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Interface design

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Interface Design

CM2006 – Lecture 8

Stuart Watt

S.N.K.Watt@rgu.ac.uk

Room C2

Overview of this session

• “Errors and ergonomics”

• Main learning outcome

– Able to design an interface to accommodate a

user’s slips and errors

– Able to design a workstation environment

based on some understanding of ergonomics

– A basic understanding of the legal aspects of

usability

Slips and errors (1)

• Slips are when you intend to do one action,

and find yourself doing another

• Five main types of slips and errors:

– Capture errors

• “A frequently done activity suddenly takes charge

instead of (captures) the one intended” (Norman)

– E.g., You go to the bedroom to change your clothes and

find yourself in bed

– E.g., The “OK” button habit – if people click “OK” too

often, they may end up clicking it without even reading

the warning message

Slips and errors (2)

• Description errors

– These are when an action isn’t fully specified,

so several actions might do, and the user

chooses the wrong one. Often results in the

right action being applied to the wrong object.

• E.g., Two light switches, side by side

• E.g., “Slide design” and “Slide layout” get confused

in PowerPoint

Slips and errors (3)

– Data-driven errors

• “Automatic” behaviour taking over, triggered by

sensory data.

– E.g., the ATM problem – when should you give the card

back to the user?

– E.g., automatically pressing return with any warning

dialog box

Slips and errors (4)

• Associative activation errors

– Actions can also be triggered by internal

associations. These are sometimes called

“Freudian” slips

• E.g., Don Norman’s example: “My office phone

rang. I picked up the receiver and bellowed ‘Come

in’ at it”

Slips and errors (5)

• Loss-of-activation errors

– Also known as, “forgetting”. This is especially

common when you need to do lots of

subtasks to achieve a main goal – you can

quickly lose sight of the main goal

– E.g., The ATM again

– E.g., Forgetting to save the file when you quit!

Slips and errors (6)

• Mode errors

– This happens when devices have different

modes of operation which contextualise

actions

– E.g., ‘Insert’ versus ‘Overwrite’ modes in

Windows

• What happens if you get into overwrite mode by

accident?

Dealing with errors in interaction



• e.g., from Norman (1988)

– USER: Remove file “My-most-important-work.”

– COMPUTER: Are you certain you wish to remove the

file “My-most-important-work”?

– USER: Yes.

– COMPUTER: Are you certain?

– USER: Yes, of course.

– COMPUTER: The file “My-most-important-work” has

been removed

– USER: Oops, damn.

How do people remember

things?

• Connections between concepts and goals

– “Activation” – a kind of energy attached to

things in memory

– Goals can become:

• Over-activated (capture errors)

• Under-activated (loss-of-activation errors)

• Activation can add through perception (data-driven

errors)

• Activation can add through association (associative

activation errors)

Designing for error

• How to handle error in interfaces that you are

designing

– Know the causes of error, and try to design your

interface to reduce those causes

– Design your interface so the user can “undo” actions,

or make it harder to do actions that cannot be

reversed

– Help your user find errors that they have made, and

help them to correct those errors

– Don’t think of a user as making errors. Think of them

as trying to do a task. Think of the errors as

approximations to the correct actions

Warnings

• These rarely work, surprisingly

– They often sound the same (e.g., RGU’s fire

alarm and door alarm)

– Often, they can be overridden one way or

another

– When they really matter, they often all go off at

once

Forcing functions

• Physical constraints, so that failing at one

stage prevents the user from moving to the

next step

– e.g., car ignition keys and door keys

– e.g., modal dialogue boxes, wizards

Three common kinds of

forcing function (1)

• Interlocks

– These force actions to take place in a proper

sequence

• e.g., the door on a microwave oven, the pin on a

fire extinguisher

• e.g., the ATM solution – require the user to take

their card before you give them their cash

Example of an interlock

Three common kinds of

forcing function (2)

• Lockins

– These prevent people from prematurely stopping an

action

• E.g., the “Do you want to quit without saving the file “My-

most-important-work”?

• E.g., a “soft” power switch for safe shutdown of files

Three common kinds of

forcing function (3)

• Lockouts

– These prevent people from gaining access to

something which may be dangerous

• E.g., Norman’s example: stairs to a basement in a

public building

• E.g., Group policy in Windows, which allows a

system administrator to lock people out of

dangerous parts of the system

How not to do a lockout

A better example of a lockout

How to implement “Undo”

commands

• First, use an object-oriented environment

• Second, define a class “command”

– Each menu command makes an instance

– Methods include

• Get the label for the “Undo” menu command

• Do the command – this saves enough state inside

the object to allow the command to be reversed

• Undo the command

• Last, connect the “Undo” menu to the

latest command object

Legal aspects of usability:

What can go wrong? (1)

• Poor return on investment

– Many IT systems fail to deliver productivity

gains, efficiency savings, reduced error rates,

etc.

• Poor match with user and customer needs

– Many IT systems fail to match the

implemented system to the actual user and

organisational needs

What can go wrong? (2)

• Systems may be too hard to use

– Users frequently find IT systems unnecessarily

difficult to understand, hard to learn, and badly

matched to the needs of their normal work.

• Systems may not be flexible enough

– Work patterns evolve, but users may find their system

difficult to adapt as their requirements change.

• An ineffective IT system may be a major

financial liability for the user organisation

The good news

• Improving usability and the match to user needs

can have substantial benefits for:

– Suppliers

• Focusing development on real market needs – more

competitive products

– Developers

• Closer attention to user needs can reduce the overall

development effort

– User organisations and employees

• Enhanced usability improves productivity, more usable

systems improve the quality of the job

– Support services

• Easy to use systems reduce the cost of training and support

Health and safety regulations for

the user interface

• UK regulations apply to all permanent

office-based workstations.

• They require that:

– “software must be suitable for the task”

– “software must be easy to use”

– “systems must display information in a format

and at a pace which are adapted to users”

– “the principles of software ergonomics must

be applied”

Ergonomics and workstation design

• Equipment

– Screen

• Text characters must have adequate definition,

size and spacing between characters and lines

• Screen image must be stable, with no flickering.

• Brightness and contrast must be easily adjustable

• Screen must be free of reflective glare and

distracting reflections.

• Screen must tilt and swivel and have adjustable

height

Viewing distance









10-20º

Ergonomics and keyboards

• Keyboard must be tiltable and separate from screen, to

allow operator to find a comfortable position, avoiding

arm and hand fatigue

• There must be sufficient space in front of keyboard to

support the operator’s hands or arms

• Matt surface keyboard, symbols on keys must be

legible from intended working position – it must not have

any characteristic making it difficult to use

• When typing, angle of elbow should be between 70 - 90

degrees. This depends on height of keyboard, work

chair and size of operator

Ergonomic keyboard use

More on the workstation

environment

• Work chair

– work chair must be stable; must be adjustable for height, and the

back adjustable for height and tilt

– seat must be adjustable for height, and the back for height and

tilt (seat height adjustment 33-55 cm).

– footrests must be available for those who require them

• Work desk or work surface

– Work desk/surface must be low reflectance, of sufficient area to

allow equipment arrangement to suit operator

– Operators must be given enough space to find a comfortable

position

– Table legs & drawers etc. mustn’t restrict operators leg

movement and underside must allow minimum 65cm clearance

More on the workstation

environment

• Information instruction and training

– All users of display equipment must be given

instruction on the health and safety aspects of

its use

• Breaks

– Continuous use of display screen equipment

should not exceed 1 hour

– Frequent keyboard breaks

– Other work should be done away from screen

International standards (1)

• From the software developer’s point of view, the

important parts of the ISO standards are:

• ISO 9241-10: Dialogue principles

– which apply to the design of dialogues between

humans and information systems:

– suitability for the task,

– suitability for learning,

– suitability for individualisation,

– error tolerance

International standards (2)

• ISO 9241-12: Presentation of information

– Guidance on ways of representing complex

information using text and graphical/symbolic codes,

screen layout, and design as well as the use of

windows

• ISO 9241-13: User guidance

– Recommendations for the design and evaluation of

user guidance attributes of software user interfaces

including:

• Prompts, feedback, status, on-line help and error

management.

International standards (3)

• ISO 9241-14: Menu dialogues

– Provides recommendations for the ergonomic design

of menus used in user-computer dialogues:

• menu structure

• navigation

• option selection

• menu presentation

• ISO 9241-15: Command language dialogues

– Covers:

• command language structure and syntax

• command representations

• input and output considerations

• feedback and help.

International standards (4)

• ISO 9241-16: Direct manipulation dialogues

– Covers the design of direct manipulation dialogues,

including:

• manipulation of objects

• design of metaphors, objects and attributes

• ISO 9241-17: Form-filling dialogues

– Covering:

• form structure and output considerations

• input considerations

• form navigation



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