Module 2 Summary (Johnson, Ch. 8: Limits on Attention Shape Thought and Action, and Norman, D. A....

1
When people interact purposefully with the world around them, including computer systems, some aspects of their behavior follow predictable patterns, some of which result from the limited capacity of attention and short-term memory. Human Behavior Problem Our attention has very limited capacity. Limited Capacity of Attention & Short-Term Memory There are six important patterns: 1: We focus on our goals and pay little attention to our tools; 2: We use external aids to keep track of what we are doing; 3: We follow information “Scent” toward our goal; 4: We prepare familiar paths; 5: Our thought cycle: Goal, Execute, Evaluate; 6: After we achieve a task’s primary goal, we often forget cleanup steps. Human Behavioral Patterns Patterns When interactive systems are designed to recognize and support human behavioral patterns, they fit better with the way people operate. Some user interface design rules, then, are based directly on the patterns and thus indirectly on the limits of short- term memory and attention. These Interaction Design rules have been discussed in relation with those patterns, trying to address them. Considering human behavior in designing Interactive Systems In designing Interactive Systems 1 2 4 3 When people are doing a task — trying to accomplish a goal — most of their attention is focused on the goals and data related to that task rather than the tools they are using to perform a task. People think about their tools only superficially, and then only when necessary. We are of course capable of attending to our tools. However, attention (i.e., short-term memory) is limited in capacity. When people refocus their attention on their tools, it is pulled away from the details of the task. This shift increases the chances of users losing track of what they were doing or exactly where they were in doing it. We focus on our goals and pay little attention to our tools Pattern 1 5 If your lawn mower stops running while you are mowing your lawn, you will immediately stop and focus on the mower. Restarting the mower becomes your primary task, with the mower itself as the focus. After you restart the mower and resume mowing the lawn, you probably won’t remember where you were in mowing the lawn, but the lawn itself shows you. Pattern 1 example: Lawn Mower Example Example 1 6 Reading a document, measuring a table, counting goldfish in a fish tank—might not provide such a clear reminder of your interrupted task and your position in it. You might have to start over from the beginning. You might even forget what you were doing altogether and go off to do something else. Pattern 1 example: Reminding of an interrupted task Example 2 6 Web sites should not call attention to themselves; they should fade into the background and allow users to focus on their own goals (Web design book: Don’t Make Me Think(Krug, 2005)). Considering Pattern 1 in Interaction Design In Interaction Design 6 Due to limitation of our short-term memory and attention, we learn not to rely on them. Instead, we mark up our environment to show us where we are in a task. We use external aids to keep track of what we are doing Pattern 2 5 If possible, we move already counted objects into a different pile to indicate which objects have already been counted. If we cannot move an object, we point to the last object counted. To keep track of the number we are on, we count on our fingers, draw marks, or write numbers. Pattern 2 example: Counting objects Example 1 6 When we stop reading, we insert bookmarks to show what page we were on. Pattern 2 example: Reading books Example 2 6 Interactive Systems should indicate what users have done versus what they have not yet done. Most email applications do this by marking already-read versus unread messages, most Web sites do it by marking visited versus unvisited links, and many applications do it by marking completed steps of a multipart task. Interactive systems should allow users to mark or move objects to indicate which ones they have worked on versus which ones they have not worked on. E.g. Mac OS lets users assign colors to files. Considering Pattern 2 in Interaction Design In Interaction Design 6 We learn methods of doing arithmetic on paper, or we use a calculator. Pattern 2 example: Arithmetic Example 3 6 We use checklists to aid both our long-term and short-term memory. They augment our faulty long-term memory. We check off items as we complete them. That is a short-term memory aid. Pattern 2 example: Checklists Example 4 6 People often keep to-be-edited documents, documents that are currently being edited, and already edited documents in separate folders. Pattern 2 example: Editing documents Example 5 6 The tendency of people to notice only things on a computer display that match their goal, and the literal thinking that they exhibit when performing a task on a computer ((Chi, Pirolli, Chen, & Pitkow, 2001; Nielsen, 2003)). Focusing our attention on our goals makes us interpret what we see on a display or hear in a telephone menu in a very literal way. People don’t think deeply about instructions, command names, option labels, icons, navigation bar items, or any other aspect of the user interface of computer-based tools. We follow information “Scent” toward our goal Pattern 3 5 If the goal in their head is to make a flight reservation, their attention will be attracted by anything displaying the words “buy”, “flight”, “ticket” or “reservation“. Something like “bargain hotels” will not attract their attention. Pattern 3 example: Flight Reservation Example 1 6 Consider the ATM machine display. What is the first thing on the screen that gets your attention when you are given each of the goals listed? Pattern 3 example: ATM Example 2 6 Interactive Systems should be designed so that the scent is strong and really does lead users to their goals. To do that, designers need to understand the goals that users are likely to have at each decision point in a task, and ensure that each choice point in the software provides options for every important user goal and clearly indicates which option leads to which goal. Considering Pattern 3 in Interaction Design In Interaction Design 6 Imagine that you want to cancel a reservation you made or a payment you scheduled. Marriott.com’s labeling provides clearer scent than Quicken.com’s Pattern 3 example: Cancel a Reservation Example 3 6 Imagine that you forgot that a certain document was already open, and you tried to open it again. The designers of Microsoft Excel did a better job than the designers of Microsoft Word did in anticipating this situation, understanding the goals you might have at this point, and presenting you with instructions and options that make it clear what to do. Pattern 3 example: Checklists Example 4 6 People know that their attention is limited, and they act accordingly. While pursuing a goal, they take familiar paths whenever possible rather than exploring new ones, especially when working under deadlines. Exploring new paths is problem solving, which places a heavy load on attention and short-term memory. In contrast, taking familiar, well-learned routes can be done fairly automatically and does not consume attention and short-term memory. Once we learn one way to perform a certain task using a software application, we may continue to do it that way and never discover a more efficient way. Even if we discover or are told that there is a “better” way, we may stick with the old way because it is familiar, comfortable, and, most important, requires little thought. We prepare familiar paths Pattern 4 5 With software intended for casual use or infrequent use, such as bank ATM machines or household accounting applications, allowing users to become productive quickly and reducing their need to problem-solve while working is more important than saving keystrokes. Such software simply isn’t used enough for keystrokes per task to matter much. On the other hand, in software that is used all day by highly trained users in intensive work environments, such as airline telephone reservation operators, every extra keystroke in a task adds high cumulative costs. Sometimes Mindlessness trumps Keystrokes In Interaction Design 1 6 From its first screen or home page, software should show users the way to their goals. Software should provide clear information scent. Guide users to the best paths In Interaction Design 2 6 Make it easy for users to switch to faster paths after they have gained experience. The slower paths for newcomers should show users faster paths if there are any. This is why most applications show the keyboard accelerators for frequently used functions in the menu bar menus. Help experienced users speed up In Interaction Design 3 6 Scientists have found a cyclical pattern in human behavior that seems to hold across a wide variety of activities: A: Form a goal, e.g., open a bank account, or eat a peach, or delete a word from a document. B: Choose and execute actions to try to make progress toward the goal. C: Evaluate whether the actions worked, i.e., whether the goal has been reached or is nearer than before. D: Repeat until the goal is reached (or appears unreachable). People cycle through this pattern constantly. (Card, Moran, & Newell, 1983) The person first forms the primary goal of the task and then begins to break that down into actions that appear to lead toward the goal. Promising actions are selected for execution, executed, and then evaluated to determine if they have moved the person closer to the goal. Our thought cycle: Goal, Execute, Evaluate Pattern 5 5 Goal: Buy airline ticket to Berlin, using your favorite travel Web site. Step 1: Go to travel Web site. You are still far from the goal. Step 2: Search for suitable flights. This is a very normal, predictable step at travel Web sites. Step 3: Look at search results. Choose a flight from those listed. If no flights on the results list are suitable, return to Step 2 with new search criteria. You are not at the goal yet, but you feel confident of getting there. Step 4: Go to checkout. Now you are getting so close to your goal that you can almost smell it. Step 5: Confirm flight details. Check it—all correct? If no, back up; otherwise proceed. Almost done. Step 6: Purchase ticket with credit card. Check credit card information. Everything look OK? Step 7: Print e-ticket. Goal achieved. Pattern 5 example: Buying airline ticket Example 1 6 Provide clear paths—including initial steps—for the user goals that the software is intended to support. Considering Goal in Interaction Design In Interaction Design 1 6 Software concepts (objects and actions) should be based on the task rather than the implementation. Provide clear information scent at choice points to guide users to their goals. Don’t make them choose actions that seem to take them away from their goal in order to achieve it. Considering Execute in Interaction Design In Interaction Design 2 6 Provide feedback and status information to show users their progress toward the goal. Allow users to back out of tasks that didn’t take them toward their goal. Considering Evaluate in Interaction Design In Interaction Design 3 6 The goal-execute-evaluate cycle interacts strongly with short-term-memory. This interaction makes perfect sense: short-term memory is really just what the focus of attention is at any given moment. Part of the focus of attention is our current goal. The rest of our attentional resources are directed toward obtaining the information needed to achieve our current goal. The focus shifts as tasks are executed and the current goal shifts from high-level goals to lower-level ones, then back to the next high-level goal. One result is that people often forget loose ends of tasks. For example, people often forget to do these things: - Turn car headlights OFF after arrival, to prevent draining the battery. - Remove last pages of documents from copiers and scanners. - Turn stove burners and ovens OFF after use. - Add closing parentheses and quotation marks after typing text passages. - Turn OFF turn signals after completing turns. - Take books they were reading on a flight with them when they exit the plane. - Log out of public computers when finished using them. - Set devices and software back into normal mode after putting them into a special mode. After we achieve a task’s primary goal, we often forget cleanup steps Pattern 6 5 Interactive systems can and should be designed to remind people that loose-end steps remain. In some cases, it may even be possible for the system to complete the task itself. For example: - Cars already turn turn-signals OFF after a turn. - Cars should (and now do) turn off headlights automatically when the car is no longer in use, or at least remind drivers that the lights are still ON. - Copiers and scanners should automatically eject all documents when tasks are finished, or at least signal that a page has been left behind. - Stoves should signal when a burner is left ON with no pot present for longer than some suitable interval, and ovens should do likewise when left ON with nothing in them. - Computers should issue warnings if users try to power them down or put them to sleep before the computer has finished a background task, e.g., saving files or sending a document to a printer. - Special software modes should revert to “normal” automatically, either by timing out—as some appliances do—or through the use of spring- loaded mode controls, which must be physically held in the non-normal state and revert to normal when released (Johnson, 1990). Software designers should consider whether the tasks supported by a system they are designing have cleanup steps that users are likely to forget, and if so, they should design the system either to help users remember or to eliminate the need for users to remember. Considering Pattern 6 in Interaction Design In Interaction Design 1 6 When you first see something you have never seen before, how do you know what to do? The answer was that the required information was in the world: the appearance of the device could provide the critical clues required for its proper operation. Understanding how to operate a novel device had three major dimensions: Conceptual models, Constraints and Affordances. Understanding a new Device Dimension 1 1 The word affordance was coined by the perceptual psychologist J. J. Gibson to refer to the actionable properties between the world and an actor (a person or animal). To Gibson, affordances are relationships. They exist naturally: they do not have to be visible, known, or desirable. Affordances, both real and perceived, play very different roles in physical products than they do in the world of screen-based products. The affordance exists independently of what is visible on the screen. Affordances specify the range of possible activities, but affordances are of little use if they are not visible to the users. Hence, the art of the designer is to ensure that the desired, relevant actions are readily perceivable. Affordances 2 Types 1 Real affordances do not always have to have a visible presence (and in some cases, it is best to hide the real affordance). And the presence of feedback can dramatically affect the usability and understandability of a system, but quite independently of the affordances or their visibility. Real Affordances 3 Types 2 Perceived affordances are visual to the users, so in graphical, screen-based interfaces, the designer primarily can control only perceived affordances. In traditional computer screen when designers put an icon, cursor, or other target on the screen, they have added only visual feedback that advertise the affordances and are just perceived affordances. Because the affordance exists independently of what is visible on the screen. Perceived Affordances 3 Misuse 1 In today’s screen design sometimes the cursor shape changes to indicate the desired action (e.g., the change from arrow to hand shape in a browser), but this is a convention not an affordance. The cursor shape is visual information: it is a learned convention. When you learn not to click unless you have the proper cursor form, you are following a cultural constraint. Convention 3 Example 1 If we locked the mouse button when the wrong cursor appeared, that would be a real affordance. Real Affordances Ex. 1 4 Example 2 It is possible to change the physical affordances of the screen so that the cursor appears only at spots that are defined to be “clickable.” This would indeed allow a designer to add or subtract the affordance of clicking, much as many computer forms afford the addition of characters only in designated fields. This would be a real use of affordances. Real Affordances Ex. 2 4 Misuse 2 Adding some graphical depiction suggesting the user a certain action is not affordance, either real or perceived. It is a symbolic communication. Symbolic Communication 3 Dimension 2 There are three kinds of behavioral constraints: physical, logical and cultural. Physical constraints make some actions impossible: there is no way to ignore them. Logical and cultural constraints are weaker in the sense that they can be violated or ignored, but they act as valuable aids to navigating the unknowns and complexities of everyday life. Constraints 2 Type 1 Physical constraints are closely related to real affordances. Physical Constraints 3 Type 2 Logical constraints use reasoning to determine the alternatives. If we ask the user to click on five locations and only four are immediately visible, the person knows, logically, that there is one location off the screen. They are valuable in guiding behavior. Logical Constraints 3 Example It is how the user knows to scroll down and see the rest of the page. It is how users know when they have finished a task. By making the fundamental design model visible, users can readily (logically) deduce what actions are required. Logical constraints go hand in hand with a good conceptual model. Logical Constraints Example 4 Example It is not possible to move the cursor outside the screen: this is a physical constraint. Locking the mouse button when clicking is not desired would be a physical constraint. Restricting the cursor to exist only in screen locations where its position is meaningful is a physical constraint. Physical Constraints Example 4 Type 3 Cultural constraints are conventions shared by a cultural group. The fact that the graphic on the right-hand side of a display is a “scroll bar” and that one should move the cursor to it, hold down a mouse button, and “drag” it downward in order to see objects located below the current visible set (thus causing the image itself to appear to move upwards) is a cultural, learned convention. Cultural Constraints 5 Dimension 3 It prohibits some activities and encourages others. A convention is a cultural constraint, one that has evolved over time. Conventions are not arbitrary: they evolve; they require a community of practice. They are slow to be adopted and, once adopted, slow to go away. Convention 4 Evolved Affordances reflect the possible relationships among actors and objects. They are properties of the world. Conventions, conversely, are arbitrary, artificial, and learned. Once learned, they help us master the intricacies of daily life, whether they be conventions for courtesy, for writing style, or for operating a word processor. Cultural Constraints 5 Comparison With Affordances Comparison With Convention In Design Designers can invent new real and perceived affordances, but they cannot so readily change established social conventions. Know the difference and exploit that knowledge. Skilled design makes use of all. Designing a good Device 7

description

Please Download the PDF file.Then use Ctrl + Mouse Wheel for more efficient surfing.In case of having a PC, you can also use Ctrl + '-' or Ctrl + '+' to zoom in or out.In case of having a laptop, you can use your touch-pad for this purpose. The other option is to use Zoom buttons in Adobe Acrobat Reader.This is a summary of 'the following two readings from SI 588.Johnson, Ch. 8: Limits on Attention Shape Thought and Action Norman, D. A. 1999. Affordance, conventions, and design. Please note that this is my own work that I'm sharing with the class, and it has not been verified by the SI 588 instructional team.

Transcript of Module 2 Summary (Johnson, Ch. 8: Limits on Attention Shape Thought and Action, and Norman, D. A....

Page 1: Module 2 Summary (Johnson, Ch. 8: Limits on Attention Shape Thought and Action, and Norman, D. A. 1999. Affordance, conventions, and design)

When people interact purposefully with the world around them, including computer systems, some

aspects of their behavior follow predictable patterns, some of which result from the limited capacity of attention and short-term memory.

Human Behavior

Problem

Our attention has very limited capacity.

Limited Capacity of Attention

& Short-Term Memory

There are six important patterns:

1: We focus on our goals and pay little attention to our tools;2: We use external aids to keep track of what we are doing;

3: We follow information “Scent” toward our goal;4: We prepare familiar paths;

5: Our thought cycle: Goal, Execute, Evaluate;6: After we achieve a task’s primary goal, we often forget

cleanup steps.

Human Behavioral Patterns

Patterns

When interactive systems are designed to recognize and support human behavioral patterns, they fit better with the way people

operate. Some user interface design rules, then, are based directly on the patterns and thus indirectly on the limits of short-term memory and attention. These Interaction Design rules have

been discussed in relation with those patterns,trying to address them.

Considering human behavior in

designing Interactive Systems

In designing

Interactive Systems1

2

4

3

When people are doing a task — trying to accomplish a goal — most of their attention is focused on the goals

and data related to that task rather than the tools they are using to perform a task. People think about their

tools only superficially, and then only when necessary.We are of course capable of attending to our tools.

However, attention (i.e., short-term memory) is limited in capacity. When people refocus their attention on their tools, it is pulled away from the details of the task. This shift increases the chances of users losing track of what

they were doing or exactly wherethey were in doing it.

We focus on our goals and

pay little attention to our tools

Pattern 1

5

If your lawn mower stops running while you are mowing your lawn, you will immediately stop and focus on the mower. Restarting the mower becomes your primary

task, with the mower itself as the focus. After you restart the mower and resume mowing the lawn, you probably won’t remember where you were in mowing the lawn,

but the lawn itself shows you.

Pattern 1 example: Lawn

Mower Example

Example 1

6

Reading a document, measuring a table, counting goldfish in a fish tank—might not provide such a clear reminder of your

interrupted task and your position in it. You might have to start over from the beginning. You might even forget

what you were doing altogether andgo off to do something else.

Pattern 1 example:

Reminding of an interrupted task

Example 2

6

Web sites should not call attention to themselves; they should fade into the background and allow users to focus on

their own goals (Web design book: Don’t Make Me Think(Krug, 2005)).

Considering Pattern 1 in

Interaction Design

In Interaction Design6

Due to limitation of our short-term memory and attention, we learn not to rely on them. Instead, we mark up our

environment to show us where we are in a task.

We use external aids to keep

track of what we are doing

Pattern 2

5

If possible, we move already counted objects into a different pile to indicate which objects have already

been counted. If we cannot move an object, we point to the last object counted. To keep track of the number we

are on, we count on our fingers, draw marks, or write numbers.

Pattern 2 example:

Counting objects

Example 1

6

When we stop reading, we insert bookmarks to show what page

we were on.

Pattern 2 example:

Reading books

Example 2

6

Interactive Systems should indicate what users have done versus what they have not yet done. Most email applications

do this by marking already-read versus unread messages, most Web sites do it by marking visited versus unvisited links,

and many applications do it by marking completedsteps of a multipart task.

Interactive systems should allow users to mark or move objects to indicate which ones they have worked on versus

which ones they have not worked on.E.g. Mac OS lets users assign colors to files.

Considering Pattern 2 in

Interaction Design

In Interaction Design

6

We learn methods of doing arithmetic on paper, or we use a calculator.

Pattern 2 example: Arithmetic

Example 3

6

We use checklists to aid both our long-term and short-term memory. They augment our faulty long-term memory. We check off items as we complete them. That is a short-term

memory aid.

Pattern 2 example: ChecklistsExample 4

6

People often keep to-be-edited documents, documents that are currently being edited, and already edited documents in

separate folders.

Pattern 2 example:

Editing documents

Example 5

6

The tendency of people to notice only things on a computer display that match their goal, and the literal thinking that they exhibit when performing a task on a computer ((Chi,

Pirolli, Chen, & Pitkow, 2001; Nielsen, 2003)).Focusing our attention on our goals makes us interpret

what we see on a display or hear in a telephone menu in a very literal way. People don’t think deeply about

instructions, command names, option labels, icons, navigation bar items, or any other aspect of the user

interface of computer-based tools.

We follow information

“Scent” toward our goal

Pattern 3

5

If the goal in their head is to make a flight reservation, their attention will be attracted by anything displaying

the words “buy”, “flight”, “ticket” or “reservation“. Something like “bargain hotels” will not attract their

attention.

Pattern 3 example:

Flight Reservation

Example 1

6

Consider the ATM machine display. What is the first thing on the screen that gets your attention when you are given each

of the goals listed?

Pattern 3 example:

ATM

Example 2

6

Interactive Systems should be designed so that the scent is strong and really does lead users to their goals. To do that, designers need to understand the goals that users are likely

to have at each decision point in a task, and ensure that each choice point in the software provides options for every important user goal and clearly indicates which option

leads to which goal.

Considering Pattern 3 in

Interaction Design

In Interaction Design

6

Imagine that you want to cancel a reservation you made or a payment you scheduled. Marriott.com’s labeling provides

clearer scent than Quicken.com’s

Pattern 3 example:

Cancel a Reservation

Example 3

6

Imagine that you forgot that a certain document was already open, and you tried to open it again. The designers of Microsoft Excel did a better job than the designers of

Microsoft Word did in anticipating this situation, understanding the goals you might have at this point, and presenting you with instructions and options that make it

clear what to do.

Pattern 3 example: ChecklistsExample 46

People know that their attention is limited, and they act accordingly. While pursuing a goal, they take familiar paths

whenever possible rather than exploring new ones, especially when working under deadlines.

Exploring new paths is problem solving, which places a heavy load on attention and short-term memory. In

contrast, taking familiar, well-learned routes can be done fairly automatically and does not consume attention and short-term memory. Once we learn one way to perform a certain task using a software application, we may continue to do it that way and never discover a more efficient way.

Even if we discover or are told that there is a “better” way, we may stick with the old way because it is familiar,

comfortable, and, most important,requires little thought.

We prepare familiar paths

Pattern 4

5

With software intended for casual use or infrequent use, such as bank ATM machines or household accounting applications,

allowing users to become productive quickly and reducing their need to problem-solve while working is more important

than saving keystrokes. Such software simply isn’t used enough for keystrokes per task to matter much.

On the other hand, in software that is used all day by highly trained users in intensive work environments, such asairline telephone reservation operators, every extra

keystroke in a task adds high cumulative costs.

Sometimes Mindlessness

trumps Keystrokes

In Interaction Design 1

6

From its first screen or home page, software should show users the way to their goals. Software should provide clear

information scent.

Guide users to the best pathsIn Interaction Design 2

6

Make it easy for users to switch to faster paths after they have gained experience. The slower paths for newcomers

should show users faster paths if there are any. This is why most applications show the keyboard accelerators for

frequently used functions in the menu bar menus.

Help experienced users speed up

In Interaction Design 3

6

Scientists have found a cyclical pattern in human behavior that seems to hold across a wide variety of activities:

A: Form a goal, e.g., open a bank account, or eat a peach, or delete a word from a document.

B: Choose and execute actions to try to make progress toward the goal.

C: Evaluate whether the actions worked, i.e., whether the goal has been reached or is nearer than before.

D: Repeat until the goal is reached(or appears unreachable).

People cycle through this pattern constantly.(Card, Moran, & Newell, 1983)

The person first forms the primary goal of the task and then begins to break that down into actions that appear to lead

toward the goal. Promising actions are selected for execution, executed, and then evaluated to determine if

they have moved the person closer to the goal.

Our thought cycle:

Goal, Execute, Evaluate

Pattern 5

5

Goal: Buy airline ticket to Berlin, using your favorite travel Web site.

Step 1: Go to travel Web site. You are still far from the goal.Step 2: Search for suitable flights. This is a very normal,

predictable step at travel Web sites.Step 3: Look at search results. Choose a flight from those

listed. If no flights on the results list are suitable, return to Step 2 with new search criteria. You are not at the goal yet,

but you feel confident of getting there.Step 4: Go to checkout. Now you are getting so close to your

goal that you can almost smell it.Step 5: Confirm flight details. Check it—all correct? If no, back

up; otherwise proceed. Almost done.Step 6: Purchase ticket with credit card. Check credit card

information. Everything look OK?Step 7: Print e-ticket. Goal achieved.

Pattern 5 example:

Buying airline ticket

Example 1

6

Provide clear paths—including initial steps—for the user goals that the software is intended to support.

Considering Goal in

Interaction DesignIn Interaction Design 1

6

Software concepts (objects and actions) should be based on the task rather than the implementation. Provide clear

information scent at choice points to guide users to their goals. Don’t make them choose actions that seem to take

them away from their goal in order to achieve it.

Considering Execute in

Interaction Design

In Interaction Design 26

Provide feedback and status information to show users their progress toward the goal. Allow users to back out of tasks

that didn’t take them toward their goal.

Considering Evaluate in

Interaction Design

In Interaction Design 3

6

The goal-execute-evaluate cycle interacts strongly with short-term-memory. This interaction makes perfect sense: short-term memory is really just what

the focus of attention is at any given moment. Part of the focus of attention is our current goal. The rest of our attentional resources are directed toward obtaining the information needed to achieve our current goal. The focus

shifts as tasks are executed and the current goal shifts from high-level goals to lower-level ones, then back to the next high-level goal.

One result is that people often forget loose ends of tasks. For example, people often forget to do these things:

- Turn car headlights OFF after arrival, to prevent draining the battery.- Remove last pages of documents from copiers and scanners.

- Turn stove burners and ovens OFF after use.- Add closing parentheses and quotation marks after typing text passages.

- Turn OFF turn signals after completing turns.- Take books they were reading on a flight with them when they exit the

plane.- Log out of public computers when finished using them.

- Set devices and software back into normal mode after puttingthem into a special mode.

After we achieve a task’s primary goal,

we often forget cleanup steps

Pattern 6

5

Interactive systems can and should be designed to remind people that loose-end steps remain. In some cases, it may even be possible for the

system to complete the task itself. For example:- Cars already turn turn-signals OFF after a turn.

- Cars should (and now do) turn off headlights automatically when the car is no longer in use, or at least remind drivers that the lights are still ON.- Copiers and scanners should automatically eject all documents when tasks are finished, or at least signal that a page has been left behind.

- Stoves should signal when a burner is left ON with no pot present for longer than some suitable interval, and ovens should do likewise when

left ON with nothing in them.- Computers should issue warnings if users try to power them down or put them to sleep before the computer has finished a background task,

e.g., saving files or sending a document to a printer.- Special software modes should revert to “normal” automatically, either

by timing out—as some appliances do—or through the use of spring-loaded mode controls, which must be physically held in the non-normal

state and revert to normal when released (Johnson, 1990).Software designers should consider whether the tasks supported by a system they are designing have cleanup steps that users are likely to forget, and if so, they should design the system either to help users

remember or to eliminate the need for users to remember.

Considering Pattern 6 in Interaction

Design

In Interaction Design 1

6

When you first see something you have never seen before, how do you know what to do? The answer

was that the required information was in the world: the appearance of the device could provide the critical clues required for its proper operation.

Understanding how to operate a novel device had three major dimensions: Conceptual models,

Constraints and Affordances.

Understanding a new

Device

Dimension 1

1

The word affordance was coined by the perceptual psychologist J. J. Gibson to refer to the actionable

properties between the world and an actor (a person or animal). To Gibson, affordances are

relationships. They exist naturally: they do not have to be visible, known, or desirable. Affordances,

both real and perceived, play very different roles in physical products than they do in the world of screen-based products. The affordance exists

independently of what is visible on the screen.Affordances specify the range of possible activities,

but affordances are of little use if they are not visible to the users. Hence, the art of the designer is

to ensure that the desired, relevant actions are readily perceivable.

Affordances2

Types 1

Real affordances do not always have to have a visible presence (and in some cases, it is best to hide the real affordance). And the presence of

feedback can dramatically affect the usability and understandability of a system, but quite

independently of the affordances or their visibility.

Real Affordances3

Types 2

Perceived affordances are visual to the users, so in graphical, screen-based interfaces, the designer

primarily can control only perceived affordances. In traditional computer screen when designers put an

icon, cursor, or other target on the screen, they have added only visual feedback that advertise the

affordances and are just perceived affordances. Because the affordance exists independently of

what is visible on the screen.

Perceived Affordances3

Misuse 1In today’s screen design sometimes the cursor shape

changes to indicate the desired action (e.g., the change from arrow to hand shape in a browser), but

this is a convention not an affordance.The cursor shape is visual information: it is a learned convention. When you learn not to click unless you

have the proper cursor form, you are following a cultural constraint.

Convention3

Example 1

If we locked the mouse button when the wrong cursor appeared, that would be a real affordance.

Real Affordances Ex. 14

Example 2 It is possible to change the physical affordances of the screen so that the cursor appears only at spots

that are defined to be “clickable.” This would indeed allow a designer to add or subtract the affordance of

clicking, much as many computer forms afford the addition of characters only in designated fields. This

would be a real use of affordances.

Real Affordances Ex. 24

Misuse 2

Adding some graphical depiction suggesting the user a certain action is not affordance, either real

or perceived. It is a symbolic communication.

Symbolic Communication3

Dimension 2

There are three kinds of behavioral constraints: physical, logical and cultural.

Physical constraints make some actions impossible: there is no way to ignore them. Logical and cultural constraints are weaker in the sense that they can

be violated or ignored, but they act as valuable aids to navigating the unknowns and complexities of

everyday life.

Constraints2

Type 1 Physical constraints are closely related to real affordances.

Physical Constraints3

Type 2Logical constraints use reasoning to determine the

alternatives. If we ask the user to click on five locations and only four are immediately visible, the person knows, logically, that there is one location

off the screen. They are valuable in guiding behavior.

Logical Constraints3

ExampleIt is how the user knows to scroll down and see the

rest of the page. It is how users know when they have finished a task. By making the fundamental design model visible, users can readily (logically)

deduce what actions are required. Logical constraints go hand in hand with a good

conceptual model.

Logical Constraints

Example

4

Example

It is not possible to move the cursor outside the screen: this is a physical constraint. Locking the

mouse button when clicking is not desired would be a physical constraint. Restricting the cursor to exist only in screen locations where its position is

meaningful is a physical constraint.

Physical Constraints

Example

4

Type 3

Cultural constraints are conventions shared by a cultural group. The fact that the graphic on the

right-hand side of a display is a “scroll bar” and that one should move the cursor to it, hold down a

mouse button, and “drag” it downward in order to see objects located below the current visible set (thus causing the image itself to appear to move

upwards) is a cultural, learned convention.

Cultural Constraints5

Dimension 3

It prohibits some activities and encourages others. A convention is a cultural constraint, one that has evolved over time. Conventions are not arbitrary:

they evolve; they require a community of practice. They are slow to be adopted and, once adopted,

slow to go away.

Convention4

Evolved

Affordances reflect the possible relationships among actors and objects. They are properties of the world. Conventions, conversely, are arbitrary, artificial, and learned. Once learned, they help us

master the intricacies of daily life, whether they be conventions for courtesy, for writing style, or for

operating a word processor.

Cultural Constraints5

Comparison

With

Affordances

Comparison

With

Convention

In Design

Designers can invent new real and perceived affordances, but they cannot so readily change

established social conventions. Know the difference and exploit that knowledge. Skilled design makes

use of all.

Designing a good Device7