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