Usability and Interaction PPT-PART 1
Usability and Interaction PPT-PART 1
DotDash Bank PLC has launched a new telephone-based banking service. Customers
will be able to check balances, order chequebooks and statements and transfer
money all at the press of a button. Users are presented with lists of choices and they
select an option by pressing the appropriate touch-tone key on their handset. The
system development team is certain that the system is technically very good – the
speech synthesis used to speak out instructions/ options is the state-of-the-art and
the database access times are very fast. The new banking system described is clearly
a success from a system point of view: the designers have thought about the
technical demands of the system to achieve, for example, high through-put of
database queries.
Note The bank’s customers have responded badly to the new system. Firstly, users want to
know why the system does not let them allow them to hear details of their most recent
transactions, pay bills and do other common functions. Worse still, they find the large number
of keypresses needed to find out a piece of information tedious and irritating. Often, users get
lost in the list of choices, not sure of where they are in the system and what to do next.
A cork-screw is a tool for opening bottles sealed with a cork. They are useful tools.
However if you are a left-handed person most cork-screws are difficult to use. This is
because they are designed for righthanded people. So, for a left-handed person the
cork-screw has low usability (despite being useful). Interactive Systems 5 Usability is
about building a system that takes account of the users' capabilities and limitations.
A system that has good usability is likely to have the following qualities:
• Flexible. Users should be able to interact with a system in ways that best suit their
needs. The system should be flexible enough to permit a range of preferences.
• Robust. A system is robust if a user is given the means to achieve their goals, to
assess their progress and to recover from any errors made. In a later unit we will look
at each of these aspects and consider ways in which they can be achieved.
MODELS OF INTERACTION
Interaction involves at least two participants: the user and the system. Both are
complex, as we have seen, and are very different from each other in the way that
they communicate and view the domain and the task. The interface must
therefore effectively translate between them to allow the interaction to be
successful. This translation can fail at a number of points and for a number of
reasons. The use of models of interaction can help us to understand exactly what
is going on in the interaction and identify the likely root of difficulties. They also
provide us with a framework to compare different interaction styles and to
consider interaction problems.
Task analysis involves the identification of the problem space for the user of
an interactive system in terms of the domain, goals, intentions and tasks.
A domain defines an area of expertise and knowledge in some real-world
activity. Some examples of domains are graphic design, authoring and
process control in a factory. A domain consists of concepts that highlight
its important aspects. In a graphic design domain, some of the important
concepts are geometric shapes, a drawing surface and a drawing utensil.
The interactive cycle can be divided into two major phases: execution and evaluation.
These can then be subdivided into further stages, seven in all. The stages in Norman’s
model of interaction are as follows:
The interaction framework attempts a more realistic description of interaction by including the
system explicitly, and breaks it into four main components, as shown in Figure 3.1. The nodes
represent the four major components in an interactive system – the System, the User, the Input
and the Output. Each component has its own language. In addition to the User’s task language
and the System’s core language, which we have already introduced, there are languages for both
the Input and Output components. Input and Output together form the Interface.