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User Interface Design

Chapter · January 2006


DOI: 10.1002/0470018860.s00054

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User Interface Design 453

User Interface Design Introductory article


Andrew Dillon, University of Texas at Austin, Texas, USA

CONTENTS
Introduction Cognitive theories and models in HCI
Human±computer interaction Developing user-centered design methods
Cognitive design guidelines Conclusion

The design of computer interfaces that are usable involves physical input and visual perception of
and easily learned by humans is a non-trivial prob- output, any basic interactive device must incorpor-
lem for software developers. As information tech- ate an input device and a screen. However, to de-
nologies mediate many of the activities we now termine the appropriate input the user must have
perform routinely, the process of human±computer
some representation of a goal or intention of an
interaction is of fundamental importance.
outcome to attain, necessitating the employment
of memory, both short-term (to handle current
INTRODUCTION status information) and long-term (to enable the
planning and interpretation of the interactive
Since much human±computer interaction (HCI) is sequence).
cognitive in nature, involving perception, represen- Information undergoes transformation at each
tation, problem-solving, navigation, query formu- stage of progression from a perceived stimulus
lation and language processing, the theories and (e.g. a visual change in the interface) to a compre-
methods of cognitive science are directly relevant hended cue (e.g. a recognized sign), leading to an
to it. Thus an applied cognitive science for software active response (e.g. pushing a mouse button). All
design has emerged. of this happens repeatedly and rapidly as the
Traditional cognitive science approaches to HCI human interacts with the system. This process can
and user interface design model the user as made be simply envisioned using a variant of Neisser's
up of three basic components: the psychomotor, perceptual cycle model, whereby users engage in
perceptual, and cognitive subsystems. Recent treat- an ongoing cycle of information exchange involv-
ments of HCI have extended this model to include ing exploration of a changing information environ-
the social system as an essential component of the ment (see Figure 1).
user and have placed greater emphasis on group For example, an interface normally provides a
dynamics and social context in examining what response to user input which signals to the user
users do with technology. Any full treatment of that his or her input has caused an action. Through
user psychology must embrace all these com- direct manipulation, users can select and move
ponents, though cognitive issues dominate most objects on screen, open and close windows with a
research in HCI. mouse click, or jump from place to place within
documents via hyperlinks. In each case, the user
must initiate an action and the interface must com-
HUMAN±COMPUTER INTERACTION
municate its change of state through appropriate
The success of any computer application is depend- feedback to the user. Where feedback is vague, too
ent on it providing appropriate facilities for the rapid or nonexistent, the user is likely to be con-
task at hand in a manner that enables users to fused. Ideally feedback communicates to the user
exploit them effectively. Whereas the provision of that the system status has altered in the intended
facilities is an issue of functionality, the user inter- manner and that the user is closer to his or her goal
face is the means by which the functionality can as a result.
be used, and here we are directly concerned with We can usefully understand HCI as a cognitive
usability. process by considering the human as possessing
For interaction to proceed, the human user must general knowledge structures (e.g. mental models
input a signal to the computer and perceive changes or schemata) which organize the user's task-
in the interface. Since most current interaction oriented information exploration and use. This
454 User Interface Design

Information relevant to practical design issues. For interfaces,


display we need to consider whether users will perceive
actions and behaviors, how they will interpret
them, what demands our designs place on their
Updates Modifies attention, and what knowledge they will need in
order to interpret and respond in a manner accept-
able to the software. There have been many
attempts to bridge the gap between scientific find-
Cognition Directs Manipulation
ings and software design, and a full set of guide-
lines derived from studies of cognition would be
very long. Much reinterpretation of cognitive sci-
ence research has taken the form of general guide-
Figure 1. Human±computer interaction as an iterative lines for designers to consider. Below are described
process. several that have gained broad acceptance by most
interface designers.
exploration, which may involve a variety of
psychophysical actions such as key presses,
scrolling, link selection, or command input, ex-
Screen Readability and Image Quality
poses the user to samples of the information space To perform most information tasks with a com-
contained within the software, the perception of puter, the user must be able to extract and process
which must be interpreted and categorized, before visual stimuli reliably and quickly. Early computer
it in turn can influence the subsequent actions of screens suffered from a variety of technological
the user, and so on in an iterative fashion. limitations that resulted in much slower reading
This is a very general portrayal of user psych- of electronic text than of text on paper, or con-
ology. Its purpose is to convey the active nature of strained the range of representations possible on
cognition and show how humans select informa- screen. Current design guidance recommends the
tion on the basis of expectation and prior experi- use of high-resolution screens with strong image
ence and how the selected information can itself polarity (preferably dark on light) to enhance
modify the knowledge structures within the human perception. Standard design advice is to
human. Thus, while the general model holds true, produce all interfaces so that they can work in
in the interface design context, each user is likely to monotone and to add color sparingly to guide
have unique experiences and knowledge, which visual processing, attract attention, and aid
will influence the user's perception of, and inter- chunking. As we interact more and more with
actions with, a computer. Software designers are screens, both large and small, the importance of
now very aware of the effect that interface design readability becomes paramount. Poor visual ergo-
has on users' experience of their products, and nomics can prevent otherwise sophisticated soft-
have sought guidance from cognitive scientists as ware from being fully exploited.
to how best to design interfaces for usability and
human acceptance.
The response from the cognitive science commu-
Manipulation and Input Devices
nity has been threefold: the derivation of design While the typical computer of today is a desktop
guidelines to aid designers; the formulation of the- model with a keyboard and a mouse, there are
oretical models to predict user response in specific many variants and alternatives, such as personal
instances; and the development of design methods digital assistants and laptop computers, which are
and evaluation techniques to improve the process designed for mobility and use a stylus or trackpad
of user-centered design. as an input mechanism. Where once punched cards
were the primary medium of interaction, the emer-
gence of so-called `direct manipulation' interfaces
COGNITIVE DESIGN GUIDELINES
has advanced the exploitation of natural mappings
Since cognitive science has made important pro- between pointing and positioning found in the real
gress in understanding the mechanisms and world and the control of objects in a digital envir-
processes underlying perception, memory, atten- onment. `Immersive' environments take this to the
tion, categorization, decision-making, comprehen- stage of creating a virtual world where users per-
sion, and related processes and structures, it is form physical actions, much as in the real world, to
reasonable to assume that such findings are produce responses from the software.
User Interface Design 455

Studies of input devices have revealed that a Use of Metaphors to Enhance


mouse is fairly optimal for most standard point- Comprehension and Learning
and-click tasks, and that user reaching and target
selection follow the basic principles of Fitt's law (a Another generic aspect of human cognition that
simple model of human psychomotor performance seems readily exploitable by designers is the reli-
in rapid, aimed pointing tasks). However, where ance of human thinking on metaphors and analo-
few on-screen selections are available, or where the gies. Linked to the general tendency to model and
use of a mouse would not work well (e.g. in a learn by analogy, metaphors enable users to draw
mobile application), touch screens with predefined on their existing knowledge to act on a new
tabbing zones have proven suitable, and there are domain.
claims of rapid input speeds with stylized input There has been much discussion of the merits of
such as Graffiti (a simplified, single-stroke script the metaphor approach in dialogue design. It is
designed for writing in a natural pen-based manner argued that there are two dimensions relevant for
with the Palm series of devices). The qwerty key- understanding the information metaphors convey:
board remains dominant despite evidence that scope and level of description. A metaphor's scope
more efficient keyboard layouts could be designed, refers to the number of concepts to which it relates.
hinting at one important aspect of design that is A metaphor of broad scope in the domain of HCI is
beyond the control of science: the influence of pre- the `desktop' metaphor common to many comput-
cedent, habit, and market forces. ing interfaces. Here, many of the concepts a user
deals with when working on the system can be
easily dealt with cognitively in terms of physical
Supporting Accurate Mental Model
`desktop' manipulations. The metaphor of the
Formation
internet as an `information superhighway' is also
Current work on HCI uses the concept of mental broad. The `typewriter' metaphor that was often
model extensively. The basic assumption is that invoked for explaining word processors is far
users must try to understand what is happening more limited in scope. It offers a basic orientation
with a system when they issue commands, and to using word processors (you can use them to
since much of the activity is hidden, they have to create good-quality printouts) but is very limited
rely on inference. Depending on their knowledge of beyond that as in many ways word processors do
computing or the task being performed, users may not behave like typewriters (e.g. typewriters do not
infer correctly or incorrectly. Each user develops a save and store files, allow easy reformatting of text,
personal image of the technology and how it works, or make instant copies of documents).
though these images may be broadly similar across The metaphor's level of description refers to the
many users. type of knowledge it is intended to convey. This
Research suggests that designers should regard may be very high-level information, such as how to
models as `mental scaffolding' upon which users think about the task and its completion, or very
hang their ideas about how the system works. The low-level, such as how to think about particular
user's model is a personal, often idiosyncratic view command syntax in order to best remember it. The-
of what the system does and how it does it. The orists in HCI distinguish four levels ± task, seman-
designer should seek to make important aspects of tic, lexical, and physical ± which refer to different
the design transparent, coherent, and supportive. kinds of general question ± `can I do it?', `what does
Another source of the user's mental model is prior this command do?', `what does that term mean?',
experience, particularly with related products. If and `what activities are needed to achieve that?',
the user has worked with another system or an respectively.
older version of the existing system then that ex- Few, if any, metaphors convey information at all
perience is bound to influence the user's perception levels, but this does not prevent them being useful
of the new technology since an existing schemata to users. Few users ever expect metaphors to offer
will be brought to bear on initial interactions. The full scope and all levels of description, so any meta-
user's experience of performing the tasks is also a phor employed should have its limitations and
contributing factor in the development of a per- exceptions clearly pointed out. If the user cannot
sonal model, and designers are advised to exploit easily distinguish between the metaphorical aspects
the language, mappings, relationships among con- and functional relations that are and are not essen-
cepts, and procedures used by the target audience tial to its use, then the power of the metaphor will
in creating an interface. be greatly reduced. Of all the cognitive science
456 User Interface Design

concepts used in HCI, metaphor has proved one of only where a process is being explained, although
the most durable and accepted. many designers deliberately exploit the natural
human perceptual tendency to attend to movement
Learning by Doing by using animation to capture attention, particu-
larly for advertisements in commercial internet
The most successful systems are those that enable sites.
a user to get something done as soon as possible.
Users tend to be very resistant to reading any
accompanying documentation and often want to
Using Images and Icons
get on with real tasks immediately rather than Screen `real estate' is a limited commodity, so de-
follow any training guides. Hence, error-free per- signers seek means of conveying concepts and
formance is not considered a real goal. Instead, actions through the medium of signs, images, and
cognitive scientists emphasize the importance of symbols. Another reason for iconic interfaces is
clear and informative feedback, and the ability to their independence of language and their pre-
undo actions, to support the user through the sumed ability to cross cultural boundaries.
learning process. Semiotic approaches to design have been in-
Having gained some knowledge by using one voked to help designers create appropriately com-
part of a system, users will expect to be able to prehensible icons, but the results have been mixed.
apply this throughout the system. Particular atten- Current interfaces make extensive use of graphic
tion should be paid to the consistent use of terms, capabilities and iconic representations but couple
colors, and highlighting techniques, and the pos- these with pop-up text labels that explain their
itioning of task-related zones on the screen, so as to meaning to users who find the representations
support generalization by the user. Consistency difficult to decipher.
between systems can also be important to maintain
± for example, between the old and the new ver-
sions. The benefits of a new system can easily be
COGNITIVE THEORIES AND MODELS
obscured if users feel that their existing knowledge IN HCI
is redundant and they must learn the new system It is not yet possible to talk of a complete theory
from scratch. of human±computer interaction, given the many
activities, processes, and tasks that computers
Minimizing Attentional and Cognitive support. However, to overcome the piecemeal ap-
Load proach that results from repeated empirical tests
of evolving interface features, attempts have been
Some theoretical insights into cognitive architec- made to produce stronger theoretical models to
ture emphasize the memory and attentional con- guide interface designers. This approach has
straints of humans. These lessons have been worked best where it has been constrained to spe-
learned by the HCI community who argue that cific or localized interactive phenomena rather than
interaction sequences should be designed to min- the full range of user responses to information
imize the load on short-term memory (e.g. not technology.
asking a user to choose from an excessive number
of menu items, or requiring the user to remember
Interaction as Serial Information
numbers or characters from one screen to another).
Processing
Since recognition memory is superior to absolute
recall, the use of menus is now the norm in design, Cognitive scientists have derived many findings
as opposed to the command-line interfaces of the about human information processing, and this
1980s, which required users to memorize control knowledge has been distilled in the area of HCI
arguments. into a form of engineering model of the user that
Another related contribution of cognitive science can be exploited by designers. Generally referred
to user interface design has been in the area of task to as the `model human processor', this cognitive
sequencing. User interface designers are encour- model enables interface designers to predict the
aged to minimize the number of steps for which time a user will take to complete a task sequence
information must be retained by the user. Instead, given an analysis of the cognitive, perceptual, and
designers are encouraged to provide all necessary psychomotor components that are applied at each
information in the interface for the user to exploit step. For example, to determine how long it would
as needed. The use of animation is recommended take a user to complete the task sequence involving
User Interface Design 457

saving a file to hard disk, consider the data in experimental findings, each new if±then rule pro-
Table 1, derived from laboratory studies of duction will take a typical user about 25 seconds
humans. to learn. Armed with such knowledge, designers
To apply such a model, the designer would first could estimate, for example, the costs involved in
list the basic steps a user must take with an inter- changing procedures or violating consistency of
face. We can imagine a proposed design that re- interaction with new designs. This is obviously a
quires the user to locate the mouse (Th), move the gross estimate, but for many proceduralized tasks
mouse to a menu (Tp), select the `save' command the data indicate the underlying regularity of
(Tp ‡ Tk), allow the system to respond with a human performance.
prompt (Tr), input the filename (Tk  (number of
letters)), and then hit a save button (Tk). The de-
Sociocognitive Analyses of HCI:
signer could quickly use the estimates from Table
1 to calculate how long a user would take to per-
Activity Theory and Acceptance Models
form this sequence, and use these data to evaluate An alternative application of cognitive theory has
the proposed design. emerged as HCI researchers have become inter-
The exact values of these estimates can be de- ested in user acceptance of computers and the
bated, but the principle of the model human exploitation of technology by groups of users.
processor is constant; i.e. decompose the task into Such research draws less on the traditional base
its constituent actions and calculate the time in- of laboratory findings within cognitive science
volved in the serial processing of these actions. and more on its social and anthropological trad-
Multiple applications of this method have con- itions. These theories may be called `sociocognitive'
firmed its value in estimating expert or error-free theories.
task completion times for repetitive, nondiscretion- Activity theory aims to bring a closer reading of
ary tasks. cultural forces to bear on our analyses of inter-
However, this model has its limitations. We action. Users are seen as situated within a context
cannot use it to estimate how long users will that exerts strong forces on their actions. Further-
spend on tasks that are not highly practiced, or more, such users are dynamic, changing as their
that require decision-making, planning, or learn- experience and application of technology changes.
ing. Similarly, where tasks involve parallel process- Taking an activity-theoretic approach to HCI, it is
ing, it is easy to overestimate times by assuming important to extend analyses of interface usability
simple serial processing of the task actions. How- to cover the contexts in which the technology is
ever, as an applied model of cognition for a limited used (or rejected).
range of routine and well-practiced tasks, such a Typical activity-theoretic approaches examine
technique is clearly useful. HCI in terms of the praxis, or situated context ±
There have been several extensions of this ap- e.g. a banking organization, a teaching scenario, or
proach, most notably to cover learning. Based on a medical process ± in which the various levels of
a production system analysis (describing the be- interaction can take place, from automatic individ-
havior a user must learn to complete a task in ual operations to collective ventures or activities
terms of a series of `if±then' rules of interactive that define the group's purpose. The analysis and
sequences; e.g. `if file is ªnewº then select menu design of any technology needs to be grounded in
option ªnew fileº '), cognitive complexity theory such a broader perspective to ensure it is appropri-
enables calculation of the estimated time it would ate and usable by the intended user community.
take a user to learn a new procedure. According to One can see activity theory as extending traditional
cognitive approaches rather than replacing them.
Other socially-oriented approaches to HCI that
consider cognition include the general class of ac-
Table 1. Time estimates for completion of basic inter-
ceptance theories that seek to predict whether a
active tasks by a human operator
user, given a choice, will utilize a technology.
Label Action Time estimate (seconds) Such models emphasize the perceived value that
users place on the new technology, and measure
Tk Enter a keystroke 0.23
Th Move hand to mouse 0.36
the relationship between such ratings and subse-
Tp Point mouse 1.5 quent behavior in context. For example, it is now
Tm Retrieve from memory 1.2 known that if users perceive a new tool as having
Tr Computer to respond 1.2 direct usefulness for them in their work, they will
be more likely to choose it, and may tolerate a
458 User Interface Design

certain difficulty of use for the sake of the power it a need for better expert-based evaluation methods
affords them. Such perceptions by users seem to be to overcome the rather poor validity of most
formed very quickly, often within minutes of inter- such methods. (Testers employing these methods
acting for the first time. This means that early tend to overestimate the number of problems
impressions due to aesthetics, implementation users actually experience; that is, they label as
style, and related factors are particularly important. `problems' many aspects of interfaces that users
Theoretical developments in HCI have not kept subsequently perceive as acceptable.) Similarly, re-
pace with developments in technology, partly be- searchers have tried to package formal methods
cause of the speed of technological change, but also into tools that can be used effectively by non-
because of the difficulty of translating cognitive specialists to predict usability. The aim of this ap-
science into rich theoretical models that predict proach is to develop software tools that designers
human behavior in multiple contexts. Neverthe- could use to estimate learning effort or time to
less, although some dismiss the theoretical ap- perform a task, without having to know the details
proach as too limited for practical application, of how such an estimate is derived. This would be
most HCI professionals are of the view that long- analogous to the use engineers can make of the
term progress is possible only with increased effort principles of physics. However, few such tools
at deriving and applying cognitive science theories have yet made the transition from research labora-
to the problems of user interface design. tory to design practice.

DEVELOPING USER-CENTERED CONCLUSION


DESIGN METHODS User interface design is a complicated process that
Where design guidelines and theoretical models of requires detailed analysis of human performance
interaction fail to provide sufficient answers, de- and preference. Furthermore, developments in
signers resort to usability tests of their user inter- technology require an understanding of emotional
faces. Cognitive scientists have contributed to this and `trust' aspects of interaction that have yet to be
effort by providing the methodological and analyt- studied in detail by cognitive scientists. As a form
ical perspective that informs evaluation practice. of applied cognitive science, interface design is a
Within HCI there are three basic evaluation fruitful testing ground for a range of cognitive the-
methods: expert-based, model-based, and user- ories and methods.
based. Expert-based methods assess an interface Further developments in digital technologies
for compliance with known design principles and will create new computing devices that will sur-
guidelines. Most of these guidelines are the prod- round us at work, in leisure, and in our public and
ucts of research related to cognitive science. Model- private lives. Cognitive scientists will be called on
based methods, including the methods mentioned to help with the design and to study the impact of
above, are the application of theoretical models to such technologies, and theory will meet practice
specific design questions, and are almost always in a manner that is likely to be important for our
applied by those who have received some training future wellbeing.
in cognitive science. Both of these approaches
are relatively fast and cost-effective, but they are Further Reading
limited in what they can predict. Card S, Moran T and Newell A (1983) The Psychology of
User-based methods involve testing an interface Human±Computer Interaction. Hillsdale, NJ: Lawrence
with a sample of representative users in an appro- Erlbaum.
priate context. There are as many variations on Dillon A (2002) Designing Usable Electronic Text, 2nd edn.
these methods as there are of methods of enquiry London, UK: Taylor & Francis.
in cognitive science, ranging from controlled la- Helander M, Landauer T and Prabhu P (eds) (1997)
Handbook of Human±Computer Interaction. Amsterdam,
boratory trials akin to psychology experiments, to
the Netherlands: Elsevier.
field-based studies drawing on anthropological Landauer T (1995) The Trouble With Computers.
methods. Cambridge, MA: MIT Press.
The pressures of design place demands on HCI Norman D (1986) The Design of Everyday Things. New
professionals to produce fast answers, and cogni- York, NY: Basic Books.
tive scientists have worked on ways of improving Rosson M and Carroll J (2001) Usability Engineering. San
the reliability and validity of test methods. There is Francisco, CA: Morgan Kaufmann.

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