CIT 3441-Lecture2-2025
CIT 3441-Lecture2-2025
INTERFACE
Lecture PowerPoints
1
Guidelines, Principles and Theories
2
Topics Covered
• Introduction
• Guidelines
• Principles
• Theories
• Object-Action Interface Model
3
Introduction
5
Introduction (concluded)
6
Guidelines
• Shared language
• Best practices
• Critics
– Too specific, incomplete, hard to apply, and sometimes wrong
• Proponents
– Encapsulate experience
• Following are examples of guidelines
7
Navigating the interface
• Since navigation can be difficult for many users,
providing clear rules is helpful.
• Sample of the National Cancer Institutes guidelines:
– 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
8
Accessibility guidelines
A few of the Priority 1 Accessibility Guidelines
• 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 identification and navigation
The goal of these guidelines is to have
– web-page designers use features that permit users with
disabilities to employ screen readers or other special
technologies to give them access to web-page content
9
Organizing the display
10
Getting the user’s attention
The following guidelines specify several techniques for
getting the user’s attention:
• Intensity
• Marking
• Size
• Choice of fonts
• Inverse video
• Blinking
• Color
• Audio
11
Facilitating data entry
• Data-entry tasks can occupy a substantial fraction of the
users' time
– and can be the source of frustrating and potentially dangerous
errors
• Smith and Mosie (1986) offer five high-level objectives
as part of their guidelines for data entry:
1. Consistency of data-entry transactions.
2. Minimal input actions by user.
3. Minimal memory load on users.
4. Compatibility of data entry with data display.
5. Flexibility for user control of data entry.
12
Principles
• While guidelines are narrowly focused, principles tend to
be more fundamental, widely applicable, and enduring
• Determine user’s skill levels
• Identify the tasks
• Choose an interaction style
– Five primary interaction styles
• Eight golden rules of interface design
• Prevent errors
• Automation and human control
13
Determine user’s skill levels
• “Know thy user”
• Age, gender, physical and cognitive abilities,
education, cultural or ethnic background, training,
motivation, goals and personality
• Design goals based on skill level
– Novice or first-time users
– Knowledgeable intermittent users
– Expert frequent users
• Multi-layer designs
14
Identify the tasks
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Choose an interaction style
• Direct Manipulation
• Menu selection
• Form filling
• Command language
• Natural language
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Spectrum of Directness
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The 8 golden rules
of interface design
1. Strive for consistency
2. Cater to universal usability
3. Offer informative feedback
4. Design dialogs to yield closure
5. Prevent errors
6. Permit easy reversal of actions
7. Support internal locus of control
8. Reduce short term memory load
18
Prevent errors
• Make error messages specific, positive in tone, and
constructive
• Mistakes and slips (Norman, 1983)
• Correct actions
– Gray out inappropriate actions
– Selection rather than freestyle typing
– Automatic completion
• Complete sequences
– Single abstract commands
– Macros and subroutines
19
Automation and human control
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Automation and
human control (cont.)
• Successful integration:
– Users can avoid:
• Routine, tedious, and error prone tasks
– Users can concentrate on:
• Making critical decisions, coping with unexpected situations,
and planning future actions
21
Automation and
human control (cont.)
• Supervisory control needed to deal with real
world open systems
– E.g. air-traffic controllers with low frequency, but
high consequences of failure
– FAA: design should place the user in control and
automate only to improve system performance,
without reducing human involvement
22
Automation and
human control (cont.)
• Goals for autonomous agents
– knows user's likes and dislikes
– makes proper inferences
– responds to novel situations
– performs competently with little guidance
• Tool like interfaces versus autonomous agents
• Aviators representing human users, not computers,
more successful
23
Automation and
human control (cont.)
• User modeling for adaptive interfaces
– keeps track of user performance
– adapts behavior to suit user's needs
– allows for automatically adapting system
• response time, length of messages, density of feedback,
content of menus, order of menu items, type of feedback,
content of help screens
– can be problematic
• system may make surprising changes
• user must pause to see what has happened
• user may not be able to
– predict next change
– interpret what has happened
– restore system to previous state
24
Automation and
human control (cont.)
• Alternative to agents:
– user control, responsibility, accomplishment
– expand use of control panels
• style sheets for word processors
• specification boxes of query facilities
• information-visualization tools
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Automation and
human control (concluded)
26
Theories
28
Theories (concluded)
• Web designers have emphasized information-
architecture models
– with navigation as the key to user success.
• Web users are considered as foraging for information,
– effectiveness of the information scent of links is the issue
– A high-quality link, relative to a specific task, gives users a good
scent (or indication) of what is at the destination.
– E.g, if users are trying to find an executable demonstration of a
software package, then a link with text "download demo" has a
good scent.
• The challenge to designers is
– to understand user tasks well enough to design a large web site
such that users will be able to navigate successfully
• Information-foraging theory attempts to predict user
success rates
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– given a set of tasks and a web site, so as to guide refinements.
Taxonomy
30
Taxonomy (concluded)
• Contribution
– Any theory that might help designers to predict performance for
even a limited range of users, tasks, or designs is a contribution.
• HCI is filled with many theories
• Practitioners must keep up with the rapid developments
– not only in software tools, design guidelines, but also in theories.
• Critics raise two challenges:
– Theories should be more central to research and practice.
• A good theory guides researchers in understanding concepts and
generalizing results
– Theories should lead rather than lag behind practice.
• A robust theory predicts or guide practitioners in designing new products
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Stages-of-action models
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Stages-of-action models (continued)
41
Consistency through grammers
(continued)
• Inconsistent version B is somehow more startling,
– because there is a single unpredictable inconsistency that
stands out so dramatically that this language is likely to be
remembered for its peculiar inconsistency
• To capture these notions, Reisner proposed an action
grammar to describe two versions of a graphics-system
interface.
– She demonstrated that the version that had a simpler grammar
was easier to learn.
• Payne and Green expanded her work by addressing the
multiple levels of consistency (lexical, syntactic, and
semantic)
– through a notational structure they call task action grammars
(TAGs). 42
Consistency through grammers
(continued)
• They also address some aspects of completeness of a
language by trying to characterize a complete set of
tasks;
– for example, up, down, and left constitute an incomplete set of
arrow-cursor movement tasks, because right is missing.
• Once the full set of task-action mappings is written down,
– the grammar of the command language can be tested against it
to demonstrate completeness.
• For example, a TAG definition of cursor control would
have a dictionary of tasks:
move-cursor-one-character-forward [Direction = forward, Unit =
char]
move-cursor-one-character-backward [Direction =backward, Unit
=char] 43
Consistency through grammers
(continued)
move-cursor-one-word-forward [Direction = forward, Unit = word]
move-cursor-one-word-backward [Direction =backward, Unit =
word]
• The high-level rule schemas that describe the syntax of
the commands would be as follows:
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"
• These schemas will generate a consistent grammar:
move cursor one character forward CTRL-C
move cursor one character backward ESC-C
move cursor one word forward CTRL-W
44
move cursor one word backward ESC-W
Object-Action Interface Model
46
Task and interface concepts, separated into hierarchies of objects and actions
47
Object-Action Interface Model
(continued)
• The high-level task objects might be stock-market
listings, a photo library, or a personal phone book.
• These objects can be decomposed into information on a
single stock, for example, and finally into atomic units,
such as a share price.
• Task actions start from high-level intentions that are
decomposed into intermediate goals and individual
steps.
• To accommodate the arguments of situated action and
distributed cognition,
– the objects may include real-world items (such as books, maps,
or other devices)
– and actions may include common activities (such as speaking to48
colleagues, handling interruptions, or answering telephones).
Object-Action Interface Model
(continued)
• Once there is agreement on the task objects and actions
and their decomposition,
– the designer can create the metaphoric representations of the
interface objects and actions.
• Interface objects do not have weight or thickness;
– they are pixels that can be moved or copied in ways that
represent real-world task objects with feedback to guide users.
• Finally, the designer must make the interface actions
visible to users,
– so that users can decompose their plans into a series of
intermediate actions, such as opening a dialog box, all the way
down to a series of detailed keystrokes and clicks.
49
Object-Action Interface Model
(concluded)
• In outline, the OAI model is a descriptive and
explanatory model that focuses on task and interface
objects and actions.
• Because the syntactic details are minimal,
– users who know the task-domain objects and actions can learn
the interface relatively easily
• The OAI model is in harmony with the common software-
engineering method of object-oriented design
50
Task hierarchies of objects and actions
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Task hierarchies of objects and actions
52
Task hierarchies of objects and actions
(concluded)
• The interface actions also are decomposable into lower-
level actions.
– The highlevel plans, such as backing up a data file, may require
selection, duplication, and save actions.
– The mid-level action of saving a file is refined into the actions of
selecting a destination and moving the file onto a remote disk,
providing a password, overwriting previous versions, assigning a
name to the file
– There are also many low-level details about permissible file
types or sizes, error conditions such as shortage of storage
space, or responses to hardware or software errors.
– Finally, users carry out each low-level action by selecting a
button in a dialog box or clicking on a pull-down menu item.
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The disappearance of syntax
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