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theories

HCI theories aim to establish reliable frameworks that describe, explain, or predict user interactions, moving beyond mere guidelines. The field is still developing, often relying on intuition rather than established theories, and incorporates various levels of analysis, such as stages-of-action and GOMS models. Context-of-use theories emphasize the importance of the environment in user interactions, while the Object-Action Interface model focuses on mapping user intentions to interface actions and objects.

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0% found this document useful (0 votes)
6 views

theories

HCI theories aim to establish reliable frameworks that describe, explain, or predict user interactions, moving beyond mere guidelines. The field is still developing, often relying on intuition rather than established theories, and incorporates various levels of analysis, such as stages-of-action and GOMS models. Context-of-use theories emphasize the importance of the environment in user interactions, while the Object-Action Interface model focuses on mapping user intentions to interface actions and objects.

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Steven
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HCI Theories

• Given enough study and data, HCI researchers seek to


form tested (or testable), reliable, and general theories
about HCI

• Unlike guidelines and principles, which are primarily


instructive — they tell you what to do or how to do it
— theories perform other functions:
• Describe, explain, or predict

• Model (the verb, not the noun) or classify


• Involve different levels or aspects, e.g. motor-task vs.
perceptual vs. cognitive activity

Theories in a “Young” Field


HCI is a young field, and thus its theoretical foundations
do not exhibit the two characteristics of more mature
disciplines:
1. Theories are central to research and practice — today
in HCI, research and practice are frequently still
based on intuition and trial-and-error
2. Theories lead rather than lag behind application — the
latest in HCI are frequently found in commercial
products and not in universities or labs
Levels of Analysis Theories
• Early HCI theories take a “level” approach similar to
software architecture, programming languages, or
networking; for example:
1. Conceptual level
2. Semantic level
3. Syntactic level
4. Lexical level

• Syntax and lexicons have decreased (or been


transformed?) in today’s GUIs, thus requiring either
new levels or new ways of analysis

Stages-of-Action Theories
Stages-of-action theories seek to predict or model a
state machine of sorts for user activity (Norman 1988):
Forming the goal
evaluation

Forming the intention Evaluating the [interpreted] outcome


execution

Specifying the action Interpreting the [perception of the]


The user system state

Executing the action Perceiving the system state

The world
From Theory to Principles
• Norman’s theory provides the basis for his own set of
design principles

• Failures in the stages are characterized either as gulfs


of execution or gulfs of evaluation
• Good design bridges these gulfs; thus the principles of:
1. Visibility
2. A good conceptual model
3. Good mappings
4. Feedback

Other Stages-of-Action
Analyses
• Action as exploration — what if the user doesn’t have a
particular goal yet, but just wants to “see what’s out
there?” (Polson and Lewis, 1990)

• Stages of information seeking (Marchionini 1995):


Recognize and accept information problem Examine results

Define and understand problem Make relevance judgments

Choose search system Extract information

Formulate query Reflect/iterate/stop

Execute search
GOMS/Keystroke-Level
Theories
Successor to levels-of-analysis theory, introduced by
CMU theorists (Card, Moran, and Newell 1980; 1983)
1. Goals: what does the user wish to accomplish?
2. Operators: elementary “acts” that the user can
perform
3. Methods: specific sequences of operators that
accomplish the goals
4. Selection Rules: criteria for choosing among
methods that accomplish the same goal

• Card, Moran, and Newell also proposed the keystroke-


level model, which maps operators (keystrokes,
pointing, thinking, waiting, etc.) into idealized times and
sums them up to predict error-free expert
performance…but note how this does not cover
learning, memorability, nor satisfaction

• Many variations and extensions to the original GOMS


(now called CMN-GOMS) over the years

Kieras 1988, Anderson and Lebiere 1998, Pew and


Gluck 2004

Summaries/reviews by John and Kieras 1996;


Baumeister, John, and Byrne 2000
Consistency-Through-
Grammar Theories
• Premise: user interface consistency can be attained by
applying formal grammar concepts

• Appealing for the strong theoretical foundation behind


formal grammars

• First proposed by Reisner (1981) — she defined two


action grammars for a GUI, and showed that the
simpler grammar was easier to learn

• Payne and Green (1986) extended the grammar to


multiple levels (task-action grammars or TAGs), adding
notions of completeness and grammar checking

Direction Unit
move-cursor-one-char-forward forward char
move-cursor-one-char-backward backward char
move-cursor-one-word-forward forward word
move-cursor-one-word-backward backward word

task [Direction, Unit] ! symbol [Direction] + modifier [Unit]


symbol [Direction = forward] ! right arrow key
symbol [Direction = backward] ! left arrow key
modifier [Unit = char] ! none
modifier [Unit = word] ! ctrl
Action
move-cursor-one-char-forward right arrow key
move-cursor-one-char-backward left arrow key
move-cursor-one-word-forward ctrl + right arrow key
move-cursor-one-word-backward ctrl + left arrow key
Widget-Level Theories
• As GUI frameworks have evolved, decomposition into raw mouse
clicks and keystrokes tends to become too tedious — why not go
up a level instead, to the “widgets” that comprise the user
interface?

• Sears (1992) mapped tasks to components such as scrolling lists,


buttons, etc. then associated metrics with these components; in
addition, spatial relationships among widgets (adjacency, sequence)
were added to the overall measurement/prediction

• Groupings of widgets and common composite tasks have led to


HCI patterns — akin to object-oriented design patterns — serving
as another layer for prediction and analysis (Van Duyne, Landay, and
Hong 2002)

Context-of-Use Theories
• Premise: users ! lab rats
• Knowledge does not just exist within the user and the
system, but also in the environment (Suchman 1987)
— for example, many students would rather work in
study groups than alone in their rooms
• Bruce Tognazzini’s GE dishwasher anecdote
• Increasing in significance as computing devices
become more embedded, pervasive, and ubiquitous
(yes, this is a budding term — ubiquitous computing)
The Object-Action Interface
(OAI) Model
Decomposes the “universe” into objects and actions,
situated either in the task aspect or interface aspect
• Task objects = the real world
• Task actions = user intentions, manipulations, and
activities on task objects
• Interface objects = the “system image,” often using a
metaphor that tries to correspond to the real world
• Interface actions = user plans on how to interact
with interface objects in order to accomplish the
desired task actions

• Users acquire task knowledge (both objects and


actions) through experiences in the real world
(education, on-the-job training, daily life)
Developers who wish to create applications for a task
should thus also acquire this knowledge at a real-
world level

• Interaction design thus becomes a mapping activity —


developers try to create an interface that corresponds
to the task objects and actions
Users who are trying to learn an application thus try
to make the connection between interface objects
and actions and the task objects and actions that they
already know
OAI in Practice
• Developers/designers should become as proficient (or
more so) as their users in the task
• Use hierarchies to decompose objects and actions
from high-level or composite concepts to their
primitive or atomic elements
• The universe of possible interface objects and actions
has evolved into two broad categories:
“Established” interface objects and actions, as promulgated by widely
used GUIs and metaphors
“Domain-specific” interface objects and actions — more specialized,
but map better to task objects and actions

• “Computer literacy” in a GUI world can now be


defined with a little more precision — it is a user’s
familiarity with a range of interface objects and actions
Buttons, check boxes, radio buttons, scrolling lists, drop-down
menus, window controls, etc.
Single-clicking, double-clicking, dragging, selecting

• The remaining burden is on the developer/designer to


ensure that customized interface objects and actions
— e.g. specialized to a particular task domain —
provide sensible mappings to the real world

• The evolution of syntax: whereas user interfaces used


to be one-dimensional — “type this” — the range of
actions today is much broader and more context
sensitive — “click this, then drag it there”

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