a set of theories
concerned with explaining human behaviour.
In the context of HCI, the sub-set of human-behaviour theories belonging to a branch of
Psychology known as Cognitive Psychology are especially relevant as well as those belonging
to other behavioural sciences, because they offer an insight into the man who interacts with
the machine. According to Foley (2003) Cognitive Psychology is the scientific study of
Cognition. The word Cognition is a Latin word which means of knowledgeand can be traced
back to the Ancient works of Plato and Aristotle.
Broadly speaking, Cognitive Psychology is concerned with understanding conscious and
unconscious mental activities including: sensation and perception1, learning and memory,
thinking and reasoning, attention and consciousness, imagining and dreaming, decision
making, problem solving, creativity, and intelligence (Foley, 2004). Each of these is like a
worker in the factory of information and knowledge production.
WHAT IS INTERACTIVE SYSTEMS DESIGN?
According to Sharp et al. (2007), there are many terms for Interactive Systems Design - all
represent a similar meaning, however interaction design [ID] is increasingly being accepted
as the umbrella term (p.9). Hence, what is Interaction Design?
Designing interactive products to support the way people communicate and interact
in their everyday and working lives. (Sharp et al., 2007, p.8)
1How the mind interprets information gained via. the senses, in order to make sense of the world.
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Winograd (1997) describes ID as Designing spaces for human communication and
interaction ( p.160), whilst according to Thackara (2001) it is the why as well as the how of
our daily interactions using computers (p.50).
Examples of interactive systems include Personal Computers2 (inc. software e.g.
visualisations), the web, MP3 players, Video Games Consoles, ATM to the latest in: wearable
e.g., Nike+ iPod talking shoes; sharable e.g., Microsoft Touch; Augmented and mixed reality
systems e.g., augmented maps3 (Reitmayr et al., 2005).
Now that we have clarified the terms, what is the relationship between them? The bridge
between these two terms is Human Computer Interaction (HCI) (Carroll, 2003, p.1). HCI is
about improving the relationship between man and machine. Hence, the definitions
synthesise as follows: HCI professionals employ theories of human behaviour to design better
interactive systems. HCI interests in theories of Human Behaviour can be seen as the
application of Hansons (1971) classic Admonition Know thy User.
D I S C U S S I O N O N
R E L A T I O N S H I P B E T W E E N
H U M A N B E H A V I O U R T H E O RY
& D E S I G N O F I N T E R A C T I V ES Y S T E M S
r
Already the past two, almost three decades have witnessed the maturity of HCI as a scientific
discipline. Yet, there is still a long way to go4. Students and practitioners migrated from
multiple disciplines including cognitive psychology, social psychology, sociology,
anthropology, communication studies, and human-factors engineering lending their
expertise. The grounds for the development of HCIs scientific foundations were lain with the
representational theory of mind as its underlying rubric. Since the 1980s, a multi-disciplinary
body of theoretical literature has been emerging (Carroll, 2003). For example, Card, Moran,
and Newell (1983) developed the Goals, Operations, Methods, and Selection rules (GOMS)
model for analysing routine human-computer interactions. Focussing on theories of human-
2Including Laptops, Tablet PCs, and increasingly Ultra Mobile PCs.
3Paper-based maps are augmented with digital pictures and video footage to enable emergency workers to assess the
effects of flooding and traffic.4In the form of challenges, which we shall discuss later.
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behaviour - How many such theories can lead to design? We use examples from three areas to
provide an answer.
M E N T A L M O D E L S
r
Mental Models can be defined as the users knowledge of how to interact with the system, and
to a lesser extent how that system works (Sharp et al., 2007, p.116). The term has entered HCI
from the door of Cognitive Psychology (Craik, 1943) which illustrates the after-emigrational
impact practitioners from other disciplines have made, as mentioned earlier. When a user
uses a system e.g., an Internet Browser, he begins to form ideas about how the system works,
how to get the system to do what he wants, and what to do when something unexpected
happens, and to achieve this he may transfer his experience of using (perceived) similar
interfaces across; all this is assumed to be the mental model (Sharp et al., 2007). The more
the user learns about the internet browser and how it functions, the more developed his
mental-model of it. According to Sharp et al. (2004), using incorrect mental models to guide
behaviour is common, for instance, some elevator users will press the call button multiple
times. When asked why? One reason given is that it ensures the elevator will arrive. On the
other hand, this could sometimes be out of impatience. Norman (1983a) identified that most
peoples understanding of interactive systems e.g., search engines is poor. Their mental-
models are often incomplete, based on incorrect analogies, and are superstitious.
Consequently, they struggle to articulate what is happening, and how to solve problems
effectively.
Ideally users should be able to develop mental models that match an interactive systems
conceptual model5. However, HCI researchers have noted that most users are resistant to
spending a long time learning (Sharp et al., 2007). Alternatively, by understanding/theorizing
the way users develop mental models, transparentsystems that support and are in-sync with
users way of thinking may be designed. An experiment conducted by Cockburn and Jones
(1996) illustrates this potential. They investigated mental models of the back and forward
facility provided by web-browsers6 and found most users had an incorrect understanding. The
facility works by maintaining a history of all the pages visited. The back and forward buttons
allow users to navigate pages stored in the history list. Alternatively pages can be selected
from the history dialogue box. All is well when the back and forward buttons are used to cycle
5 The way a system is intended to be used by its designers. Conceptual models are devised as tools for the
understanding or teaching of physical systems. Mental models are what people really have in their heads and what
guides their use of things (Norman, 1983, p.12).6This also applies to Microsoft Windows Explorer.
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through pages in the history list, however something contrary to most users understanding
takes place when a page (X) is selected from a history list, followed by visiting a new URL. The
pages above page X are popped from the history list and the new page is added to the top of
the history list (in their place). So that when the back or forward button is pressed, the pagethe user expected to appear doesnt appear. This can be explained by the fact that browser
historys function as - what are known as - arrays/stacks in programming. They follow a Last
in First Out (LIFO) data structure, which is often likened to a stack of plates. The undo-redo
facility in word-processors works along the same lines.
A study into users models of the copy buffer in word-processors conducted by Payne et al.
(1990), further exemplifies design implications of mental-models research. Participants were
given copy and paste tasks e.g., copying a string of text into two separate locations. Payne et
al. observed many novice users copying the same string twice, when there was only need to
copy the string once, and then pasting it twice into two separate locations. This was because
the copy command didnt intuitively or transparently transfer its ability into the novice users
mental model. To demonstrate this, Payne et al. found that by re-naming copy as store,
more novice users were inclined to construct the intended understanding.
Payne (1991) conducted study into user mental models of ATMs (p.140). He discovered his
student-participants wrongfully assumed the ATM encoded the bank-balance onto the card;
others thought the only information on the card was the PIN; models of the ATM were not
comprehensive, they were fragmentary, consisting of collections of beliefs about parts of the
system. Students would employ analogies to explain parts of the system which bore no
relation to the whole. Almost all of his participants believed it was impossible to type ahead
during machine pauses. Consequently, some transactions went on for longer than was needed.
Hence, some mental-models caused inefficient behaviour.
Whilst the aforementioned studies demonstrate clear design implications of mental model
research, there are other studies for which it is difficult to see a relationship between mental-
models theory and design. E.g., mental models as Homomorphisms - reflecting the structure
of the world they represent, just as a photograph reflects the structure of that which it is a
photo of (Payne, 2003).
So why doesnt theory always lead to design? This a question not exclusive to HCI, but one
that has faced modern science since the beginning. Perhaps, the answer that science has
provided, is the same answer. Science has can be divided into basic science - scientists
pursuing research mainly to satisfy their intellectual thirst and applied science - application
of research for practical or profitable gain. Sometimes an obvious relationship doesnt exist
between the two however as time go by, a relationship emerges for example superconductivitywas nothing more than a laboratory curiosity for Dutch physicist Onnes when he discovered it
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in 1911. Yet, nowadays superconductive magnets are used in applications ranging from
diagnostic medical equipment to particle accelerators (Burnie, 2003).
It can be argued that a designers creativity suffices, and that painstaking research isunnecessary. In contrast, it can be argued that even when theories dont seamlessly lead to
design, theorizing should continue as part of the quest for knowledge. However Dix et al.
(2004) argue for a middle path to be drawn one that combines that strength ofArt and of
Science. The truth is that HCI is required to be both craft and a science to be successful
(p.6). Hence, a marriage between the creative flare of art and the rational explanations of why
some things are successful whilst others arent of science is suggested.
E R R O R S I N S K I L L E D P E R F O R M A N C E
r
Thus far, we have presented examples mentioning novice users carrying incorrect mental-
models. Hanson, Kraut and Farber (1984)conducted studies with intermediate-expert users
performing document processing and e-mail tasks in UNIX and found even experts make
errors. They logged over 10,000 UNIX commands revealing an overall error rate of 10%.
Not only can errors lead to serious mishap but they also carry social repercussions like
causing frustration to novice users (Norman, 1983). Errors have been attributed to slips
(unintentional mistakes, where the user intends and knows what to do, but does the wrong
thing for some reason (Norman, 1981)) misconceptions (mistakes due to the user
possessing incorrect or incomplete knowledge) (Reason, 1990) and post-completion
errors (Byrne and Bovair, 1997) which are described as errors which occur during tasks that
require an extra action to be performed after the main goalhas been satisfied e.g., leaving the
original document in a photo-copier after retrieving the copied documents; leaving change in
a vending machine after retrieving the chocolate; leaving a card in an ATM after retrieving
cash; or leaving car headlights on. Such errors have been observed to occur amongst tasks
with a similar task structure. They are said to be persistent, in that they do not diminish with
experience (Blandford, 2000). What differentiates post-completion errors from slips and
misconceptions is that they are performed by people who have the knowledge and the
experience to carry out the task
According to (Blandford, 2000) post-completion errors have received little attention in the
psychology or design literature. According to Byrne and Bovair (1997), post-completion errors
are best explained by the users working memory load. The error will be made when workingmemory load is high, but not when it is low. Lab experiments have empirically demonstrated
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that such errors are indeed due to constraints on working memory-load (Byrne and Bovair,
1997).
Such theorizing and experimentation on errors has seamlessly lead to reflection over theirdesign implications. Norman (1983b) analyzed a set of slip errors, breaking them into
classifications. In trademark fashion, he then went onto develop principles of system design
intended to minimize slip errors and their effects. For instance Normans principles included
consistency7 of the system in structure and design to minimize memory problems in
retrieving operations. Actions should be reversible where possible, where they cant be they
should be difficult to do thereby preventing unintentional action. An example of this is the
undo facility and the confirm dialog box. However, Norman recognized that applying theory
can be difficult, hence he suggested that designers make trade-offs.
Blandford (2000) present Youngs (1994) scenario in which a user has two windows open. In
one he is composing a message, a short while later, he summons another window in which he
views a time-table. Without activating the message window, he continues typing. Obviously,
his typing is of no avail. Blandford (2000) classifies this as a post-completion error. One
solution is to fizzle/fade out the borders of inactive windows (Barnard et al., 1994). This will
cause users to learn to easily identify inactive windows. Nowadays a similar sort of application
is found in Windows Vista.
Byrne & Davis (2006) conducted some lab experiments which demonstrated a significant
reduction of error rate caused by a simple design change; alteration of when feedback about
goal completion occurred, in other words restructuring the task so that the main-goal is the
last goal to be achieved. This is the solution that Blandford (2000) propose for post-
completion errors on vending machines. Similarly, in their discussion of design implications,
Byrne and Bovair (1997) suggested designers of interactive systems should avoid building
post-completion structure into the interaction, even where demands on working-memory load
are light, since peoples memory can easily become filled with task-irrelevant information like
day-dreaming. Nowadays ATMs eject the card before cash. Similar advice is offered in the
cognitive walk-through approach (Polsen et al, 1992).
7Others are Feedback and Similarity of response sequences (p.257).
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C O L L A B O R A T I V E W O R K
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Although collaborative work occurs in many different contexts e.g., school, online-gaming or
even during a conversation (Sharp et al., 2007). For purposes of clarity, we shall limit
ourselves to the work-place. Nowadays, the modern work-place relies heavily on people
belonging to inter-dependant teams spread locally and globally. For instance, (Cummings,
2001) example of a large telecommunications software system being built by a teams spread
across North America, Europe and Asia. In, HCI, CSCW is concerned with building tools to
help collocated and distributed groups accomplish their work more effectively. Collaborative
work although fruitful poses subtle challenges e.g., Karau & Williams (1993) found people
work less hard in teams than individually. According to Kraut (2003) theories of Social
Psychology can be recruited to explain what makes groups effective, what undermines them,
what makes distributed teams perform poorer than collated ones, and what is needed to
support them (Cramton, 2001). The empirical descriptions of group behaviour and the
identification of causal mechanisms that influence it provided by social scientists can
potentially inform design.
Let us take, the theory of social loafing, first observed by Ringelmann (cited in Kravitz &
Martin, 1986). The phenomena is: individuals typically work less hard when they are part of a
group than when they are on their own. It occurs when individuals believe the outcomes of
their efforts are being pooled in with efforts of group members (Kraut, 2003, p.341).
Although social loafing varies between tasks and groups, it is claimed social loafing lessens if
the individual:
is working in an attractive group* thinks his or her contribution is unique* thinks other members will perform poorly* output is visible to the group is a woman is a child raised in an Asian culture
According to Karau and Williams (1993) who developed an integrated theory of social loafing,
individuals will work harder when they think their effort leads to a valued outcome. Karau
and Williamss model predicted the asterisk-factors above as motivating individuals to work
harder. The implication of this theory for design can be demonstrated if we take group-
brainstorming tools as an example; if social-loafing is responsible for production loss, then
enforcing anonymity would be counter-productive since according to the theory, the visibility
of the individuals output is a positive factor. Another design implication exists for onlinediscussion groups: Karau and Williams (1993) tabulated a number of design ideas informed
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by their research e.g., mix novice and experts within a single group, making expertise more
essential, hence an individual will be prompted to contribute due to expecting other members
to perform poorly.
C H A L L E N G E S
r
For this potential of theory informing design to be fully realised, some challenges exist.
According to Carroll (2003). They include fragmentation: too many theories and domains
exist within HCI. It isnt possible to maintain breadth and depth (Kraut, 2003);
HCI researchers are insulating themselves hence slowing multi-disciplinary progress; The
practice of HCI research and application is constrained by real world software development
which is constrained by schedule, budget, interoperability and compatibility. According to
Carroll, this has exerted pressure to streamline methods & techniques so that they can be
taught quickly. Naturally, this shrinkage leads to discarding HCI Researchs full potential i.e.,
some potential is left behind the curtain.
Hence solutions to the challenge are: one, giving HCI researchers freedom to articulate their
research so it is used in the manner they intend. Of course there will be room for feedback and
iteration. Two, synthesising a comprehensive and coherent methodological framework.
Three, giving new-generation students an appreciation of the scientific foundation
underlying HCI, so they can contribute to multi-disciplinary progress
C O N C L U S I O N
r
We conducted our discussion of the relationship between theory and design by way of
providing examples drawn from the areas of mental models, errors in skilled performance,
and collaborative work. These we supplemented with examples drawn from other areas. We
demonstrated where theory has led to design, and where it isnt. This led us to a juncture
wherein we initiated a discussion on the reasons behind why theory doesnt always seamlessly
lead to design. We presented a bi-lateral argument, and Dix et al. (2003) reconciling view of
taking the middle ground: that HCI is required to be both an Art and a Science to be fruitful.
In addition, Carroll (2003) holds, the demographics of there being more practitioners than
researchers is a reflection of the success HCI is experiencing. Nevertheless, there are
challenges or obstacles rather which are hindering the potential for theories to inform design-
these HCI must overcome, namely scientific fragmentation, researchers working in isolation,
and pressure from the engineering industry.
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R E F E R E N C E S
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