Computer/human Interface Design

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The Psychology of Menu

Selection: Designing
Cognitive Control at the
Human/Computer
Interface
by Kent L. Norman
published by Ablex Publishing Corporation, 1991, 368 pages
(ISBN: 0-89391-553-X).

About the Book


Menu selection is emerging as an important mode of human/computer interaction. This
book, the first entirely devoted to this important form of human/computer interaction,
provides detailed theoretical and empirical information of interest to software designers
and human/computer interaction specialists and researchers. A new theoretical approach
to menu selection is taken by developing a psychological theory of cognitive control by
the user. A comprehensive review of empirical research on menu selection is presented
in an organized fashion to aid in the design and evaluation of systems. Finally,
information is given on how to protype and evaluate menu selection systems using both
performance data and user ratings.
The volume has three parts. Part One is conceptual and theoretical in nature. The first
chapter introduces the issues of design and flow of control at the human/computer
interface. In the next three chapters taxonomic frameworks are proposed concerning the
type of menu selection system being used, the nature of the task being performed by the
user, and the cognitive elements involved in performing the task. In Part Two,
experimental research on menu selection stemming from paradigms developed in
experimental psychology and more recently human factors and cognitive psychology is
discussed. The last part of the book deals with the topic of implementation and
evaluation. Chapters discuss principles of when and how to use menus, cover topics of
prototyping and evaluation, and attempt to plot some of the future directions of menu
selection. Throughout, graphs and illustrations are included. Examples of good and bad
designs are shown in a number of illustrations while empirical data from experiments
are desplayed in graphs.
The reader will benefit from the discussion of the many issues, design possibilities and
insights regarding menu slection. The empirical research at times supports and at other

times refutes existing guidelines. The reader will want to know what the current state of
knowledge is about how to design menuy selections and why the design choices are
important.

The On-Line Copy


The complete table of contents is listed below. You may have a peek at the book by
clicking on the chapter titles. You may use this resource freely; however, I would prefer
that you actually buy a copy to help defray publishing costs. Also, I should point out
that the on-line copy is from a pre-publication draft and has not been carefully proof
read for errors.

Table of Contents
Preface
Part I: The Theory and Implementation of Menu Selection Systems
1. Introduction to the Theory of Control at the Human/Computer Interface
1.1 Research and Design of the Human/Computer Interface
1.1.1 Issues in Design
1.1.2 Three Paradigms of Design
1.2 A Model of the Human/Computer Interface
1.2.1 Characteristics of Tasks and Environments
1.2.2 Characteristics of the Human User
1.2.3 Computer Processing
1.2.4 The Human/Computer Interface
1.3 Research Methods
1.3.1 Observational Studies
1.3.2 Survey Studies
1.3.3 Experimental Studies
1.4 Summary
2. Types of Menus and Cognitive Structures
2.1 Menu Structures
2.1.1 Single Menus
2.1.2 Sequential Linear Menus
2.1.3 Simultaneous Menus
2.1.4 Hierarchical Menus
2.1.5 Connected Graph Menu Structures
2.1.6 Event Trapping Menus
2.2 Menu Frames
2.2.1 Context Information
2.2.2 Stem Information
2.2.3 Leaf Information
2.2.4 Response information

2.2.5 Information Format


2.3 Response Mode
2.3.1 Standard Keyboard Input
2.3.2 Special Function Keys
2.3.3 Virtual Keypads
2.4 Summary
3. Tasks and Flow of Control
3.1 Taxonomies of Tasks and Information Structures
3.2 Human vs. Computer Control of Flow
3.3 A Theory of Cognitive Control
3.4 Functions of Menu Selection
3.4.1 Pointing: Moving to a New Node
3.4.2 Command Control: Executing a Procedure
3.4.3 Output: Displaying Information
3.4.4 Input: Data or Parameter Specification
3.5 Operation by Menu Selection: Command Menus
3.6 Decision by Menu Selection: Decision Menus
3.6.1 Decision Trees
3.6.2 Decision Matrices
3.7 Information Retrieval by Menu Selection: Information Menus
3.8 Classification by Menu Selection: Category Menus
3.9 Summary
4. Cognitive Elements of Menu Selection
4.1 The Menu Selection Process
4.1.1 Information Acquisition and Search
4.1.2 Choice Process and Time
4.1.3 Response Process
4.1.4 Evaluation and Error Detection
4.2 Problem Solving and Search Strategies
4.2.1 Heuristics
4.2.2 User Strategies and Styles
4.3 Cognitive Layouts of Mental Models
4.3.1 Menu Selection as a Metaphor
4.3.2 Schemata and Scripts
4.3.3 Cognitive Layouts of Menus
4.4 Summary

Part II: Design Guidelines from Empirical Research


5. Research Issues and Methods in Menu Selection
5.1 Intuition and Data in Conflict
5.2 Replicability
5.3 Importance of the Result
5.4 Generalization of Results
5.5 Experimental Designs
5.6 Summary
6. Formatting and Phrasing the Menu
6.1 Formatting the Menu Frame
6.1.1 Amount of Information per Screen
6.1.2 Focusing Attention on the Menu
6.1.3 Perceptual Grouping

6.1.4 Menu Context


6.1.5 Ordering of Menu Items
6.1.6 Orientation of the List
6.1.7 Fixed vs. Variable Format
6.2 Writing the Menu
6.2.1 Titling the Frame
6.2.2 Wording the Alternatives
6.2.3 Graphic Alternatives
6.3 Selection Response
6.3.1 Response Instructions
6.3.2 Position of Response
6.3.3 Response Compatibility
6.3.4 Response Verification and Feedback
6.4 Summary
7. Performance, Acquisition, and Training Methods
7.1 Performance
7.1.1 Measures of User Performance
7.1.2 Overall Performance = User Proficiency X System Power
7.2 Acquisition and Learning
7.2.1 Components Acquired by Practice
7.2.2 Frame Search Time
7.2.3 Menu Tree Search Time
7.3 Transfer of Training
7.4 Methods of Training
7.4.1 Training on Content Free Menus
7.4.2 Training on Meaningful Menus
7.4.3 Methods of Training as a Function of Types of Menu Systems
7.5 Methods of Help
7.6 Summary
8. Depth vs. Breadth of Hierarchical Menu Trees
8.1 Depth vs. Breadth Trade-Off
8.2 The Linear Model
8.3 The Log Model
8.4 Total User Response Time in Hierarchical Data Bases
8.5 Selection Time as a Function of Menu Depth
8.6 Factors of System Speed and User Response Time
8.7 Summary
9. Search Behavior in Hierarchical Menu Structures
9.1 Menu Focusing through Structure
9.1.1 Varying Menu Breadth
9.1.2 Decision Uncertainty Evidence for Breadth
9.1.3 Number of Discrete Menu Frames
9.2 Patterns of Search
9.2.1 Reposition to Breadth
9.2.2 Reposition to High Probability Paths
9.2.3 Reposition to Cognitive Landmarks
9.3 Individual Differences in Search Behavior
9.3.1 Characterizing Differences
9.3.2 Predictors of Search Performance
9.4 Summary

10. Rapid Access Menus


10.1 Location in the Menu
10.1.1 Pull-Down Menus
10.1.2 Minimizing Distance/Maximizing Size
10.1.3 Position in the Hierarchy
10.2 Accelerating through the System
10.2.1 Alternate Command Keys
10.2.2 Direct Access vs. Type Ahead
10.3 Speed-Accuracy Trade-Off in Rapid Menu Selection
10.4 Summary

Part III: Implementation and Evaluation of Menu Systems


11. Clustering of Menus
11.1 Knowledge Representation
11.2 Hierarchical Clustering Methods
11.3 Semantic Space
11.4 Expert vs. Novice Users
11.5 Frequency of Use
11.5.1 Command Frequency
11.5.2 Command Transitions
11.6 Summary
12. Prototyping and Evaluation of Menu Selection Systems
12.1 Prototyping Systems
12.2 Guidelines for Menu Design
12.3 User Evaluation
12.3.1 Standardized User Evaluation of Interactive Systems
12.3.2 Evaluation of Menu Selection
12.3.3 Menu-by-Menu Evaluation
12.4 Summary
13. The Future of Menu Selection
13.1 Menu Generations
13.2 Innovation in Menu Look and Feel
13.2.1 Nonlinear/Spatial Menus
13.2.2 Analog Menus
13.2.3 Power Pointing
13.2.4 Apparent Menus
13.2.5 Simultaneous/Linked Menus
13.2.6 Vast and Fast Menus
13.3 Limits to Menus
13.3.1 Early in the Learning Process
13.3.2 At Transition Points
13.3.3 At Different Mental Workloads
13.3.4 Flexibility
13.4 Research on Menus
13.5 Summary
References
Appendix: Checklist for Menu Design
Index

Chapter 1
Introduction to the Theory of Control at the Human/Computer Interface
In the development of any new technology, the last frontier always seems to be the
encounter with the end user of the product. The challenge is to develop a product that
can be easily and efficiently used to accomplish its intended purpose. The key element
is to design an interface between the user and the machine that allows for the proper
flow of control between human and machine processes. This is particularly true of
computer based systems. The development cycle of computers is now well past the
point where the use of computers is exclusively by computer scientists. The general
work force and the public-at-large is already using or beginning to use the computer in
one form or another. It is at this point that careful consideration must be made of how to
lay out the architecture and the building code in each new community of users. Without
such forethought, users are likely to become prematurely locked into an arbitrary and
archaic structure.
Among the new architectures of the human/computer interface that specifically deal
with flow of control is the design of menu selection systems. Figure 1.1 illustrates
several such systems. Users are presented with a list of options from which they can
choose and some mechanism by which to indicate their choice. The characteristics of
menu selection are that (a) the interaction is, in part, guided by the computer; (b) the
user does not have to recall commands from memory, and (c) user response input is
generally straight forward. The four examples shown in Figure 1.1 highlight the variety
of such menu systems.

In the early days of interactive systems, menu selection seemed to be an intuitively


simple solution to the problem of user control. The unfortunate result was that without
additional thought, poorly designed systems proliferated. A number of basic questions
about menu selection were overlooked. For example, when is menu selection preferable
over other forms of interaction such as a command language? How should the menu
selection systems be designed? How does the structure of menu selection change the
process of control in the mind of the user? How should menu selection systems differ
for use by novice and expert users? The answers to these questions and many others are
crucial in helping to determine how to design a usable and efficient human/computer
interface.

Menu selection is emphasized in this book as a principle mode of control used in


conjunction with other modes such as form fill-in, command languages, natural
language, and direct manipulation. It is felt by the author that in terms of flow of
control, menu selection is emerging as the mode of choice. Other modes come into play
to handle different demands on the human/computer interface. Switching from one
mode to another is often necessary and must be done gracefully with clear expectation
on the part of the user. Specialized modes, their integration with menu selection, and the
problems of switching between modes will be discussed as it is appropriate.
In this chapter we will consider the human/computer interface in terms of flow of
control. The user has certain tasks to accomplish and, consequently, wants to direct the
computer to perform a subset of those tasks. The problem from the user's perspective is
knowing what the computer can do and knowing how to direct it to do those tasks. The
problem from the system designer's point of view is knowing what functions to
implement and how the computer should inform the user about the availability and
invocation of these functions. In doing so, the computer must be assigned a certain
measure of control over the flow of operations; but ultimately, control rests with the
user.
In the next section the process of designing the human/computer interface and its
importance will be discussed. Following this a cognitive model of the human/computer
interface is proposed that helps to define and specify the issues of how humans work
with machines and how machines must be designed so that they are usable by humans.
Finally, the use of experimental methods in the design process will be discussed.
Empirical research is the mainstay of human factors and ergonomics, and it is important
to understand how and why experiments are conducted.
1.1 Research and Design of the Human/Computer Interface
One of the major steps in the software development life cycle is the translation of
system requirements into an integrated set of task specifications that define the
functional capabilities of the software and hardware (Jensen & Tonis, 1979). The
problem is that such requirements are often dictated by analysts with little thought about
the end user. Consequently, user's needs and limitations are often not factored into the
equation. No matter how well implemented other parts of the system may be, if the
human/computer interface is intractable, the system will falter and ultimately fail.
Ledgard, Singer, and Whiteside (1981) point out the incredible cost of poor human
engineering in the design of interactive systems. They identify four costs:
1. The direct costs of poor design are observed in wasted time and excessive errors. The
system itself may have been designed for maximum efficiency in terms of memory
management, input/output, and computation but, it may sit idly by as the user ponders
an error message or thumbs through documentation looking for the correct command.
Menu selection systems may alleviate such wasted time by self-documenting the system
and reduce errors by limiting user input to only the set of legal options.
2. Indirect costs are incurred in the time to learn a system. A novice user often has a lot
to learn about a system. This typically involves reading manuals, working through
tutorials, memorization of commands, and development of performance skills. The time
to learn such systems can be a great cost that must be born by either the employee or the

employer or both. For the employer, cost of training employees is particularly important
when employee turnover is high, often an indirect result itself of poor human
engineering due to a third cost.
3. A cost that is paid when users are frustrated and irritated by a poorly designed system.
The psychological cost can be great and can result in a number of spin off problems
such as low morale, decreased productivity, and high employee turnover rate. It has
been said that systems should be fun to use rather than frustrating. They should
encourage exploration rather than intimidate users and inhibit use.
4. Finally, this leads to the cost of limited or lack of use. Poorly designed systems, no
matter how powerful, will simply not be used. Users will tend to employ only those
components that are of use to them. It is typically the case that for systems with 40 plus
commands, only about 7 commands show any frequency of use. Limited use is one of
the greatest costs because it negates the benefit side of the equation.
Since the turn of the century psychologists and engineers have been interested in
studying the generic man/machine problem in order to reduce costs such as these.
Research has been conducted under a number of different names conveying the varied
intent of the researchers. The term "human engineering," for example, conveys the idea
that the user or operator limitations and capabilities may be engineered into the system.
He or she is a part of the mechanism. The early time and motion analysts realized that
both man and machine could be retrained or redesigned for greater efficiency and
compatibility. The term "human factors" arose from World War II when it was realized
that equipment was not performing at its rated levels. There was a human factor that
introduced error into the system. Other terms such as "biomechanics," "ergonomics,"
and "psychotechnology" emphasize the physiological and psychological aspects. The
more generic term "applied experimental psychology" indicates the importance of
systematic practical research methodology but, unfortunately, de-emphasizes theoretical
development. For the present discussion, the term "ergonomics" will be used to convey
the importance of both theory and research, as well as the idea that we are dealing with
systems.
Today a multidisciplinary approach to the human/computer problem is being taken.
Research teams include cognitive psychologists, computer scientists, specialists in
subject domains such as management, library and information science, medicine, etc., as
well as a new breed of specialists in the emerging discipline of human/computer
interaction. The multidisciplinary approach is extremely important insofar as menu
selection is concerned in that designs generally attempt to implement a task domain on a
computer system while satisfying the cognitive constraints of the users. The team
approach allows each set of concerns to be represented and voiced.
1.1.1 Issues in Design. In this book we are interested in the issue of user control over
automatic processes. The control mechanism that we will consider is that of menu
selection. Users select one or several options, levels, or settings on the computer.
Communication between the user and the computer takes place via a finite, well-defined
set of tokens rather than via an open-ended command language. In the evaluation of the
human/computer interface as means of communication and control, a number of global
factors may be generated. Some of these are listed in Table 1.1. The acceptable levels of

such ergonomic factors and the trade-offs between them depend, of course, on the
particular task and the user community.
Table 1.1
Factors to be Considered in the Design of Human/Computer Systems
______________________________________________________________________
__________
* System Productivity
Applicability of system to task
Number of tasks completed
Quality of output
* Human Performance
Speed of performance
Rate and type of errors
Quality of solutions to problems
* Training time and effectiveness
Time to learn how to use the system
Frequency of reference to documentation
Human retention of commands over time
Transfer of training
* Cognitive Processes
Appropriateness of the mental model
Degree of mental effort
* Subjective satisfaction
Satisfaction with self
Satisfaction with system
Satisfaction with performance

______________________________________________________________________
__________
From a managerial perspective, productivity is the bottom line. The software must first
and foremost be applicable to the task at hand. When this is the case, one may assess the
factors of quantity and quality of work performed. Much has been written about
productivity and its measurement in the business and management literature; however,
in this book we are not primarily interested in productivity at the global level but in the
factors that ultimately contribute to this end.
Human performance is an observable factor that is most often used in assessing the
ergonomics of a system. Performance is function of three basic variables: speed,
accuracy, and quality. Well-designed systems reduce the time that it takes for the user to
perform a task. At the same time, error rate should be kept at a minimum. The severity
of errors depends on their type. Some are easily correctable, others are devastating.
Finally, a well-designed system should promote optimal solutions to problems. This is
the ultimate goal of many systems that involve planning, decision making, design, and
information retrieval.
Training time and effectiveness is also an extremely important factor. How long does it
take for the user to come up to speed? This involves both the acquisition of knowledge
about the system, skill in using it, and the ability to accommodate changes. Rumelhart
and Norman (1978) refer to these three components as accretion (the acquisition of
knowledge or accumulation of information), tuning (the modification of categories or
adjustment), and restructuring (reinterpreting, reorganizing, or gaining a new
understanding of information). Training may emphasize one of these to the exclusion of
the others so that users may learn rote tasks but not be able to figure out how to perform
other functions. Furthermore, systems may be designed so as to minimize the need for
training. Designers may want a system that brings the novice on very rapidly by
reducing the need for accretion even though it may limit the speed of asymptotic
performance. Menu selection systems have often served this purpose by using menus
that list and explain all of the options. Speed is reduced due to transmission and display
time of text as well as reading time. Alternatively, one may want to maximize the speed
of performance of experienced users even though training time is greatly lengthened.
Command languages as well as highly abbreviated menus have accomplished this
purpose. However, to make use of command languages, users must spend a considerable
amount of time learning the commands and options.
The amount of documentation for the user varies greatly from system to system and
depends on the level of user. More documentation is not necessarily better, and certainly
a high frequency of reference to the documentation during use is detrimental to
performance. Menu systems have been used to drastically reduce the need to refer to
documentation although in older systems with slow response time it has not been
without cost in terms of speed of performance. This may not be a factor in newer
systems allowing near instantaneous access to pull-down or pop-up menu displays.
An often overlooked factor in the use of computers is the human retention of commands
over time. Once a user has learned a command or a function to a specified level, is it
retained over time? A command that has been learned, but infrequently used, may not be
remembered. Each time the user desires to use it, he must consult the documentation.

On the other hand, in a menu selection system an infrequently selected option is not
lost. However, another retention problem often occurs. The user may forget where an
item is located in a complex menu tree and spend an inordinate amount of time
searching for it.
Transfer of training has always been an important factor in ergonomics. The question is
whether training on one system will reduce the amount of training necessary to learn
another system. If it does, there is positive transfer. If it doesn't, there is no transfer.
Positive transfer depends on the degree to which one system shares common elements
with another system and the degree to which the user is able to restructure the
knowledge gained about one system to knowledge about the new system. Negative
transfer depends on the degree to which one system has elements that conflict with
another. "Integrated" software packages for office automation share many concepts and
commands across specific applications. Incompatible packages may include similar
commands or menu options that perform different functions or similar functions that are
evoked by different commands or options. Observing the user learning a new system,
coming back to a system after time, and switching between systems tells us a lot about
the design of the software.
The effectiveness of human/computer interface design may also be assessed on the
grounds of cognitive processes on the part of the user. It has been suggested that welldesigned systems promote an effective mental model for the user of how the system
operates. The user possessing this model gains a high-level understanding of how things
work and is able to perform tasks and solve problems faster and more effectively than
without such a model.
Another cognitive factor has to do with the mental effort expended by the user in
performing a task. The designer's goal should be to allow the user to concentrate on
higher-level processing rather than on mundane, low-level tasks. For example, a word
processor should reduce the mental effort required for scrolling, cutting and pasting, and
other mundane functions so that the writer may concentrate on composing the text.
A factor that is increasing in importance is user satisfaction. Satisfaction takes on a
number of dimensions itself (Norman & Anderson, 1982). Users are able to assess their
own performance and mastery of the system. User's satisfaction with self is often
independent of satisfaction with the system. Many user's take pride in the fact that they
have mastered a very poorly human-factored system and implemented work-arounds.
Users may also assess satisfaction with the system attributes that are independent of
productivity. Users are often impressed with bells, whistles, and brand names that have
nothing to do with usability and performance.
These first two factors aside, user's ratings of subjective satisfaction can be directed to
assess human/computer performance and productivity as a whole. Often such ratings are
directly related to objective measures of performance. In addition, measures of
satisfaction tap factors that cannot be objectively measured. The user may be viewed as
a sensitive monitoring instrument of the system. Much care must be taken in assessing
user satisfaction and many problems surround such measurements. Nevertheless, user
satisfaction is being seen as a key to unlocking the complex interactions at the
human/computer interface.

1.1.2 Three Paradigms of Design. It has been pointed out by Anderson and Olson
(1985), Sterling (1974), and Holt and Steveson (1977) that human factors considerations
must be integrated into the design process from the beginning and as it progresses.
Unfortunately, very few systems have been designed with human factors as a high
priority item. The reason for this may be traced to the historical development of
machines, and it will prove instructive to review this design process.
Historically, the design of man/machine systems proceeded first with the power unit, the
drive mechanism, the mill, and finally control as shown in the top panel of Figure 1.2.
The early automobile with its internal combustion engine had a very unfriendly
requirement. The driver or an assistant had to get out of the car to crank the engine to
get it going. Only later was the starter motor added sto give the driver a simple control
to start the thing. Consideration of the characteristics and the convenience of operator
came in only as an afterthought. The problem with this method is that fixes are often
expensive or impossible. Consequently, the user must often contend with an intractable
control interface. This same paradigm unfortunately continues in many areas of
hardware and software development today.

A somewhat better paradigm is to establish ergonomic guidelines first as shown in


middle panel of Figure 1.2. They become a set of standard specifications. Software
development must then proceed from the guidelines inward to the machine through the
control interface. This can also lead to some problems. It is not truly possible to codify
ergonomics in a dynamic environment nor can software development afford to wait for
the publication of such handbooks. Consequently, this approach generally leads to
standardization on the obsolete and suboptimal.
The paradigm that is advocated here is to develop the ergonomics and the engineering
together in a parallel-interacting process as illustrated in bottom panel of Figure 1.2.

This paradigm is being employed by more and more of the industry. Teams of human
factors specialists are being linked up with software development teams to provide
initial analysis of tasks and user characteristics, to conduct research on prototypes, and
to conduct user acceptance tests on the final product.
This approach is particularly important for systems that are heavily dependent on the
flow of control at the human/computer interface. The work of human/computer
interaction specialists in design rests on two major components: theoretical models of
the man/machine interface and methods of applied experimental research. These are
discussed in the next two sections.
1.2 A Model of the Human/Computer Interface
Models of the human/computer interface depend heavily on cognitive psychology. The
psychological processes of attention, memory, information processing, decision making,
and problem solving must be taken into account. One of the most important features in
such models is the flow and feedback of information through the interface. The user
needs information from the computer and the computer cannot function without
information from the user. A major component of this interaction is the flow of control
information. The computer gives information to prompt the user for input and the user
supplies input that directs the subsequent operations. Smooth operation of the system
requires a timely flow of information that is relatively free of error states in the machine
and in the user. Error states in the machine can be well defined. Generally machine
errors at the interface occur when (a) input values fall outside an allowable range or
disagree with required type, (b) required resources are not available, or (c) a call is
made to a non-existant function or location. Error states also occur in the user. In
contrast to machine errors, user error states are not well-defined since they arise from
subjective states when for some given computer output or prompt, the user does not
know what to do. User error states are characterized by confusion, lack of
understanding, and lack of knowledge of what to do next.
Figure 1.3 shows a schematic model of the flow of information and control at the
human/computer interface that has been adapted from Norman, et al. (1981). The model
first emphasizes that the system is embedded within a task situation. The user, for
example, may be monitoring an industrial process, or he may be engaged in information
retrieval. The task determines a number of overriding factors, such as the cost of errors,
importance of speed, and considerations that define the successful completion of the
task. Both the human (represented by a circle) and the machine (represented by a
rectangle) reside in environments that provide information, constraints, and contexts. It
must be remembered that the user interacts not only with the machine but more
fundamentally with the environment. He or she attends to information coming in and
generates information going out. A similar picture is shown for the machine which may
monitor an environment and retrieve information as well as generate output to the
environment.

The non-overlapped area within the circle represents cognitive processes involved in the
task that are not directly related to the human/computer interface. The non-overlapped
area within the rectangle similarly represents the computer procedures involved in the
task that are not directly related to the interface. The overlapping area represents
processes that pertain to the interface. These include the mapping of information
through keying or other input devices to machine representation of data and the
mapping of machine representations of data to information presented on the screen or
other output device.
At each point, U-shaped arrows are used to indicate the feedback cycles and
reverberating characteristics of information flow through interfaces. We may think of
this as handshaking, error checking, and synchronization on the part of the computer or
as eye-hand coordination, verification, and timing on the part of the human.
The most important area from the present perspective is the overlapping area of the
human/computer interface. It is in this area that flow of control is passed back and forth
between the user and the machine. Flow of control will be defined as a sequence of
steps in a process that is determined by a set of rules. Control is passed from one step to
another such that the next step in the sequence is determined by the outcome of the
current step and the rules of control. Within the computer, the program residing in
memory determines the flow of control in conjunction with the processor. Within the
human, flow of control is thought of as a sequence of mental operations determined by

cognitive processes. Although we are only beginning to understand the processes of


mental operations, we can observe the products of thought and generate theories about
the likelihood of particular responses on the part of the user. In human/computer
interaction, flow of control is shared and at times passed back and forth between the
user and the machine. In light of our limited knowledge about user thought processes
and the added complexity incurred by shared control, it is no wonder that the design of
the human/computer interface is no easy matter and that it remains as a major area of
concern in computer science, cognitive psychology, and ergonomics.
Although the model in its present form is largely conceptual in nature, it helps to
delineate the concerns that an ergonomics specialist should have when helping to design
the interface. These include the four areas shown in Figure 1.3: (a) the characteristics of
the task and the environment, (b) the characteristics of the human cognitive processing,
(c) the specifications for the computer processing, and (d) the implementation of the
human/computer interface.
1.2.1 Characteristics of Tasks and Environments. It is obvious that different tasks and
different environments impose different needs and constraints on human/computer
interaction. What is not so obvious is how to meet these requirements. An analysis of
the task and environment is the first step. Take, for example, the task of balancing one's
check book. The task requires data input to the computer, verification of records, and a
series of computational steps. The environment includes information about current
balance, canceled checks, etc., as well as time and resource constraints that affect the
motivation and/or frustration level of the user.
Tasks may be characterized along the following dimensions:
* Simple--Complex. Simple tasks involve few steps with little demand on the user or on
the computer. Complex tasks involve many steps and impose high demands on the user
and possibly the computer as well. Of course, the task as implemented may allocate
simple or complex parts to the human or computer. Writing a novel on a word processor
is a complex task for the human and a comparatively straightforward one for the
computer. On the other hand, an information retrieval problem may be rather
straightforward to the user but comparatively complex for the system.
* Structured--Unstructured. Structured tasks have a preplanned course; whereas,
unstructured tasks may involve creative planning and redirection. In structured tasks,
such as checkbook balancing, the flow of control may be relegated to the computer. On
the other hand, for unstructured tasks, such as writing a novel, the user maintains
control over most aspects of the task except the mundane operations of computer
housekeeping.
Tasks may be characterized by many other dimensions such as the degree to which input
vs. output predominates or the extent to which the user is an active vs. passive
participant. Chapter 3 will discuss task analysis in greater detail; however, at this point
it is sufficient to be aware of the fact that task characteristics impose certain demands on
the user and on the system.
Environments are often linked to tasks, but we may also define two characteristics of
environments as follows:

* Time Critical--Resource Limited. In many situations the environment imposes a time


constraint. For example, the information must be retrieved before the Senate
Subcommittee hearing at 10:00 am; the decision to deploy the torpedo must be made in
30 seconds. Such environments have a psychological impact on the user and require
thought as to how to implement the human/computer interface to achieve acceptable
levels of performance.
* Controllable--Immutable. The user and the system may be able to alter the
environment. This may be an inherent part of the task in industrial control. Control of
resources adds an additional level of concern to the user and needs to be considered in
terms of the cognitive demands on the user. On the other hand, the environment may be
immutable in the sense that neither the user or the computer can have an affect on it.
Environments may also be characterized by a number of other dimensions such as
whether they are information rich vs. information scarce, safe vs. hazardous, etc. These
characteristics will prove to be important when it comes to the design and evaluation of
the user interface particularly as it relates to flow of control.
1.2.2 Characteristics of the Human User. Two views of the user exist. The user is
either an extension of the system or the system is an extension of the user. In the first
case, the user may, unfortunately, be viewed merely as an input device not unlike an
optical scanner or an analog-to-digital input channel. In the second case, the system is
seen as providing enhanced memory, processing, and communication abilities to the
user. The particular view adopted has strong implications concerning the flow of control
between the user and the system and the particular mental operations involved in the
cognitive processing of the user.
Eight components of cognitive processing are specified in the model and are indicated
by the arrows into and within the circle shown in Figure 1.3. The first arrow at the top
left indicates the user's attention to certain input from the task environment such as
instructions, data, documentation, etc. The second arrow moving to the right represents
problem solving which may involve planning and information processing that occurs
before the user inputs information to the computer. The third arrow across the top
represents the user's intention for input to the computer. It may involve the formulation
of a command or a plan for menu search. The fourth arrow represents the actual
response production that transfers information to the computer. The user may type a
command, select an option, or point to a screen location.
Take a situation in which the user directs his or her attention to a memo requesting that
John Smith's telephone number be changed to 454-6333. The user conceives of the
solution to the problem as follows: Find John Smith's file, locate the telephone number
in his file, and then change the number. The intended solution must then be
implemented in terms of the human/computer interface. The user may find John Smith's
file by selecting an option, "find by name" and then typing in the name. To accomplish
this the user must generate the response productions to select this option and to type the
name. Given that the file is located, the user may select the options "update" and
"telephone number" and finally type the new number.
The bottom chain of arrows in Figure 1.3 starting from the rightmost arrow into the
circle indicates the reverse processing of information originating from the computer and

ultimately altering the task environment. The first arrow at the right represents the
display of information. Typically, this is information displayed on the screen but may
also include displays in other modalities. The next arrow indicates the user's encoding
and interpretation of that information. The next arrow moving left represents internal
evaluation and cognitive processing of the computer output, and the last arrow shows
the final result of the process in of supplying an answer to the task environment.
At each stage of interaction a different display is generally shown. In the example
above, the first display may list a set of functions. The user interprets this display by
encoding the information as meaningful options or messages. The option "find by
name" is encoded and then evaluated as the desired function. Feedback is also encoded
and evaluated. For example, if the message is "John Smoth not found," the evaluation is
that a typographic error was made. Finally, when the change of number is
acknowledged, the user may produce an overt answer to the memo indicating that the
task was completed.
User characteristics affect the processing at each of these points as they depend on
perceptual skills, attention, memory, and motor skills. User characteristics may be
grouped into three types:
* Knowledge Characteristics. Users vary in terms of their knowledge about the system.
In general, we can no longer say that novice users have little or no knowledge of system
operation and that expert users do. Amount of knowledge cannot be considered as a
unidimensional attribute. Instead, we must consider more carefully what the user knows
about (a) the task domain in terms of semantic and procedural knowledge, (b) the
representation of the task domain on the computer, and (c) the computer in terms of
semantic and syntactic knowledge.
* Cognitive Characteristics. Users vary in their ability to solve problems, make
decisions, and perform mental tasks. The assessment of information-processing
capacities and their relationship to performance has been the subject of much work in
cognitive psychology (e.g., Hunt, 1978; Sternberg, 1977). An analysis of the particular
cognitive components involved in a task should prove useful in system design.
* Skill Characteristics. Users vary in their ability to read and type text, draw graphic
images, point at objects, and track moving targets. These skills may be of varying
importance in using a system and in many cases require considerable training and
practice. It should also be mentioned that new skills are developed by users through
extensive practice.
1.2.3 Computer Processing. An analogous set of arrows is shown in the box in Figure
1.3 representing the computer. These pertain to input/output to the environment that is
not necessarily a part of the human/computer interface and to internal processing. The
arrows that point into and out of the intersection between the human and the computer
will be discussed in the next section. In terms of the characteristics of the computer,
designers must take into consideration its speed and memory and processing capacities.
However, in the present context we are only interested in how these characteristics
manifest themselves at the human/computer interface.

1.2.4 The Human/Computer Interface. The intersection of the circle denoting the
human and the box denoting the computer in Figure 1.3 represents the human/computer
interface. In the present conceptualization, the interface is an area. The reason for this is
to capture the idea that the interface is not merely a surface through which information
travels, but rather it is a shared area that includes the user's cognitive model of the
system and the system's model of the user. The idea of a shared area is particularly
important when it comes to modeling flow of control.
Interactive systems have been designed to provide users with different types of control
over the operating system. We can characterize these types in terms of the amount and
complexity of information transmitted by the computer in prompting the user for input
and the amount and complexity of information transmitted to the computer by the user
in directing the next action.
Menu selection provides a highly interactive style of control by listing available options.
Menus can convey much information to the user and aid novice users as well as more
experienced users. In general, little or no training may be required at the onset
depending on how self-explanatory the menus are. However, as the user works with the
system, he gains knowledge about the alternatives, the structure, and capability of the
program. Menus require some type of selection process that may or may not involve the
keyboard. Interaction is structured so that there are rarely points at which the user is
functionally locked out of the system. Unfortunately, menus can appear, and in fact be,
restrictive in the capabilities offered to the user.
Command languages have always been seen as offering the user the most powerful and
flexible control over the system. They allow for complex input on the part of the user
but provide little in the way of prompting the user. The two problems with command
languages are that substantial training is required and that it is difficult to provide user
aids. Attempts have been made to take into consideration the wealth of natural language
knowledge of the user and provide natural language command and query systems.
These tend to reduce but do not eliminate the need for extensive training.
Software designers working with human/computer interface designers need to
determine the optimal level of complexity and flow of control that will best serve the
needs of the user. Furthermore, it is often the case that one needs to change the levels of
complexity and amount of information flow at different points in the interaction and
with different levels of experience. A number of guidelines have been generated as to
when one mode or another is appropriate and how to implement a particular mode.
Some are based on research and others are often speculative, sometimes based on extant
theory in cognitive psychology and otherwise based on the opinion of the writer. In this
book, we emphasize empirical research as directed by cognitive theory.
1.3 Research Methods
No matter how reasonable and intuitive a guideline may be, if it is not supported by
data, it is mere conjecture. The rational approach to design suffers from two fallacies.
First, what's rational to the designer may be idiotic to the user. The designer views the
system from a different perceptive. A certain feature or attribute may make sense in
light of the whole system, but to the user that feature (or lack thereof) makes no sense
for the specific task at hand. The second fallacy is that designers are rarely objective

about their design. Having spent a number of man-years developing a system, there may
be no end of ego-involvement in the system. Empirical studies provide the objective
proving ground for claims between competing systems and design features. Fortunately,
empirical research does more than settle arguments, it also reveals the importance of
design issues. Some aspects of design may have a critical impact on performance, while
others may be irrelevant.
Three basic paradigms exist for research on ergonomic issues. These are discussed
briefly in the next sections and in greater detail in a subsequent chapter.
1.3.1 Observational Studies. Observational studies are the easiest to conduct.
Unfortunately, they are also the most unreliable and open to interpretation. In an
observational study, one or several systems may be selected and researchers observe
users interacting with the system. Verbal protocols may be elicited in which the user
explains what and why he is doing something. Time, productivity, and error data may be
collected. Analysis may be at a purely verbal descriptive level or based on quantitative
measures. Conclusions are tentative at best since researchers have little or no control
over conditions. For example, one may conclude that users took longer to perform tasks
on System A than on System B; but the tasks may not be comparable, system response
time may be different, the groups of users may not be equated, etc. Investigators must
thoroughly weigh and rule out alternative explanations.
The major strength of observational studies is their ability to generate hypotheses about
design features that can be studied in more controlled environments not open to multiple
interpretation.
1.3.2 Survey Studies. Questionnaires provide a structured approach in which the user
assesses factors related to the human/computer interface. Users may record objective
events or subjective evaluations. Objective events include the number of times they
have used a particular system, the number of times a system crash occurred while using
the system, and number of tasks completed. In each case, since the events are objective,
the researcher could also record these events and compare that record with the user
assessments. Although user assessments bear a strong correlational relationship to the
actual measure, they are not perfect. User assessments are introspective and, therefore,
are subject to the properties of human memory and to biases in reporting. Because of
this, one cannot assume that user assessments reflect the true values of the measures. On
the other hand, it is quite possible to establish, through empirical verification, the
reliability and validity of user responses. Furthermore, when comparisons are between
different groups of subjects rather than with an absolute criterion, it may not matter that
responses are biased as long as the sources of bias are constant among the groups.
Users may also be asked to make subjective evaluations of system attributes. For
example, they may be asked to check statements that apply to the system use (e.g.,
"Documentation is adequate" or "I do not understand program operation.") or rate
system attributes on a 10-point scale (e.g., ease of use, speed, tendency to make errors).
When users make subjective evaluations, there is generally no way to compare their
responses with objective measures of those attributes. However, evaluations such as
overall satisfaction with the system may be statistically related to objective system
attributes such as system response time or screen resolution.

The key to measuring subjective evaluations is to ensure reliability and internal


consistency of the ratings. By reliability we mean that users display little error in
making ratings and that if they rated the same attributes a second time, there would be a
relatively strong relationship between the two ratings. By internal consistency we mean
that the ratings follow a logical relationship. For example, if subjects are asked to
compare three systems, A, B, and C, and they rate A superior to B, B superior to C, then
they must rate A superior to C in order to be internally consistent. Without internal
consistency, the meaningfulness of the results are in question.
Survey data is useful in describing systems, for detecting strong and weak points, and
for suggesting improvements. For example, in a study by Norman (1986) students rated
the overall ease of use of hypothetical systems described by lists of positive and
negative attributes. The impact of each attribute was scaled relative to all others. Figure
1.4 lists the descriptions of the attributes and graphs the impact of each attribute on the
ratings. One of the most important positive attributes, at least for this group of students,
was the ability of the system to adapt to different types of users. The most telling
negative attribute was having a display described as confusing and difficult to read.
Such ratings help to set design priorities.

Survey questionnaires should include demographic data on the user. Typically we want
to know the age, sex, work experience, and training of the user. We may also want to
include psychometric measures to assess intellectual skills, cognitive functions, and
knowledge. Analysis of the data may look for interrelationships among the variables.
For example, we may be interested in whether there is a relationship between memory
ability and preference for a particular type of software, or between the rated number of
errors and rated overall satisfaction with the system. Questionnaires may also be
effectually used in conjunction with controlled experimental studies.

1.3.3 Experimental Studies. The major strength of the experimental study is its ability
to localize unambiguously an effect in a particular design factor. Experimental design is
used to control all variables except those that are being tested. The steps are as follows:
First, sample participants for the study from the population of interest. To the extent that
users are a diverse group, it is important to assess the individual differences of the users.
For example, one might need to know (a) the level of experience with computers,
terminals, etc.; (b) familiarly with the generic task such as accounting, information
retrieval, or programming; (c) demographic variables of age and sex; (d) cognitive
measures of analytical skills, verbal and visual memory, reaction time, etc.
Second, one or several design features are selected for study. These are systematically
varied in such a way that their impact on performance can be unambiguously assessed.
For example, we may be interested in comparing alphabetic vs. random ordering of
options in a menu as well as the number of options (e.g., 4, 8, 16, 32). Software must be
written or altered so that the features are implemented at each level.
Finally, we must select one or several variables to measure. Table 1.1 lists some of the
types of variables that may be of interest. The variables must be defined in such a way
as to allow valid and reliable measurements to be taken. Typically additional software
must be written to capture these measurements.
The experiment must be carefully monitored as it progresses in order to detect flaws in
the design and methodology. Once it is completed, statistical analysis is used to sort out
the results and give evidence as to the reliability of the findings.
The experimental approach is not without its drawbacks. Experiments are costly and
often overrestrictive. The results may not generalize beyond the artificial conditions set
in the lab. However, to the extent that the investigator establishes realistic conditions
and assesses appropriate dependent, measures the results gain validity.
1.4 Summary
The architecture of the human/computer interface is of concern to designers of
computer-based systems. Menu selection as a mode of communication and control is
playing an increasing role as part of that architecture. The relationship of ergonomic
research and the design process is fundamental in developing guidelines in the use of
menu selection. The type of ergonomic research advocated here for design involves a
parallel interaction of system designers and researchers as development progresses. A
number of ergonomic issues were discussed relating to trade-offs between factors such
as speed of performance and error rate, amount of training necessary and asymptotic
performance.
A conceptual model of the human/computer interface was advanced that helps to
delineate the ergonomic factors into (a) the task environment, (b) the cognitive
processing characteristics of the user, (c) the characteristics of the computer, and (d) the
flow of information through the human/computer interface. Menu selection as a mode
of control involves planning and decision processes on the part of the user. These
processes may be facilitated or restricted depending on whether the implementation
matches the needs and expectations of the user and the task environment.

In the next chapter we take an analytic look at the various types of menu selection
systems. A number of features and design characteristics will be outlined. Many of these
are factors that have been the subject of empirical research and are discussed in
subsequent chapters.

Chapter 2
Types of Menus and Cognitive Structures
A few years ago the idea of menu selection simply meant that at some point in the
program a list of options would be presented and the user would select a number or
letter corresponding to the option desired. Today, menus take on a much wider range of
form and diversity of application. Although the concept is much the same, the
appearance and the power of menu selection has changed as exemplified by systems
such as SmallTalk (Goldberg & Robson, 1979; Tesler, 1981), ZOG (McCraken &
Akscyn 1984; Robertson, McCraken, & Newell, 1981), and a host of commercially
available software that spans the whole gamut of applications and user audience.
In this chapter menu structure, physical format, and response requirements will be
discussed. Menu structure refers to the branching capability of the menu. Menu
structure determines the extent to which the current selection affects subsequent options.
We will see that some highly constrained menus serve a purpose in determining the
proper sequence of transactions between the user and the system. On the other hand,
users often wish to or need to jump to another activity. Menu selection systems in the
past have been criticized because they have not allowed the user to escape from a
particular menu path in order to complete some other task and then return to the
previous point in the menu. A few systems are beginning to allow the user to perform
tasks according to the user's plan of action rather than a constrained path of options.
These menus allow the user nearly unlimited control over program flow to jump to any
location desired.
The physical format of the menu may either facilitate the user or retard performance
depending on how well it conveys information. The format should highlight the options
and organize them in a meaningful way to help in visual search; it should help to set the
context of where the user is in the flow of control through the menu structure; and it
should aid the user in the decision process.
Finally, the user must have some means of indicating his choice. Menu selection
systems vary widely in this respect. The response may be a number; a letter; a string of
characters; a special function key; the positioning of a cursor using sequence of arrow
keys, a mouse, a trackball, or a joystick; or via a touch screen or light pen. The system
must clearly indicate how the user is to make a selection. Responding to menu items
may be dissociated from the main task (e.g., using a mouse to make selections in a word
processing application where the main task is keyboard entry) or it may be integrated
with the task (e.g., using a touch screen to indicate moves in a chess playing program).

In the following sections various attributes and aspects of different types of menu
systems will be discussed. The intent of this chapter is to lay out all of the possibilities
for designing a menu selection system before considering the cognitive processes by
which users navigate through these systems.
2.1 Menu Structures
The user's cognitive structure of a task embodies a set of expectations about what
happens when and what leads to what. We will see that menu structure should be
consonant with the user's cognitive structure. There should be a graceful guidance of
activities that meshes with the user's expectations. For example in a financial
transaction, if the system asks "Would you like to (1) deposit funds or (2) withdraw
funds?" and the customer chooses the first option, he then expects to be asked
something like, "Would you like to deposit to your (1) checking account or (2) savings
account?" Program flow conforms to the user's schema of the task. On the other hand, it
would unnerve the customer to be asked at this particular point,"Would you like to rent
a safety deposit box (yes or no)?"
Menu structures embody the flow of the control given to the user in a task. The formal
structure of a menu system can be defined using the concepts of set theory, abstract
algebra or state-action graphs as has been done by Arthur (1984) and others. However,
from the perspective of the user, it is more important to identify the general types of
menu structures and the sense in which they control program flow. These are the single,
sequential linear, simultaneous, hierarchical, cyclical/acyclical, and event menus.
2.1.1 Single Menus. Menu selection in its simplest form is a single menu frame that is
presented to the user in order to elicit input. Single menus conceptually involve a oneshot choice rather than a series of choices. The user views this selection in isolation
from other aspects of the task. For example, in a game program a menu might be
presented as follows: "Select level of difficulty: (1) easy, (2) moderate, (3) hard." The
user need only consider the immediate consequences of his choice and need not factor
in other choices. Although a program may include a number other single menu choice
points ( such as "Play another game (Y/N)?"), the user does not perceive these menus as
forming a series of choices.
Even in its simplicity, the single menu involves an iterative cycle in which (a) the menu
frame is presented; (b) a procedure is executed to get the user's selection; (c) an error
checking routine is called to determine if the the input is valid; and (d) if it is valid, a
parameter is set or a procedure is executed as specified by the input or (e) if it is not
valid, an error message is generated and program control returns to b. The cycle for the
single menu is shown in the shaded box in Figure 2.1.

When one menu frame naturally leads to another or when a set of menus are clustered
together, the user begins to perceive a series of choices. This series defines a path going
from one menu frame to another.
2.1.2 Sequential Linear Menus. Linear menus have only one path. Menu frames are
presented in a preset order for parameter specification or for data entry. In essence all
flow of control is determined by the system. The path of a linear menu system may
extend from 2 to n levels and incorporates an iteration of single menu frames as shown
in the whole diagram of Figure 2.1. The system is initialized to the first menu frame in

the series; it presents a single menu, and advances to succeeding menu frames until it
reaches the terminal node. Figure 2.2 shows such a menu applied to a questionnaire.

The two main problems with linear menus are that (a) the user may need to go back and
change an answer in a previous menu and (b) the user may want to answer the questions
in a different order than preset by the system. Solutions to the first problem can be
handled using an undo command that jumps back to a specified frame; but in general, it
is rather awkward and confusing for the novice user to control movement along an
extended linear path.
2.1.3 Simultaneous Menus. Simultaneous menus solve the problems caused by preset
orders of menu frames. All menu options are available simultaneously. The user can
enter the responses in any order as one could in filling out a form. These menus are, in

fact, a form fill-in method with the restriction that items are selected rather typed into
fields. Questions may be skipped and returned to later or simply left blank. Figure 2.3
gives an example of the simultaneous menu in setting parameters of a terminal
communications program.

The problem with the simultaneous menu is that for a large number of options, it may
not be possible to display all of the choice sets on one screen and some mechanism must
be used to scroll or page to other parts. An additional technical problem, is that response
input must define both the menu number and option number. When keyboard input is
required, it is rather tedious to enter both such as "12A" for option A of menu 12. On the
other hand, using direct selection with a mouse or light pen, the cursor location
identifies both the menu and the option simultaneously.
Although simultaneous menus are appealing in many applications, sometimes the preset
order of the linear menu is preferred. This is particularly true when there are underlying
relationships or interactions among the options. When the interactions are strong in that
they make other options inappropriate, the menu system should have a hierarchical
structure that reflects these relationships. For example, if one frame asks, "Do you own
a personal computer?" and the user indicates, "no," then it is not appropriate to ask,
"Which of the following computers do you own?" More complex menu structures allow
branching to maintain a natural series of questions.
2.1.4 Hierarchical Menus. The hierarchical structure of a menu results in the
increasing stepwise refinement of choice. In data base search, it may be the
specification of categories, subcategories, and so on. In parameter specification and data
entry, it is the selection of options, suboptions, and so on.
The hierarchical menu can be represented as an inverted tree structure leading to more
and more branches. Hierarchical menus may be either symmetric or asymmetric as

shown in Figure 2.4. Symmetric menus vary only in depth and breadth. Depth is defined
as the number of levels that one must traverse to reach the terminal node. Breadth is
defined as the number of alternatives at each level. The structure of symmetric menus
can be defined by a series of numbers indicating the number of alternatives at each
level. For example, the menu structure in shown in the top panel of Figure 2.4 is
indicated by 3x3. On the other hand, a 4x2x8 menu would have 4 alternatives at the first
level, 2 at the next level, and 8 at the last level, resulting in 64 terminal nodes. In
general, symmetric menus with a constant breadth of k alternatives at n levels will have
kn terminal nodes.

Symmetric menu structures are rare in real world system owing to the asymmetric
nature of categories and subcategories. However, they are used quite often in empirical
research on menu selection because the number of alternatives at each level and the
length of all possible paths are constant across the tree. When this is the case, it is easy
to vary depth and breadth and evaluate their effect on performance. Furthermore,
symmetric menus have the advantage that users can expect the same number of
alternatives at each level and the same number of levels. Sometimes this constancy is
important in routine tasks. It sets a simple pattern of response on the part of the user
who is often anticipating the next transaction with the system.
Asymmetric menus, however, are the rule in most practical applications. The number of
alternatives varies throughout the structure and the length of paths to terminal nodes is
not necessarily constant. Although menus do not have a constant depth and breadth,
they may be described statistically by their average depth and breadth. The amount of
variability in the structure may be assessed by the standard deviations of depth and
breadth. The definitions of the average and standard deviation for depth and breadth,
however, are not straightforward. One could look at the average path length for all
possible paths and the average number of alternatives across all frames; however, this
does not take into account the actual utilization of the menu. If a user visits all terminal
nodes with equal frequency, he experiences a different average depth than if he makes
all choices with equal probability. Consequently, a weighting scheme needs to be
applied in assessing average depth and breadth. For average depth, we may use (a) equal
weighting of all possible paths, (b) weighting by probability of path given equal choice
probability, and (c) weighting by probability of path given observed choice
probabilities. The equations for the weighted average and weighted standard deviation
for depth are:
Avg. D = [[Sigma]] wini / [[Sigma]] wi (1)
_________________________
Sd. D = [[radical]]( [[Sigma]] wi ( ni - Avg. D )2 / [[Sigma]] wi ), (2)
where ni is the number of nodes visited for path i and wi is the weight for path i. Table
2.1 gives an example of the weights and computations for the asymmetric menu shown
in Figure 2.5.

For breadth, one may use either (a) an equal weighting of the number of alternatives
across all nodes or (b) a weighting by the frequency of times the node is visited. In the
second case, these frequencies may be determined by (a) equal path frequency, (b) equal
choice probability, or (c) observed choice probabilities. The equations for weighted
average and weighted standard deviation of breadth are:
Avg. B = [[Sigma]] wj kj / [[Sigma]] wj; (3)
_________________________
Sd. B = [[radical]] ( [[Sigma]] wj ( kj - Avg. B )2 / [[Sigma]] wj ), (4)
where kj is the number of alternatives at node j and wj is the weight for node j. Table 2.2
gives an example of these weights and computations for the asymmetric menu in Figure
2.5.
Table 2.1
Measures of Depth in Asymmetric Menus

___________________________________________________________________
Probability Weights __________
Path Depth Equal Path Equal Choice Observed Choice*
1 1 1/11 1/2 .8000
2 2 1/11 1/6 .1200
3 3 1/11 1/12 .0100
4 3 1/11 1/12 .0100
5 3 1/11 1/24 .0120
6 3 1/11 1/24 .0180
7 3 1/11 1/24 .0240
8 4 1/11 1/96 .0015
9 4 1/11 1/96 .0015
10 4 1/11 1/96 .0015
11 4 1/11 1/96 .0015
Average 3.09 1.87 1.29
Standard Deviation .90 .97 .62
____________________________________________________________________
*

Calculated from the hypothetical choice probabilities shown in Figure 2.5.

Table 2.2
Measures of Breadth in Asymmetric Menus
______________________________________________________________________
_________
Weighting __
Frame Breadth Equal Frame Equal Path Equal Choice Observed Choice*
1 2 1 11 1 1.000
2 3 1 10 1/2 .200

3 2 1 2 1/6 .020
4 4 1 7 1/6 .060
5 4 1 4 1/24 .006
Average 3.00 2.94 2.49 2.26
Standard Deviation 1.00 .85 .69 .54
______________________________________________________________________
______
*

Calculated from the hypothetical choice probabilities shown in Figure 2.5.

Hierarchical menus have the virtue of allowing the user to branch as a part of the flow
of control. No such branching is allowed in linear menus. However, the order of
branching and structure of the branching in the hierarchy is preset. The flow of control
is one-way, top down. The disadvantage is that the hierarchical order may not fit the
user's conception of the task flow of control. It is often the case that users unfamiliar
with the menu need to back up the tree, change a previous selection, or start over again.
The user may not consider answering questions in the order that the hierarchy dictates
or the user may not know what suboptions the system will offer given the selection of a
particular choice. The first problem is that of cognitive representation. The second is the
problem of uncertainty. It will be shown in subsequent chapters that menus should be
designed so that (a) their hierarchical structure is consistent with user expectations and
(b) they reduce as much as possible the uncertainty of choice. In an effort to alleviate
these problems, most hierarchical menu systems provide options or commands that
allow the user to move to the previous frame or to return to the main menu. Although
these are considered as solutions to the problem, they are often cumbersome to the user.
2.1.5 Connected Graph Menu Structures. The most general of the sequential menus is
the connected graph network. A connected graph is a set of nodes connected by arches
such that all nodes are directly or indirectly linked. Movement through the structure of
menu frames need not be restricted to a hierarchical tree but may include links from any
node to another in the network. Technically, hierarchical trees that allow the user to
move to the previous node or to jump to the top of the tree are also connected graphs.
However, in the present discussion, we will use the term "connected graph" to denote a
menu system that does not embody the central idea of a hierarchy but rather that of a
network of connected nodes. Consequently, from the the users perspective there is no
sense of top-down traversal of the menu. Instead, it is a question of determining the path
from Node A to Node B that accomplishes the task at hand. Network menus convey the
idea of a geographical map of a road system. One may want to find the fastest (or
shortest) route from Point A to Point B or one may want to select the route between the
two points that passes through Points C, D, and E as well.
Figure 2.6 shows several examples of connected graphs. These structures may be
cyclical if they either allow or require multiple passes along the same path to
accomplish a function or acyclical of they do not. For example, Graphs A and B are
cyclical; Graph C is acyclical; and Graph D is for the most part acyclical but contains a

cyclical part. Connected graphs may also be characterized as symmetric or asymmetric.


For example, Graphs A, B, and C are symmetric and Graph D is asymmetric.

Connected graphs like the hierarchical graphs vary in terms of the number of menu
frames, average number of alternatives, and length of path. Estimates depend on how
the values are weighted. As before they may be given equal weights or weights that
depend on menu use and probability of paths. A major difference between connect
graphs and hierarchical menus is that in connected graphs there may be multiple paths
between two nodes. Menus vary in terms of connectivity, that is, extent to which nodes
are linked by multiple paths.

The connected graph is generally used to provide the user with a full sense of control
over the flow of actions. These systems are found most often as menu replacements of
command languages for operating systems and application programs. For the control of
program flow, the connected graph is typically sequential. The options open to the user
are limited to the number of paths leading from the current node. While this is limitation
is helpful in providing focus for the user, it may also prove frustrating when there is a
need to perform a concurrent task unrelated to the current location in the graph or a need
to break the current flow of control and jump out of the graph to select some new entry
point. Event trapping menus allow for this level of control are are described in the next
section.
2.1.6 Event Trapping Menus. Event trapping menus provide in essence a set of
simultaneous menus superimposed on a sequential hierarchical or connected graph
menu system and may be activated at any point in a task. Typically, these menus appear
as special function keys or as pull-down or pop-up lists of options. In the case of special
function keys, the user selects a menu or item in a menu by pressing a specially denoted
key. In the case of pull-down or pop-up menus a cursor is placed on the menu label and
the items are revealed. Figure 2.7 shows such a system with a menu bar at the top of the
screen and one of the lists pulled down.

Event trapping menus may be characterized by the number of special function keys or
the number of items in pull-down menus. Furthermore, the selection of an item
generally serves one of three functions: (a) It may immediately change a parameter in
the current environment or perform some function without leaving the current
environment. For example, in a word processing program one may select the option to
left and right justify the text. Once the selection has been made, the user continues
where he left off. (b) It may call a subroutine that momentarily takes the user out of the
current environment to perform some function and then returns to the previous
environment. For example, in a file management application, the user may be scrolling
through file entries and desires to change the format. He would select from the menu bar
the option to format and then enter an environment that allowed redefinition of the
format. Upon completion, he would automatically return to the previous environment.

(c) Finally, it may exit the current environment and move to a totally new environment.
For example, the user may select "quit" to return to the operating system or select
among other application programs. Event trapping menu systems vary in term of the
number and mix of these three types of items. The greater the flexibility and complexity
of a system, the greater the number of event trapping options.
Event trapping menus provide an ever present background of control over the system
state and parameters while the user is working on a foreground task. The menus are
constantly available and help to establish a sense of context while things are changing in
the foreground. The menu bar may change from one application program to another, but
typically there is some degree of communality between the event trapping menus and
some degree of distinctiveness that helps to remind the user where he is. However, if the
meaning of special function keys and the particular items in pull-down menus vary
greatly or change without warning, the user may experience loss of position or
disorientation and make habitual errors. We will see in the next section how the user
must be kept informed of the current state of the system in terms of information
conveyed to the user by the menu frame.
2.2 Menu Frames
The menu frame consists of the context, the stem, the leaves, and the response
instructions. Needless to say, menu selection systems vary drastically in terms of what
information is presented, the amount of information, and the format of the frame. The
design of a particular system must take into consideration how much information the
user needs to work meaningfully with the system. In general, one would expect that
users who are unfamiliar with the menu need more information. As users become more
and more experienced, verbose descriptions may be replaced with short mnemonic
reminders. In the following sections variables pertaining to the amount and type of
information in the menu will be discussed.
2.2.1 Context Information. The context provides feedback that tells the user where he
is in the process, what the past choices and outcomes were, and possibly how much
further it is to the terminal node. Context information is extremely important in complex
menus where the user may experience a subjective loss of position and associated
disorientation. The user may not recall how far down the tree he or she has come, or
how successful past choices have been in getting closer to the goal, or how many more
choices must be made before reaching to the goal. It is too often the case that halfway
through a search, the user asks, "Now what was it that I was looking for?" Human
memory, being what it is, needs assistance.
At a minimum, the frame should provide information that the user is accessing the right
function. In a bank transaction, if the customer has selected his checking account, then
all further choices (balance, withdraw, deposit) should be clearly in the context of the
checking account. This feedback provides the user constant assurance that he is on the
right track. On the other side, context information should not be overly verbose. If it is,
it obscures the current choice and may add to the confusion.
Context may be established by various methods of linkage between successive menu
frames as illustrated in Figure 2.8. The most fundamental linkage is merely the temporal
sequence of one frame following the selection of an option in a previous frame.

Temporal sequence implies a cause-effect relationship; however, it does not indicate the
nature of the relationship between one frame and the next. The context established by
temporal linkage decays with time and may need to be maintained by other methods of
linkage.
Verbal linkage may be accomplished by using the previously selected option as the title
for the next menu frame. The title may be cumulative as one goes further along a path.
For example, in a video text service the title of a menu frame may be "News: New York
Times: World News: India: Today" indicating the path to the current set of options
which may be a list of stories.
Spatial linkage may be accomplished by graphic methods that preserve temporal linkage
and enhance verbal linkage. In the bottom panel of Figure 2.8, the user selected the
second option. A link is shown by displaying the next menu frame in a window
overlapping the previous frame. The complete path down a menu tree may be shown as
a series of overlapping frames in a single view. Linking information such as this can
provide the user with a sense of progress and distance from the start to the goal.

2.2.2 Stem Information. The stem provides the label for the current set of choices. It
may be merely the beginning of a question: "Would you like to ...?" or it may be the
label of the alternative selected in the previous frame. For example, if the user were
asked what communication parameter he wished to change and he selected "baud rate,"

the stem might be "Select baud rate:" The stem may be merely the current choice or it
may include a record of all choices in the path up to the present choice. In nested
hierarchical menus, the stem information may increase with each choice. Selections
may include a trace of the whole path down to the current point. For example, along the
lines of the Dewey Decimal System a stem in an information retrieval system might be:
History|U.S.|Civil War|Economic|Impact on?|.
However, in generating stem information, there is a trade-off between specificity and
clutter. When one could easily get lost in the maze of choices, cumulative stem
information is essential. In other cases, however, the user may not need to see all of the
stem information. Only that which is likely to be lost from short term memory and that
is crucial to specifying the current choice must be displayed.
Stem information should provide the novice user with a rationale for why this choice is
being made and what it's impact will be on subsequent processes. For the set of choices
"Gothic, Roman, Modern," a stem such as "Select one of the following:" is devoid of
information. The novice user does not know what they refer to or what the choice will
affect. On the other hand, a stem such as "Set the type font to one of following for
printing document:" provides that information. Research in cognitive psychology shows
an enormous impact of providing a meaningful title on a person's interpretation and
understanding of subsequent information (Bransford & Johnson, 1972). Similar results
have been found for the effect of pictures (Butterfield).
2.2.3 Leaf Information. The leaves are the alternatives available to the user. Leaf
information can vary from a brief listing of response options (e.g., "/A/T/S/Q/H/") to
single words or phrases (e.g., "A--Author; T--Tile; S--Subject; Q--Quit; H--Help") or to
a complete description (e.g., "A--Search for a book by author's name; T--Search for a
book by it's title; S--Search for a book by the subject; Q--Quit searching and return to
beginning; H--Request detailed help on searching for a book"). Leaf information is
rarely complete in the sense of telling the user precisely what will happen if a particular
selection is made. This is particularly true in nested hierarchical menus where the user
would like to know what options will be available following a particular choice. Some
systems provide the user with the ability to look ahead prior to committing to a choice.
For example, some systems allow the user to move a scroll bar over an alternative and
at the same time the next level of choices are displayed.
A number of guidelines have been suggested for the wording of leaf information.
Alternatives should be unambiguous, mutually exhaustive, exhaustive, and
nonoverlapping. The wording of alternatives should emphasize the critical features of
their differences rather than similarity. Furthermore, it has been suggested that
alternatives should be brief noun phrases (Shneiderman, 1986). Most of these guidelines
have yet to be validated by empirical research.
The list of alternatives appearing in the menu frame may not necessarily be exhaustive.
Many systems include constant alternatives that are not explicitly listed. Constant
alternatives may be commands such as "move to the previous menu," "jump to the top,"
"help," or "quit." Generally, systems that include unlisted options include an option to
display the full set of choices. This may be a question mark or "help." Generally,
however, the command to list unlisted alternatives is also unlisted. One would expect
that hidden alternatives are less likely to be used by novices.

2.2.4 Response Information. Finally, response instructions tell the user how to indicate
the choice. For example, it may say "Enter the number of your selection and press the
return key," or simply "Press key" when special function keys are labeled. Explicit
instructions are often needed for first time users of the system. With experience, users
gain a sense of what is expected of them by the system. Overly verbose instructions
generally confuse the user or are simply not read. Instructions for response procedures
which are different from the usual mode of interaction need to highlight those
differences. For example, a response may be recognized and processed by the system
(a) immediately after a single key is pressed, (b) only when terminated by pressing the
return key, or (c) only when terminated by pressing a special "send" key. If users
habitually terminate lines with a return key, errors and confusion may occur if a
different type of response is required.
Response information may also include feedback or verification that a particular
alternative was activated or is about to be activated. Systems vary from providing no
feedback, to a single auditory beep that some response was recorded, to confirmation of
the response in an input field or by highlighting the selected alternative.
2.2.5 Information Format. In early alphanumeric applications of menus, information
was presented sequentially in the following order: context, stem, leaf, response. The
three panels of Figure 2.9 show variations of this format. Systems have varied the
degree to which the menu is organized on separate lines. Some systems have run all of
the menu together in prose form (top panel of Figure 2.9); others have grouped
information on one line (middle panel of Figure 2.9); and others have used multiple
lines to list the options in an outline form (bottom panel of Figure 2.9). The number of
possible layouts is unlimited; however, it is obvious that some layouts are to be
preferred over others. The prose layout, for example, is particularly bad because the user
cannot easily scan the list of items.

With the advent of graphics and screen based systems, other methods of displaying
information have been used. Context is often given by the background on which the
menu appears. A pop-up window or pull-down menu appears over the work at hand;
thereby retaining a sense of position. The stem and leaf information in these systems
remains much the same except that options may be graphically displayed using icons.
Often the stem information may be implicit rather than expressly stated. It is expected
that the layout of such information will greatly affect the user's ability to comprehend
the functioning of the system.
2.3 Response Mode
The method of response selection is an important one and varies substantively among
systems. We will see later that there are a number of cognitive implications regarding
the response mode. Some response modes require a mapping of the alternative to a code
and the manual entry of that code. Other systems require a manual pointing to the
alternative. Some allow for verification of the response before activating it and others

don't. The sections that follow discuss these and other variables as they pertain to the
major forms of response input.
2.3.1 Standard Keyboard Input. Keyboard input requires the user to identify the
alternative he wishes to select and then determine the appropriate keystrokes to make
that selection. Menus may use (a) sequentially numbered alternatives, (b)
nonsequentially numbered alternatives, (c) alphabetically labeled alternatives, (d)
randomly labeled alternatives, or (e) mnemonically labeled alternatives.
The keyboard response may or may not require a terminating character such as the
return key or send key. If it does, it provides the user with the opportunity to verify that
he has entered the correct label. If it does not, the response requires one less keystroke.
The trade-off is between speed of operation and cost of errors. If errors can easily and
quickly be corrected without confusing the user and if speed is of the essence, then self
terminating responses are called for. For novice users, response verification is
important; however, confusion and frustration can arise when the user does not know
that he must press the return key to continue.
Standard keyboard input requires some familiarity with the layout of the keys.
Performance is facilitated, if the user knows how to type and does not have to search for
the keys. Number keys have the advantage of being sequentially placed along the top
row of keys or on a separate numeric keypad. Multiple character abbreviations are the
most difficult for the nontypist.
2.3.2 Special Function Keys. Special function keys are used in many systems instead
of standard keyboard input. The keys may only be labeled sequentially (e.g., "F1", "F2",
"F3", ...) or they may be meaningfully labeled with words or phrases (e.g., "NEXT
PAGE", "FORMAT", "QUIT", ...). If the keys are not meaningfully labeled, then the
user must identify the item to be selected on the screen, note the number of the function
key, and then locate the function key on the keyboard. With practice the user will
remember the function of the keys and not have to refer to the information key
information on the screen. When the keys are meaningfully labeled, the user needs only
to locate the key on the keyborad.
The problem with special function keys is that for complex systems hundreds of such
keys may be required. In some CAD/CAM systems large keyboard are used for
selection of items. Similarly, a number of fast food restaurants use registers with the
entire menu on a special keyboard for fast input. Large keyboards require a great deal of
familiarity with the location of items to reduce search time. In other cases, where one
does not have the luxury of a large keyboard, special function keys are used repeatedly
for different functions or for only high frequency or event trapping alternatives. For
example, a system may have a "HELP" key available for online information, and a
"RESTART" key to start the search over again. Alternatives that are not listed on the
screen but that are constantly available to the user can be wisely implemented with the
use of special function keys.
2.3.3 Virtual Keypads. A number of menu selection systems have attempted to
circumvent the problem of keyboard input and large response keypads by the use of
screen pointing devices or by the use of automatic labeling of keys. One solution

focuses on the screen as a direct input device, the other focuses on the keypad as an
indicator of options.
When the options are listed on the screen, it seems natural to be able to point at or touch
the desired item. The screen becomes in essence the keypad. Direct selection may be
accomplished using a light pen or a touch screen. The use of a light pen requires that the
user pick up the pen and direct its sensor at the desired item and press a select button.
The touch screen is less encumbering and merely requires that the user physically touch
the item on the screen. The advantage of a touch screen is the simplicity of selection.
Among the disadvantages is the problem that the finger can obscure the item, the
accuracy of pointing may be low, and the user may experience arm fatigue after long
periods of interaction.
Indirect pointing methods may be used to select items on virtual keypads as well.
Indirect pointing is done by the movement of a cursor across the items in the menu. The
cursor may be directed by a continuous analog input device such as a mouse, a
trackball, or a joystick. Alternatively, the cursor may be placed by discrete presses of
arrow keys or a space bar. With continuous movement of the cursor, the user must be
able to select the target item by placing the cursor into a spatial field and pressing a
select button. Generally, visual feedback is required such that the item turns reverse
video when the cursor is on that item. When the cursor is not on an item and the select
button is pressed, generally no action is taken. The advantage of continuous input
devices is that users can rapidly move the cursor to the target in a continuous move. The
disadvantage is that good eye-hand coordination and hand steadiness is required and the
user may miss the target. The user must grab the input device, find the current location
of the cursor, locate the target, plot a trajectory from the Point A to Point B, verify when
the cursor is on target, and then press the select button.
With discrete input devices, a number of keystrokes may be required to move the cursor
to the desired item. The advantage, however, is that most systems jump the cursor from
item to item so that the cursor is always on a target and never on an undefined choice.
Arrow keys can be used to move up or down a vertical list or move to the left or right in
a horizontal list. Arrow key selection requires the user to locate the arrow keys, find the
current the position of the cursor (or highlighted alternative), locate the target, press
direction keys until the cursor is on target, and then press the select button.
A disadvantage in many cases in using the screen as the input device is that the menu
options obscure or disrupt the process of work. A virtual keypad that automatically
labels keys depending on the current set of options, solves this problem. The keypad in
essence becomes an output device listing the current menu frame. The active
alternatives are indicated by LCD or LED displays on or next to the keys. This solution
is analogous to having a separate window or second screen for menu selection.
2.4 Summary
A survey of menu systems indicates that they differ along a number of factors and
characteristics. In this chapter menus were characterized by (a) the structure of the menu
tree, (b) type and amount of information presented in the menu frame, and (c) the mode
of response selection. The many factors that go into designing a menu system define a
space of all possible systems. The ideal system must blend the right levels of factors and

attributes to maximize user performance and satisfaction. The solution, however, is


highly dependent on the particular task and the need for control. In the next chapter we
will consider the types of tasks and the control functions of menu selection.

Chapter 3
Tasks and Flow of Control
Menu selection systems are used to perform a variety of types of work from word
processing to information retrieval, from computer aided instruction to computer aided
design, and from teleconferencing to file management. In each case, a task analysis
would indicate that work is performed by executing a number of component tasks and
subtasks. Furthermore, such analyses would reveal a plan of attack that specifies the
order in which the tasks and subtasks must be executed. Experienced workers have a
fairly clear idea about what the component tasks are and have learned a number of
protocols, rules, and strategies for applying the component tasks. When computers are
used to automate part of the task, there should be a close match between user defined
component tasks and system defined functions. Few things can be more frustrating than
wanting to perform some function that seems necessary and logical to the user but that
is not available on the system. Furthermore, there must be an agreement between the
order in which the user would like to perform the tasks and the order allowed by the
system. Users should be allowed to perform tasks in an order that makes sense to them
even though it may not be optimal in terms of computer processing. The overriding
principle is that computers should be designed to increase human control rather than
optimizing computer processing at the expense of human control.
This chapter extends the theory of cognitive control and discusses general types of tasks
accomplished by menu selection. These tasks include the specific functions of selecting
items frame by frame and the global task of traversing a menu structure for specific
applications. The theory developed and the distinctions drawn in this chapter serve to
set the foundation for understanding the empirical research conducted on menu
selection.
3.1 Taxonomies of Tasks and Information Structures
In designing a menu selection system, it is necessary to develop a taxonomy of the tasks
and subtasks that the user desires in performing the work. Tasks need to be considered
at the cognitive level; that is, they need to be defined in terms of the components that
the user thinks about when he or she is formulating a plan of action. They must not be
too elemental nor too global in nature. Instead, they must be gauged to the level of
action as defined by the user. If actions are too elemental, the menu structure will be
more complex than it needs to be. If actions are too global, the menu structure will be
simple but it will overshoot the user's goal.
For any task, the designer must create a list of all the actions implemented by the
system. In formal programming languages, this list constitutes the set of allowable
program statements and functions. In menu selection systems, this list becomes the set

of menu items that evoke actions or changes. An analysis of the task is necessary for the
designer to determine what functions need to be implemented. In developing a
taxonomy, one may take either a "top-down" or a "bottom-up" approach (Chin, 1986).
In a top-down approach, the designer lists major top-level functions which are then
refined in greater and greater detail. In a bottom-up approach, the whole list of specific
functions is analyzed and organized into groups. Which approach is used depends on the
particular task and functions. For example, in text editing one may start with a top-down
approach as shown in Figure 3.1. The major task components are (a) file functions, (b)
printing, (c) text modification, (d) formatting, and (e) browsing. Each of these may then
be refined to more specific functions. The top-down approach has the advantage that as
functions are added they are incorporated in a hierarchical structure.
On the other hand, when a list of specific functions already exists, the bottom-up
approach may be used. Tasks that have been manually performed in the past may be
analyzed into subtasks. The subtasks are then clustered into groups. Figure 3.2 gives an
illustration of a task analysis of a message handling system.

3.2 Human vs. Computer Control of Flow


Once the list of tasks has been determined, designers must consider the order in which
tasks are performed. The order may be either user-directed or computer-directed. In
user-directed tasks, the user starts from a plan of action and directs the computer to
perform those tasks in that order. Although command language has traditionally been
the mode of interaction for user-directed tasks, menu selection is playing an
increasingly important role. The two major problems with command language are that
the user must remember the command (both its semantic function and syntactic

structure) and correctly enter the command via the keyboard. Menu selection can often
be used more effectively without burdening the user with the added memory and time
required to type commands.
In computer-directed tasks, the designer formulated the plan of action and software
elicits input from the user in a prescribed order. Computer-directed tasks lead the user
through a series of queries in structured tasks that must be carried out in a specific order.
Prompts and form fill-in screens are often used to guide users in computer-directed
tasks; however, structured menus which follow a prescribed order are also becoming
popular.
The distinction between user-directed and computer-directed tasks is partly one of
program branching but also one of user attitude. Just who or what is directing the course
of events may be a matter of opinion. The user may feel that he or she is in command or
may get the impression of being passively led down the garden path. Whichever
impression dominates will be a function of the user's level of experience and the
complexity of the system. Menu systems may increase the complexity of the system by
providing breadth of choice at any particular level and by providing successive levels of
options. The user's impression may be one of great choice latitude, flexibility, and
power. On the other hand, a limited number of menu items may result in a feeling of
constraint, inflexibility, and powerlessness. The user's impression, however, is relative
and depends on the match between the degree of latitude desired and that provided. It
will be argued in the next section that systems may err in providing too little or too
much flexibility. A system with scores of superficial options may appear very powerful
on the surface but lack true usability. Alternatively, a system that appears very simple
may prove to be efficient. But a system that is too limited may require added work on
the part of users.
Another issue related to user- versus computer-directed tasks is that of switching control
between the user and the computer. Typically, human/computer interaction is a dialog in
which control is passed back and forth between the user and the computer. The user
issues a command, the computer executes a procedure and informs the user, who in turn
evaluates the result and responds with another command. For the user to interact
effectively in such an environment, he or she must know three things: (a) who's turn it
is; (b) given that it is the user's turn, what the currently valid set of commands or
appropriate input is; and (c) given that it is the computer's turn, what the computer is
currently doing or what the result will be. Techniques used in menu selection help to
provide some of this information. Menu prompts indicate when the user has control to
select options. Menus display the currently available set of options reducing the
probability of selecting an invalid command. Additional feedback is required to inform
the user of computer operations and results once a menu selection has been made. To
the extent that this information is available and meaningful, the user will be able to
operate efficiently. When it is lacking, users will experience confusion and loss of
control while performance will be slow and error prone.
3.3 A Theory of Cognitive Control
The primary function of the human/computer interface is to provide users with an
efficient means of controlling a complex process. In the same way that one would
exercise control of an automobile, the user controls a computer. The operator of an

automobile monitors displays (from instruments on the dashboard to the scene outside
the windshield) and manually adjusts controls (from the steering wheel, accelerator, and
brake to the light switches, turn signals, and radio). Control of computer processes, of
course, differ in a number of ways. Computer processes are generally more autonomous
in the sense that they are started and left to run on their own; whereas, automobiles
require continuous close control (Wickens, 19xx). Control of computer processes is
primarily digital rather than analog although increasingly analog input devices are being
used. Finally, computer processes vary extensively in their level of complexity (Card,
19xx). Control of the process may be as simple as turning on or off a switch or as
complex as controlling a simulation of the universe.
Control theory deals with the inter-relationships among ongoing processes, informative
feedback, and control mechanisms. In general, one is interested in using control theory
to optimize efficiency, productivity, and/or quality. Similarly, in human/computer
interaction, the designer is interested in optimizing some aspect of performance. The
challenge is considerably greater than optimization of a purely mechanical process since
the human is a prime source of control in the process. The user is not only a part of the
control loop, but he or she typically maintains a higher strategic level of control. This
meta-control may be thought of as control of the control process and may involve such
functions as (a) initialization, (b) parameter specification, and (c) programming of the
control process itself.
Menu selection is an attractive mode of human/computer interaction in that it explicates
inter-relationships of the control process in terms of a menu structure. The list of menu
items and succession of menu frames helps to reveal the underlying states and
transitions of a program to the user. Menu selection is a particularly attractive mode of
control when it allows users to exercise meta-control over computer processes. Such
systems may allow users to design their own menus, program macro menu actions via
direct manipulation, and organize files into menus using hierarchical file servers. These
types of meta-control will be discussed in a later chapter.
In Chapter 1 a model of human/computer interaction was presented in Figure 1.5. The
central part of the figure is the overlap of the circle (cognitive processes) and the square
(computer processes). Control involves information output from the computer (top leftgoing line) and commands from the user (bottom right-going line). A theory of
cognitive control, however, must entail more than directions of information flow. In this
section the issue of system function will be addressed. Listed below are the main tenets
of a theory of cognitive control dealing with system functionality:
The Apparent System Complexity /Functionality Should Match User /Task Need. To
maximize user efficiency, the complexity of the system functionality should match user
need. Dehning, Essig, and Maass (1981) assert that for optimal performance at the
human/computer interface, the system must provide maximal flexibility while at the
same time minimize subjective operating complexity. In addition to the consideration of
complexity, the present theory emphasizes a match in functionality between the system
and user needs.
To express this more formally, let FS be the set of active system functions and let FU be
the set of functions required by the user to perform a set of tasks, T. In general, system
functions do not directly perform all the possible tasks. If they did, one would need as

many functions as there are tasks. A statistical package, for example, would not have a
function to calculate the mean of 2 numbers and another to calculate the mean of 3
numbers, 4 numbers, and so on. Rather, the package would include another function to
let the user set the sample size. At the other extreme, a system may be developed with a
minimum number of functions capable of performing all of the desired tasks. A six
function calculator could be used to perform all of the statistical calculations needed.
However, to do so would require a lengthy application of functions on the part of the
user. Cognitive control is facilitated when the user's conceptualization of functions
required to perform a set of tasks matches the set of system functions, FS = FU.
To the extent that FS < FU, performance will decrease because the user will have to
work around system's lack of functionality by repeated application of existing functions.
To the extent that FS > FU, performance will also decrease because the user will have
to sort through a number of superfluous functions to locate needed functions. With
experience, users may learn to overcome these problems. However, the learning time
and ongoing cognitive overhead, may be too much of a burden to bear.
A second problem in matching functionality has to do with the structure of the menu.
The menu which implements system functions may itself be overly complex or
improverished. Menus are overly complex when scores of infrequently used items are
constantly displayed. Well-designed hierarchical menus may direct the user to
frequently required items while at the same time allowing access to highly specialized
items. Menus may be impoverished even though they contain all of the necessary items
if they allow only a limited set of paths to those items. Impoverished menus require the
user to spend an inordinate amount of time traversing the menu to get to the needed
items.
Functional complexity and menu complexity may be thought of as two somewhat
related dimensions of a system. As shown in Figure 3.3, the ideal system exists when
the complexity along both dimensions matches that of user need and proficiency. To the
extent that the system is off center, performance will decrease. When menus are
inadequate, users must contend with inefficient paths; whereas, when they are overly
complex, users must contend with more menu items per frame. Moreover, when
functional complexity is inadequate, users must select more functions to accomplish a
task; whereas, when it is overly complex, users must search through more functions to
find the appropriate one. Proper positioning on these two dimensions is the key t o
matching software to tasks.

The System State Transition Diagram Should Optimize the User Subtask Transition
Matrix. A state transition diagram specifies a set of states (indicated by circles), the
possible transitions from one state to another (indicated by arrows), and the conditions
under which a transition occurs. In menu selection systems, the allowable transitions are
determined by the menu structure and the conditions for transitions are determined by
user selection. To perform a task, users call upon a number of subtasks. Given the set of
subtasks, a transition matrix specifies the probability that one subtask follows another.
The upper panel of Figure 3.4 gives an example of a probability transition matrix for set
of subtasks for playing a computer game. For each subtask implemented at State n
(shown in the rows), there is a set of probabilities that the user needs to go to particular
subtasks at State n+1 (shown in the columns). For example, if the user is at Subtask A,
there is a .5 probability of going to Subtask B and a .5 probability of going to Subtask
C. Given this probability matrix, one may evaluate the graph structure of a menu system
which implements these states. A good menu should allow direct paths for high
probability transitions. On the other hand, low probability transitions need not be direct,
but may require successive selections.

Menus that control such state transitions may be either impoverished in the paths that
they provide or they may be too rich by including a number of seldom used paths.
Impoverished menus are inefficient because they require the user to make longer
traversals of the menu system. In doing so, the user must make more decisions,
selections, and planning. The graph in the bottom left of Figure 3.4 illustrates a
hierarchical menu from the root node A to terminal nodes D, E, and F with transitions
back to the root node. Although it contains 13 transitions including tansitions to
previous nodes indicated by double arrows, it does not implement several important
high probability transitions seen in the matrix: B -> C, D -> C, E -> D, and F -> D.
Lateral transitions are not implemented; hence the user must return to the root node and
proceed down to the next node in the sequence. The menu graph at the bottom middle of
Figure 3.4 provides a better match with the same number of transitions. A number of

unnecessary paths up the tree are eliminated and the high probability lateral transitions
are incorporated in the structure.
The degree to which a menu structure is improvished can be estimated from the
probability transition matrix. For a given number of subtasks that have to be performed,
one can estimate the percent of the expected number of transitions required by an
impoverished menu relative to a menu that implements a path for all non-zero
transitions. For example, the percent of extra traversals for the "inadequate" menu in
Figure 3.4 is 60% over that of the "adequate" menu.
On the other hand, menus may be overly rich when they include a number of
superfluous or underutilized paths in the structure. An overly rich menu is shown at the
bottom of right Figure 3.4 which allows a transition from any node to any other node.
Although a rich menu minimizes the number of frames traversed, the increased number
of alternatives may retard choice and response times of the user. Impoverished menus
will evidence faster response times per frame, but the overall time to perform a task may
be longer since more responses are required. Designers must trade-off the costs between
rich and lean menus to optimize performance.
The efficiency of menus can be compared by estimating expected user response times
across the menu. Response times are a function of the number of alternatives in each
frame. For the present, assume that response time is given by a power law: R = np + 1;
where n is the number of items per frame and let p = .7. Table 3.1 gives the response
times at each node of the three menu graphs shown in Figure 3.4. Using the transition
probabilities also in Figure 3.4 and the graphs, the expected response times were
calculated and are shown at the bottom of Table 3.1. The expected response time for the
"inadequate" menu is much longer due to the fact that 60% more responses are required
for the desired state transition. The "overly rich" menu also shows a higher response
time due to slower responses at each frame. It can be seen that changes in the menu
structure can result in rather large changes in performance. Similarly, designers should
compare alternative implementations of menus or iteratively vary menu structures to
find one that optimizes performance.
Table 3.1
Expected User Response Times for Three Menu Types
Inadequate Adequate Overly Rich
______________________________________________________
A 2.62 2.62 4.09
B 2.62 3.16 4.09
C 3.16 2.62 4.09
D 2.62 2.62 4.09
E 2.62 2.62 4.09

F 2.62 2.62 4.09


______________________________________________________
Expected
Response Time 4.24 2.64 4.09
3.4 Functions of Menu Selection
In this section the specific functions of a menu selection will be discussed. Each
selection made by the user in a menu performs one or more functions. The function may
be merely to branch to another menu or it may be to do something else. This section will
define the four functions of (a) pointing, (b) command control, (c) output, and (d) input.
Other taxonomies of menu function could be specified based on program operation;
however, the present one will prove useful from the perspective of understanding
cognitive control by the user.
3.4.1 Pointing: Moving to a New Node. Each selection by the user branches to a
successive node in the menu tree. Although this is an inherent function of all menus, the
importance of this function varies among systems. In some cases, it is the sole purpose
of the selection to traverse the menu tree. Selections serve in a stepwise specification of
an object or command. The overriding purpose is one of pointing to something. From
the perspective of the user, menu selection is like navigation. The sole purpose of each
selection is to steer the system toward a destination. In this way the process is goal
oriented. Although selection errors take the user off track and lead to a loss of time, they
are not destructive and are in general undoable.
The pointing function is essential in hierarchical menu systems. An example would be a
menu system for a timesharing utility. A number of services are available to the user; but
in order to access one, the user must specify its name. Rather than having to type in the
name of the service, the user is given a series of choices. The services are typically
clustered by type into a hierarchy. Each selection by the user does nothing except move
to the next level of specification. Once the user comes to a particular service on the
system, the function of the menu changes from traversal to implementation.
3.4.2 Command Control: Executing a Procedure. The second function of selection is
to direct the computer to execute a procedure or to implement some action. In this case,
the choice evokes a procedure that performs some function. It may open or close a file,
write or read to a file, transform data, etc. As noted, this may only occur after the user
has traversed the menu tree and is at some terminal node. On the other hand, every
selection made by users may initiate a program procedure as they traverse a menu
network. In this case, successive selections evoke a sequence of procedures. The users
determine the selection and order of procedures. From the user's perspective, selections
are "go-ahead" commands for the system to execute a function. It should be clear to
users that selections are not merely pointing to items, but that they are activating
changes. Errors in command control may not be so inconsequential as pointing to the
wrong node. Consequently, the user needs to be informed if selections are undoable
before they are selectedd.

An example of command control would be a telecommunication program with menu


selection. If the user selects the option PHONE, the system executes a procedure to dial
and connect to a remote system. The user may then select RECORD to open a file and
save the text of the interaction. Later the user may select STOP RECORDING to close
the file and HANG UP to disconnect from the system.
3.4.3 Output: Displaying Information. The main function of menu selection may be to
display information. The user may be searching for a specific piece of information in a
data base or merely browsing through information contained in a menu hierarchy. The
output function is very similar to the pointing function of menu selection except that
from the perspective of the user, attention is focused on the content of the output
information rather than on the pointer to it. Like the pointing function, the output
function is nondestructive. If the user gets off track, he or she may loose time but should
be able to recover from selection errors. Information search may be either goal directed
or casual browsing, but the path taken will be determined by the content material and
the user's interests. Consequently, users will spend considerable effort processing output
information in order to evaluate subsequent menu items.
Online technical manuals provide a good example of the output function. A particularly
good example is the interactive encyclopedia system (HyperTies) developed by
Shneiderman and his associates (Shneiderman, 1985) which displays articles containing
highlighted words or phrases. If the user selects an item, the system displays a definition
and/or a related article. The user may then browse through a set of interrelated articles.
3.4.4 Input: Data or Parameter Specification. The last function is one of input. Each
selection by the user specifies a piece of data to be input to the system or the desired
value of some parameter. Input values may be indicated by single menu selections or by
traversing a menu hierarchy. In the later case, traversing the menu specifies an input
value incrementally. Although this type of input function is again similar to the pointing
function, the emphasis from the perspective of the user is on input of information to the
system. Menu selection adds structure to data input by limiting input to allowable
values and reduces errors due to incorrect syntax and typing. In general, selection errors
can be easily corrected if detected. Nevertheless, undetected errors remain a problem as
usual in data entry.
3.4.5 Four Menu Functions in Perspective
It should be emphasized that this fourfold taxonomy of menu selection should be
interpreted from the perspective of the user. In terms of the code driving the system, it is
no doubt meaningless. In actuality the code may be written such that for every selection
(a) a new frame is pointed to, (b) a procedure is evoked, (c) information is displayed,
and (d) data is input. The main distinction among these functions is not so much in what
the software does but in what the user thinks it is doing.
Furthermore, these functions apply most directly to individual menus or sequences of
menus in a system; whereas, most menu systems themselves are mixtures of these
functions. Parts of the menu tree may exist merely to branch to some procedure; other
parts of the system may exist for the purpose of displaying information; and still other
parts may provide menus of executable procedures.

Having said this, it is also true that systems may emphasize only one function. Menus
for time sharing systems, file management, and document retrieval systems lean more
toward traversal of a data base via the pointing function. Menus for operating systems
and application programs such as word processors and spread sheets lean more toward
executing procedures via the command control function. Menus for help systems,
tutorials, and information retrieval systems lean more toward displaying information via
the display function. Finally, menus for online questionnaires and data entry systems
lean more toward data and parameter specification via the input function.
The way in which a menu is designed should be commensurate with the perceived task
and the way in which the system is used to accomplish the task. MacGregor, Lee, and
Lam (1986) distinguish between "command" menus and "videotext" menus and note
that command menus are designed to select a relatively limited set of items (30 to 100).
Experienced users have learned the positions of menu items. On the other hand,
videotex menus are likely to access relatively large data bases with thousands of
documents requiring a large number of menu frames. In command menus the user
generally does not read all of the items but merely scans to the desired one and selects
it. In videotext menus the user may need to read each item carefully in order to
determine the next selection. While command menus may be designed with a relatively
large number of options, videotext menus according to Paap and Roske-Hofstrand
(1986) should focus the user down a narrower path by presenting a smaller number of
items distributed across more menu frames.
Menus that merely serve to point successively to other other frames should be designed
to facilitate traversal possibly by jump ahead commands and they should provide the
user with a sense of position possibly by displaying a path or a global map of the menu
tree.
3.5 Operation by Menu Selection: Command Menus
Many applications use menu selection as a replacement for command languages. Rather
than specifying a command by entering it via the keyboard, the command is selected
along with its operand via menu selection. Command menus have the advantage of
overcoming two inherent problems of command languages. First, menus help to
disambiguate terms that can have multiple meanings. A term such as list may be a
command to display a list of items or it may be the name of an object. The particular
meaning of a term can be determined by the context. The second problem is that a
function could have a number of equally likely names. Menus resolve which of a
number of synonyms is recognized by the system as a command. For example, the
function of terminating a process may be labeled: stop, halt, quit, end, fin, bye, kill,
term, etc. With a command language, one must remember which term is appropriate.
Natural language systems may recognize a number of synonyms; however, users must
still go through the cognitive process of generating a term and wondering if it was
correctly recognized. Further difficulty arises if two or more synonyms result in
different actions by the system. For example, "quit" may exit a program and return to
the operating system, "halt" may stop the processor until a continue command is issued,
"kill" may terminate a process without storing the results, and "end" may gracefully
terminate a process and store the results. By listing all four commands as menu items
the user is alerted to the fact that each has a different effect.

Menus for control of operations usually involve a sequence of selections from (a) a set
of commands, (b) a set of operands, and (c) a set of options or parameter values.
Commands are essentially synonymous with verbs, operands with names of objects, and
options with qualifiers such as adjectives and adverbs. The sequence of selections to
perform a task constitutes a sentence which must conform to the grammatical order
required by the system. For example, the command to open a specific file could be
implemented by first selecting the option "Open" from a list of operations and then
selecting a file from a list of names of files. Depending on the application, a different
order of selections for the command, the operands, and the options may be required. A
document (operand) may be selected first, then the command (print), and finally, the
print options (e.g., draft, letter quality). On the other hand, the application may require
that the print options and the document be specified prior to the print command. For
command languages research suggests that the command precede the operand (Barnard,
Hammond, MacLean, & Morton, 1982; Barnard, Hammond, Morton, Long, & Clark,
1982).
On the other hand, with menu selection and particularly with direct manipulation, the
preferred order may offer operand first. In this order, a file would first be selected from
a list, then a command (copy, delete, duplicate, etc.) would be selected. The order in
which selections are made may have a number of implications. When commands,
operands, and options are considered, there are six possible orders to consider. Table 3.3
lists these orders and some considerations for each.
Table 3.3
Possible Orders of Selection of Commands, Operands, and Options and Their
Implications
Order Implications
______________________________________________________________________
__________
Commands-Operands-Options Actions are planned first. Operands are thought of as
objects of commands. Options refine commands as applied to selected operands.
Commands-Options-Operands Actions are planned first. Options refine commands
irrespective of operands or preconditionalize operands. Operands are thought of as
objects of commands.
Operands-Commands-Options Targets are planned first and are thought of as the
subjects of commands. Options refine commands as applied to selected operands.
Operands-Options-Commands Targets are planned first. Options refine operands
or preconditionalize commands. Commands are thought of as action verbs applied to the
targets.
Options-Commands-Operands Options preconditionalize commands and operands

before they are selected. Operands are thought of as objects of selected actions.
Options-Operands-Commands Options preconditionalize commands and operands
before they are selected. Operands are thought of as subjects of commands.
______________________________________________________________________
__________
All possible orders can be implemented with menu selection. The system may impose a
fixed order or allow the user to select commands, operands, and options in any order.
The particular order used has implications about the way in which the user is thinking
about the task and forming a plan to be executed. In many cases the selection of
commands, operands, and options may be left at a default or preset value. The prior
specification of options requires that the user plan ahead, but has the advantage that the
user does not have to process the option menu each time a command is made. However,
if it is likely that the values change or that incorrect options could lead to serious
problems, it is advisable that the option menu be presented following command
selection. Prior specification of operands allows the user to apply a series of operations
to the same set without repeatedly specifying its members. A user may select several
files (operands) and the command to print and then the command to delete. Both
operations apply to the same set of files.
When the number of commands is large, they are often presented in a hierarchical
structure. Commands may be grouped by type. For example, commands may be
grouped that have to do with file operations, resource allocation, account management,
etc. When commands must be selected by a series of menu choices, two problems arise.
First, the top menu does not list commands, but only labels standing for the sets of
commands. Sometimes these labels are not very informative about the commands they
represent. For example, the label "Goodies" which has been used in some packages to
represent a mixed set of commands that do interesting things is provocative but less than
informative. The second problem is that it takes more than one selection to locate and
execute a command. Experienced users may be able to type the command name faster
than making a series of choices. However, if the menu hierarchy is broad and system
response time is fast, menu selection has the potential of resulting in faster execution of
commands than typing command names on the keyboard.
System operations are generally much more complicated than just making selections.
One command may change the state of the system such that subsequent commands have
different effects or such that the system enters a different mode that implements
different commands. For example, users face one set of commands when they are
working with the operating system and different set when running a particular
application program. The availability and effects of commands changes drastically
depending on the environment. One of the major advantages of menus over command
language is that the menus serve to provide information about the current program state.
Since users frequently have to move from one mode to another, explicit lists of
commands in the form of menus have the additional advantage in such situations of
restricting the allowable set of commands to those that are currently active. Menus may
display only the allowable commands or they may display the full set with inactive
items grayed out as shown in Figure 3.5. The advantage of retaining the grayed out

items in the list is that the presence and location of items is fixed. Users are exposed to
all the items and are informed as to which are current. What they may not know,
however, is how to switch modes so as to activate desired items.

Items may also be switched or rephrased depending on the current state. In one state the
menu may display the item "Open File." In another state, it may change the item to
"Close File." Or it may display both "Open File" and "Close File" with one or the other
grayed out. The first form allows for shorter lists, but may confuse even the experienced
user who must carefully check the current state of the menu before selecting items.
When menus switch options depending on context, it can be frustrating to the user who

is perplexed about the cause-effect relationships between program state and menu lists.
An interesting example, is provided by MicroSoft-File(TM) in which the pull down file
menu has three states depending on the whether the user has opened a file, a report, or a
form (see Figure 3.6). The spreadsheet program Excel(TM), handles this problem in a
different way by providing a generic open command with a subsequent menu for
specifying a spreadsheet, chart, or form (see Figure 3.7).

3.6 Decision by Menu Selection: Decision Menus


Menu systems can effectively be used to assist users in making decisions. Decision
making is a complex task when the number of competing alternatives is fairly large
and/or when alternatives are composed of many positive and negative consequences.
When the decision can be structured as a series of sequential choices, menu selection
provides an appealing method of simplifying the task. Such systems present a series of
choices that help formulate the decision. The decision may be as simple as which help
file to access or as complex and critical as deciding among alternative courses of action
to rescue a stranded vehicle in outer space.
Decision systems may be implemented using menu selection in several different ways
depending on the formal properties of the decision and the method of handling decision
trees and matrices of alternatives.
3.6.1 Decision Trees. One way of handling complex decisions is to use decision
analysis to decompose a complex decision into a hierarchical decision tree. The decision
tree represents each sequential choice as a node in a graph. Alternative actions on part of
the human are represented as arcs pointing to other choice nodes or to states of the
world. Alternative consequences in the enivronment are also represented by arcs leading
to subsequent choice nodes or states of the world. In a sense, decision making then
entails traversing the decision tree by making a selection at each choice point. The
advantage of implementing the decision on a menu system is that choices are laid out at
each level and the user can easily traverse the decision tree by making selections.
However, the shortcoming is that the decision maker may focus on only one choice
node at a time and ignore more remote consequences. In general, the goal of decision
analysis is to provide a more comprehensive analysis in order to locate an optimal

terminal node. To some extent menu systems may avoid this problem by displaying one
or several plies down the decision tree. However, when extensive search through the
decision tree is required, other approaches are called for such as Bayesian analysis or
tree searching techniques.
When menu selection attempts to implement a decision tree, it is should be evaluated on
how well it captures the decision process and whether it has hidden consequences. It is
easy to misrepresent the decision space in the menu tree and lead the user down a
"garden path." Figure 3.8 gives an example that is not atypical of many such
applications. The extremely complicated decision of career choice is laid out in terms of
interests and abilities. Such systems may be provocative and even instructive in the way
they elucidate a number of decision factors. But they are often misleading in that early
choices have unanticipated consequences on subsequent options. Although users may be
ambivalent about early choices, they are nevertheless forced to commit themselves to
one path, thereby eliminating other paths that would have led to more desirable options.
Such systems have the potential of actually degrading decision making ability.
However, properly used, menu selection may capture the decision sequence in a way
that explicates a complex decision process in a straightforward and complete manner to
facilitate the decision process. In general, one would expect menu selection to be most
applicable when the structure of the decision tree is well known or clearly determined
by a prescribed rule (Simon, 1956).

3.6.2 Decision Matrices. Many decisions involve a selection among a complex set of
alternatives. Decision theory provides a formal method of representing alternatives as
sets of attributes. Alternatives can be thought of as multidimensional vectors of
attributes. Consider running shoes, for example. They may be described by the
attributes of price, weight, midsole construction, outsole construction, type of last, and
heel lift. In turn, physical attributes result in subjective preferences along the attributes
such as overall comfort, shock absorption, flexibility, toe room, overall stability, heel
counter, sweat loss, etc. Table 3.4 for example, lists 15 running shoes with their price
and judges ratings on seven attributes. The decision task is difficult even in this simple
case of deciding on running shoes. Decision theory in conjunction with menu selection,
however, can simplify the task considerably.
Table 3.3
Object-Attribute-Utility Matrix for Running Shoes
(from Consumer Reports, October 1986, p 654-655)

______________________________________________________________________
__________
Brand and Model Price A B C D E F G
______________________________________________________________________
__________
New Balance 470 $53 5 4 5 5 3 3 2
Asics Tiger Epirus $80 5 5 5 4 4 4 5
Turntec Quantum Plus $60 4 4 5 5 4 4 4
Saucony Shadow $59 5 5 5 4 2 4 5
Asics Tiger Ultra 1000 $57 5 4 5 4 3 4 5
Saucony America $48 4 4 4 4 3 4 5
Brooks Trilogy $70 5 4 4 4 3 3 3
New Balance 1300 $130 4 5 4 4 4 4 3
Adidas ZX500 $75 4 4 3 3 5 4 2
Brooks Chariot $62 3 3 3 4 5 5 3
Reebok DL5600 $56 4 4 5 4 3 3 4
Nike Venue $60 3 3 3 4 4 4 4
Nike Vortex $60 3 3 4 3 3 4 3
New Balance 575 $66 3 4 3 4 4 4 4
Etonic Mirage $45 3 3 4 4 2 2 4
______________________________________________________________________
__________
Note. 5 = better, 1 = worse, A = overall comfort, B = shock absorption, C = flexibility, D
= toe room, E = overall stability, F = heel counter, G = sweat loss.
Decision theory operates on the assumption that a quantifiable utility measure exists for
each attribute. Each Alternative i can then be described by an array of numbers:
Ai = {ui1, ui2, ui3, ... uik, ... uiK}.

Decision making then involves a process by which attribute utilities are compared and
combined in order to determine the preferred alternative. Decision theory has
investigated a number of possible methods for doing this (Montgomery & Swenson,
1981). A few of these are outlined below. Each requires a different level of assessment
of preference and makes different assumptions concerning how to integrate the relevant
attributes.
Ordinal Dominance Rule. An alternative is selected if for every relevant attribute the
decision maker prefers that alternative or at least does not prefer another alternative
over that one. To implement the preference rule in menu selection, the system would
present a menu for each attribute listing the available levels. Decision makers would
select the preferred level for each and the system would identify the alternative(s)
possessing those attributes. Unfortunately, it is usually the case that such ideal
combinations do not exist and no alternative completely dominates the rest. In Table 3.4
for example, there are no running shoes that are the least expensive and have the highest
ratings on all the attributes. Consequently, one must in some way relax the
requirements.
Minimum Criteria Rule. An alternative is selected if it meets or surpasses a minimum
criteria on each attribute set by the the decision maker. This rule would again be
implemented by presenting menus to the decision maker for each attribute listing the
available levels. But instead of selecting only the preferred level, the decision maker
select all acceptable levels (e.g., price less than $60, overall comfort > 3, etc.). If no
alternatives are located, the decision maker may iteratively relax the criteria until an
alternative is selected. If a number of alternatives meet the criteria, the decision maker
may raise the criteria.
The minimum criteria rule is similar to the "satisficing" rule discussed by Simon (1980)
in which the decision maker selects the first alternative that meets a set of minimum
criteria. The difference is that the satisficing rule is self-terminating; whereas, the
minimum criteria rule requires that the system perform an exhaustive search through the
entire set of alternatives.
It is usually the case that some attributes are more important than others. Neither of
these two rules takes this into consideration. An alternative may be dropped because it
does not meet a criterion on a relevantly unimportant attribute. The remainder of the
rules below take into consideration attribute importance.
Lexicographic Rule. An alternative is selected if it tends to be preferred over other
alternatives on attributes judged to be of greater importance than others. To implement
this rule the system would first present a menu of all of the attributes and the decision
maker would select the most important. Then the levels on that attribute would be
presented and decision maker would select the preferred level. The system would then
list the remaining attributes and the decision maker would select the next most
important attribute. The levels on that attribute would be listed and the decision maker
would select the preferred level, and so on. For example in Table 3.4, overall comfort
might be selected first, and rating of 5 preferred. Price might be next in importance, and
among those having a rating of 5 on overall comfort, the price of $57 is preferred. The
decision process would stop there since there is only one pair at that price.

Elimination by Aspects. An alternative is selected if it remains after the decision maker


has sequentially eliminated alternatives not possessing desired attributes. A series of
studies by Kahneman and Tverski (1981) suggest that in many situations people make
decisions by through a process of elimination. The decision maker considers one
attribute at a time. Alternatives that do not possess a desired aspect are dropped from
consideration. Those that possess the aspect are retained. The process continues until all
but one alternative remains. The elimination by aspects rule corresponds closely to the
process of menu selection. The rule may be implemented by in a way similar to the
lexicographic rule. The difference is that the rule is to eliminate alternatives not
possessing an aspect as opposed to retaining alternatives having preferred levels of
attributes.
There are several disadvantages with the elimination-by-aspects rule. Strict adherence to
cut-offs can lead to less than desirable outcomes. For example, the first attribute may be
price and the decision maker selects the aspect "less than $60." In this case Turntec
Quantum Plus is eliminated although it is only one dollar more than Saucony Shadow. A
second problem occurs with the desirability of one attribute is contingent on the level of
another. Only through backtracking and extensive exploration of the menu can the user
consider trade-offs between attributes.
Menu selection can be a very effective method of decision making when the order of the
aspects reflects their importance and there are no important interactions between
attributes (the presence or absence of one attribute negates the value of another).
Unfortunately, menu aided decision making can be misleading (a) if the order of aspects
is ill-chosen , (b) if a weak preference eliminates alternatives that have desirable aspects
on other attributes, or (c) if strong interactions exist between the values of attributes.
When sales and promotion techniques are embedded in menus (e.g., menu selection for
online catalog shopping services), the order of aspects may not be in the decision
maker's best interest. For example, the shopper may wish to spend no more than $60 on
running shoes. However, the menu may commit the decision maker to certain brand
names or features first and present price only near the end of choice process. At that
point, the decision maker may be lured to spend much more than $60.
Several algebraic rules have been proposed to optimize the outcome of the decision
process. These rules make full use of the utility values and are used in computer aided
decision systems.
Weighted Utility Rule. Select that alternative that has the maximum sum of weighted
utilities. Multiattribute utility theory (Keeny & Raifa, 1972) makes full use of the
utilities of the attributes. For each alternative one may calculate an overall utility:
Ui = w1ui1 + w2ui2 + w3ui3 ... + wkuik ... + wKuiK,
where Ui is the overall utility for Alternative i, uik is the subjective utility of Attribute k
on Alternative i, and wk is the weight of Attribute k. For example, assume that the
weights are 15, 30, 20, 10, 10, 5, 5, and 5 for price and the subjective Attributes A
through G. Furthermore, let the ratings in Table 3.4 represent the subjective utilities for
the attributes, and let the utility for price equal 10/(log price). Then the running shoe
with the highest evaluation is the Asics Tiger Epirus.

Cognitive Algebra Rules. Select that alternative that has the maximum value resulting
from an algebraic rule that simulates the decision maker's judgment rule. Information
integration theory has demonstrated that for different types of judgments people apply
different cognitive rules in order to combine attribute values to make an overall
assessment (Anderson, 1980; Norman, 1979).
Ui = f ( ui1, ui2, ui3, ... uik, ... uiK ).
It could be that consumers average the utilities of the Attributes A through G and
multiply by the subjective utility of price. If this is the case, then the running shoe with
the highest evaluation would be the Asics Tiger Ultra 1000.
The weighted utility and cognitive algebra rules require considerable quantitative
information from the user in order to make decisions. Functionally, they are much more
complex than the other rules and as such are not particularly conducive to menu
selection as a mode of interaction. What is important in decision making by menu
selection is that the level of menu interaction be appropriate for the level of decision
rule. Menu selection is beginning to be used in conjunction with decision support
systems, computer aided decision systems, and expert knowledge systems. In each case,
menu selection may used to input information, to set criteria, and to query the system.
In some cases, menu selection replaces command language interaction, but often it is
used to structure the decision task according to a prescriptive model of decision making.
Decision by menu selection represents one of the most challenging applications of menu
selection.
3.7 Information Retrieval by Menu Selection: Information Menus
Large data bases may be (a) organized as hierarchically nested records of information,
(b) indexed by a number of attributes called facets, (c) linked as a relational data base.
For example, retail goods in a department store may be organized in a hierarchy from
department (e.g., men's clothing, electronics, etc.) to category (e.g., men's suits,
televisions, etc. ) to subdivisions (e.g., size 38, 21 inch color) down to particular brands
and models. An example of a faceted data base would be a file of photographs indexed
by date, photographer, location, and subject. Some attributes might be collections of
other attributes. If the subject is people, then they might also be indexed by number,
group composition, activity, mood, etc. Finally, an example of a relational data base
would be the hypertext documents. The original concept of hypertext was to link all
written text together in a network such that a reader could travel from one article to
another at will. In actual practice, the reader might start with a general introductory
article on some subject that mentions more detailed ideas. The reader would then select
one of these ideas and access other articles relating to it.
The structure of the data base generally dictates the way in which users may search for
information. Menu selection provides particularly good interface for information
retrieval since the user is often unfamiliar with the specific organization and content of
the data base. The user needs extensive prompting as to existing categories, available
attributes, and permissible keywords. Because of the size and complexity of typical data
bases, even experienced users cannot be expected to be sufficiently knowledgeable
about their structure. For that matter, one major reason for searching a data base is to
find information that was previously unknown to the user. Actually there are two

different cases. Users may be searching for an unknown goal object that satisfies some
preset conditions (e.g., a book on whale song). On the other hand, they may be locating
a known goal object in order to access information about it (e.g., the call number of
Whale Song by Tony Johnston). As users become more familiar with the system, they
learn top-level menus and acquire knowledge about the inherent structure of the data
base. But unlike command menus, users will rarely, if ever, become familiar with the
extensive lower-level menu information except in well searched local areas.
In general, menu familiarity is a function of the frequency of access and the user's prior
knowledge about objects in the data base. In turn, frequency of access is a function of
user experience and level of menu. Figure 3.9 shows this relationship in terms of
familiarity profiles for inexperienced and experienced users and for known and
unknown target objects as a function of menu information level. These profiles help to
predict the amount of time, difficulty, and effort required on the part of users for
accessing information. Designers should realize that the greatest difficulty will be at the
intermediate levels of menu search for all but highly experienced users of relatively
small data bases. Consequently, great care needs to be taken at this point in providing
help to users.

In many cases users may have less than a goal directed approach to data base retrieval.
Indeed, they may be browsing the data base to gain an idea of what's there. Menus
which list the sets of categories and/or facets quickly reveal the scope of the data base.
On the other hand, users may be pursuing a serendipitous walk through the pathways of
a data base. Menus allow for a relatively effortless selection of paths through the
system.
Unlike command menus or decision menus, users of information menus are driven by
the information displayed rather than commands required or alternatives desired. This is
say that users are concentrating on the output function of menu selection rather than on
the pointing, execution, or input functions. To be sure many information retrieval

systems use command menus and decision menus; however, for the actual process of
the direct user search of a data base, the output function is the most important.
3.8 Classification by Menu Selection: Category Menus
Classification is in a sense the inverse of information retrieval. The user has a known
object and seeks to place it in a structure or the user specifies the parameters of the
object by selecting settings. Menu selection is a natural technique for implementing
classification. In particular, classification makes extensive use of the output function of
menu selection. At a simple level, a menu may be used to classify cases by gender,
income, age, etc. At a more complex level instances may be classified by the presence
or absence of a series of attributes or classified in a hierarchical structure of categories.
The problem of categorization has been the subject of much research in cognitive
psychology (e.g., Rosch & Lloyd, 1978; Smith, Shobin, & Rips, 1974). Two different
approaches can be taken in classifying instances. One method is to assign instances to
categories on the basis of their similarity to a prototype. The prototype is the most
typical example of the category. For example, a robin is a good prototype of the
category bird; whereas, an ostrich is not. For a large number of categories, prototypes
may be hierarchically arranged in a menu system. The selection of prototypes (labels)
and the organization of categories in the data base can greatly affect the resulting
classification.
The second method of categorization is to assign instances to categories on the basis of
defining attributes. For example, an animal is classified as a bird if it has wings, lays
eggs, and is warm blooded. The particular attributes used to define categories have a
great effect on the resulting classification. Designers may inadvertently bias the user by
the types of dimensions used or by the order of attributes in the menu. Early attributes
have a tendency to be more salient to the user, setting the context of subsequent choices,
and being ascribed as of higher importance than other attributes. The classification
scheme used to generate the hierarchical structure sets an agenda for the user. This
agenda may not be in the best interest of the user. Indeed sometimes, it is designed to
lead the user to commit to choices that he or she would not have selected under other
situations.
Order of prototype category or defining attributes may be set according to a number of
concepts:
Scope. Higher levels in the hierarchy may pertain to divisions that are more global in
nature. Lower levels move toward a stepwise refinement. Nested classifications must by
necessity follow this plan. One must first specify the phylum before specifying the class
in the animal kingdom. One must specify the country before specify the city. Some
hierarchies are completely nested. Other hierarchies may be crossed in the sense that
lower levels share a number of alternatives in common. Linear menus are completely
crossed since all levels have the same set of alternative. Linear menus may be arranged
in an arbitrary order but they may be effectively organized by scope. A news service
may ask for region at the first level (e.g., World, National, and Local); type of news at
the second level (e.g., Politics, Business, Science, Arts and Society, etc.); and date at the
third level. Since the attributes are crossed, the service could have date at the first level,
type of news at the second, and region at the third.

Refinement. Objects may be classified as member of a linear sequence by successively


subdividing the linear order. For example, the name Smith may be classified in an
alphabetic list by first selecting Quigley-Sutton, then Silverman-Sutton, then SloaneSmithers, and so on until single names are listed. In some cases this approach may be
more efficient than typing in the name depending the ratio of letters to type versus
menus to select.
Subjective Importance to the User. The order of attributes may be programmed to agree
with the order of importance to the user. Attributes along which objects seem to vary the
most are presented first. For example, in classifying documents on one's disk, the user
may first make a distinction between personal and business. Within personal, they may
then be classified by addressee, and finally by date.
Formal Order. It is often the case in formal data collection that information is received
in a prescribed temporal order and form. For example, in classifying claims for health
insurance, the prescribed order corresponds to the printed claim form and takes
advantage of the interaction mode of form file.
Natural Script. Finally, the order of attributes may follow a natural course of events or
the process of some mental activity. In this way input follows the temporal progression
of events and fits the expected protocol of interaction. For example, classification of
automobile accidents, may first specify location, direction, and speed of the moving
vehicles, second the point of impact, third the amount of damage done, and finally, the
determination of whose fault it was. By following a expected order of input the user
anticipates each choice point and interpretes it in light of a well understood sequence.
3. 9 Summary
A variety of tasks may be performed using menu selection. In this chapter it was
proposed that a task analysis be used to determine the functions to be implemented via
menu selection. A theory of cognitive control was set forth in which system
complexity/functionality was related to user/task need. It was shown how the system
state diagram matrices should optimize user performance. A fourfold taxonomy of
specific functions of menu selection was proposed listing pointing, command control,
output, and input. Finally, four major types of systems were discussed which make use
of menu selection, command menus, decision menus, information menus, and
classification menus.

Chapter 4
Cognitive Elements of Menu Selection
In order to understand the principles of designing for cognitive control, one must have a
model of user behavior. Such a model for menu selection must incorporate the basic
cognitive elements involved in the menu selection. These components include the
processes of visual information search, judgment and decision processes, choice and

response production, and evaluation of feedback. To an extent these processes follow


the temporal sequence of menu selection at the level of the frame.
At a higher level, the model of the user must concern itself with the user's strategies of
search and problem solving. If an item is not found on the first path through a database,
how does the user redirect the path of search? In command menu system how does the
user minimize the number of steps to complete a task by changing the order in which
subcomponents of the task are performed? The answers to these questions depend on
the user's model of the system and strategies for navigation through that model. Mental
models have been represented in several ways in cognitive psychology. Scripts have
been used to layout the expected series of events. Metaphors have been used to map the
elements and relations from a familiar system to a less familiar one. Production rules
have been used capture the knowledge that the user may have about the workings of the
system. In each case, the idea of a cognitive layout may be used to describe the way in
which users may engage a particular model and cast a visual representation or layout of
the model. Such a layout defines the way in which the user thinks about using the
system and serves as a vehicle for formulating plans.
It will be seen that a number of models of user behavior can be formulated depending
on the level of analysis and the processes of interest. There is no single unified model
but rather a collection of modeling techniques that can be applied to particular situations
and performance variables. This chapter will cover a number of these models and
techniques as they apply to menu selection.
4.1 The Menu Selection Process
The previous chapter dealt with the menu frame as a stimulus. This section will consider
the cognitive processing of that stimulus frame. The menu selection process involves a
number of cognitive elements. Within a particular menu frame, the user must read the
alternatives, choose the desired option, effect the choice, and finally ascertain the
consequences. Across menu frames, the user must maintain a sense of direction,
evaluate proximity to the goal, and effect a plan of search or problem solving strategy.
This section will examine the process within the frame. A theoretical model of these
processes will help to evaluate the design of menu frames.
Menu processing is both a time relevant and information relevant task. For the most
part, theories have been more concerned with user response time than with information
received or information transmitted. While time is an important variable, its overall
impact on performance may not be great when it only accounts for a second here and
there. However, the time that it takes to respond to a menu frame can be used to test
models of how the user processes information received via menu labels and options.
Information is transmitted refers to the choices made by the user. Each time the user
makes a selection, information is transmitted to the computer. Choice behavior is
subject to user preferences, goals, and expectations. An adequate theory must involve
both response time and information transmission.
4.1.1 Information Acquisition and Search.
Figures 4.1 and 4.2 show several information processing models. The way in which a
user scans a menu frame for information depends on the task and the user's prior

knowledge about the frame. Typically the user starts with either an explicitly known
target or a partially specified target. If the target is explicitly known (Figure 4.1), the
user engages in a visual matching process. For each alternative scanned, the process
detects either a match or a mismatch. Since errors can occur, the classic two-way table
of possibilities from signal detection theory (Green & Swets, 1966) obtains as shown in
the bottom panel of Figure 4.1. It is generally the case that the processing time is faster
for a match than for a mismatch (e.g.). Second, to the extent that any transformation on
the stimulus is required to process a comparison, response time will be increased (e.g.).
Third, to the extent that alternatives are similar and confusable, there will be an increase
in the number of errors (e.g., Kinney, Marsetta, & Showman, 1966). Menus which use
visually and semantically distinct alternatives will result in faster response times and
fewer error. In practice, however, labels are not always distinct and may lead to
increased processing time and selection errors.

If the target is partially specified, the user engages an encoding and evaluation process
as shown in Figure 4.2. The user must read each alternative, understand its meaning,
and generate an assessment. If the selection is construed as having a correct response,
the user generates a subjective likelihood that the alternative satisfies the requirements
of the partial specification. If the selection is construed as a preference on the part of the
user with no correct answer, he or she generates a subjective utility for the alternative as
function of its worth relative to prior goals or requirments in the specification. For
example, in information retrieval, if the user is looking for the population of India,
alternatives such as "History," "Demographics," "Politics," "Religion", and "Facts at a
Glance" may be evaluated for their subjective likelihood of supplying the answer. On
the other hand, if the user is looking for something interesting about India, the
alternatives would be evaluated on the basis of user preferences. In either case, an
evaluation is made and the user makes a selection on the basis of its value.

In the case of partially specified goals, users may either evaluate all of the alternatives
and select the alternative having the highest evaluation (left panel of Figure 4.2) or they
may select the first alternative that exceeds a predetermined criterion value (right panel
of Figure 4.2). This strategy is called satisficing (Simon, 1976). When the cost of an
error or the negative consequences of selection of a less than optimal alternative is
great, users will tend to engage in a careful and complete processing of alternatives. On
the other hand, when time is of the essence, users will curtail their processing and select
the first alternative that exceeds a preset criterion value (Beach & Mitchell, 1978).
One might initially suppose that novice users would search a menu by reading each item
one by one from the top of the list down and stop when the desired item is reached.
While this may at times be the case, the evidence is that things are not so simple (Card,
1982). Users often scan menus in an idiosyncratic manner, glancing across the list of
alternatives, hoping to light upon the desired alternative.
Three alternative search models are shown in Figure 4.3. Search may be (a) a serial
inspection of items, (b) a random inspection without repetition, or (b) a random
inspection with replacement. A serial search requires that the user inspect each item one
by one without skipping around. Random inspection without repetition allows the user
to skip around, but requires the user to keep track of items already inspected. Finally,
random search with replacement allows the user to skip around; but because an item
may be randomly inspected over again, the search lacks efficiency.

Search strategies are also characterized by their stopping rule. In a self-terminating


search, the user stops when the desired item is encountered. An exhaustive search
requires the user to inspect all of the items prior to making a choice. Finally, in a
redundant search after all the items have been inspected, the user still cannot make a
choice and must re-inspect some items. Menus and tasks that promote self-terminating
search are expected to be faster than when users must examine all items exhaustively
and redundantly. Typically, self-terminating search occurs when the user has an
explicitly known target in mind and need only recognize a match between the target and
an item. Self-terminating search may also occur if the subject uses the strategy of
satisficing. If none of the alternatives meet the criteria before the list is exhausted, no
decision has been achieved, and the user must adopt a different strategy. If the user kept
track of an evaluation of each alternative, he or she may pick the alternative having the
highest score. But more likely than not, the user may have to go back and re-evaluate
alternatives in order to weigh the pros and cons associated with items still in the
running.
Even after assessing all of the alternatives, it is possible that none of them proves
satisfactory. The user has exhausted the list of options and not found any that meet his

or her needs. Since menu selection provides only a finite set of alternatives, the user
may feel limited and frustrated. In traditional decision making, the decision maker at
this point would attempt to generate new alternatives. Within the confines of menu
selection, the user may need to move to some other area of the menu tree. But more
often than not, the menu simply does not provide the particular alternative needed. And
the user must abandon the search and try to solve the problem or find the information in
a totally different manner. More will be said about this in a later section on strategies
and problem solving.
The amount of time that it takes to process a menu and select an alternative depends on
the processing model and the number of alternatives per menu frame. Menu processing
time as a function of the number of items has become an important issue in designing
efficient hierarchical menus. If broad menus require an inordinate amount of time to
search, then designers are advised to limit the number of items per frame and increase
the depth of the menu hierarchy. On the other hand, if each decision requires a certain
amount of overhead time, then depth will add to the total time, and designers are
advised to increase the breadth. Consequently, the type of search process within each
frame is extremely important.
Response time for menu scanning is a function of the number of items scanned and the
time required to scan each item. Lee and MacGregor (1985) present a model in which
search time within a frame is a linear function of the number of alternatives. For any
search there will be an expected number of alternatives that will be inspected, E(A). For
an exhaustive search E(A) = a, the total number of items in the frame. With a selfterminating search, if the correct alternative is at a random position, then E(A) = (a +
1)/2. Furthermore, E(A) may be greater than a if users need to re-evaluate alternatives in
order to make a choice. Lee and MacGregor assume that the total time for each choice is
S = E(A)t + k + c,
where t is the time required to read one alternative, k is the key-press time, and c is the
computer response time. The type of processing model operating determines the value
of E(A).
Lee and MacGregor's model assume that users scan in a systematic fashion as if they
were reading text. However, when alternatives are graphic or the alternatives can be
recognized on the basis of graphic characteristics, the locus of search may jump around
considerably. Card (1982) has proposed that users sample from a portion of the display
randomly with replacement (rightmost panel of Figure 4.2). Each sample is dependent
on a saccade of the eyes. The assumption of random replacement means that the user
may re-examine items. This model also assumes that search is self-terminating. Card
draws upon a model originally developed by Kendall and Wodinsky (1961) for
searching for airplanes in the sky or for blips on a radar screen.
If p is the probability of finding the target on a single saccade and k is the number of
saccades required to find the target, then the cummulative probability of finding a target
in k saccades under the assumption of sampling with replacement conforms to the
geometric probability distribution:
P(k) = 1 - (1 - p)k.

Assuming that each saccade takes about the same amount of time t, the average time to
detect a target will be S = t/p.
If there is one correct alternative in a list ofn, the probability of finding the target on a
particular saccade will be p = 1/n and S = nt.
Consequently, search time is again a linear function of the number of items. And the
geometric model predicts the same average time as the Lee & MacGregor model for an
exhaustive search. The major difference is that the predicted variability will be much
greater in the Card model than in the Lee & MacGregor model. Lee & MacGregor
emphasize reading time because they are primarily addressing videotext systems. Card
emphasizes saccade and visual search time for command menus. Unfortunately, both
models ignore the decision process and assume that choice time (distinct from reading
or visual scanning time) does not vary with the number of alternatives. A later section
will address this issue.
It is often the case that users have more than one possible target for which they are
searching. Several different items may satisfy the requirements of the search. For
example, the user may be looking for either "stop" or "quit." An extensive series of
studies on visual and memory scanning (Neisser, 1963; Schneider & Shriffin, 1977;
Shiffrin & Schneider 1977) show the relationship between the number of possible
targets and the total response time. The experimental task is analogous to menu
selection. A subject is asked to search for a target in a display of characters. For
example, one might be asked to search the array shown in the upper panel of Figure 4.4
and report when the target has been found. The target may be simply defined as "the
letter L," or the "letters L, M or Y." In general, the greater the number of possible
targets, the longer it takes to detect the one that is actually there. The upper panel of
Figure 4.5 shows the idealized results of such experiments using from one to six
possible targets. The results indicate that there is a linear increase in search time as the
number of possible targets increases. Presumably subjects scanned each item and then
compared each of the possible targets in the target set with the item. Each comparison
added a constant amount of time.

The intriguing result of these studies occurs when subjects practice the same set of
targets over an extended period of practice week after week and month after month. The
results of these studies indicate that differences due to both the number of targets and
the number items scanned decrease greatly. The lower panel of Figure 4.5 shows the
idealized results after practice. Schneider and Shiffrin (1977) found that subjects
looking for the same targets eventually could search for four targets about as quickly as
they could for one. They could also search through four characters about as quickly as
they could through one.
These results indicate that scanning and recognition processes may become automatic
with extensive practice. Detection becomes a rapid, effortless, and almost unconscious
process. Users of menu selection systems that routinely proceed through the same
processes of scanning and selection develop to a point where their response times are no
longer affected by the number of items or number of targets. Furthermore, the selection

process becomes so engrained that they do not think about it. The user of a word
processor or spreadsheet package over many months of use no longer operates at the
level of linear scanning for items. Recognition and selection becomes automatic
allowing the user to think about the task at hand rather than the control of the
human/computer interface.
4.1.2 Choice Process and Time. The choice process may either occur after the user has
scanned and evaluated all of the alternatives or it may occur in conjunction with the
scanning and recognition process. In exhaustive search, the choice process occurs only
after all of the alternatives have been scanned. In self-terminating search, the choice
process is engaged following the evaluation of each alternative.
When the choice is separated from the linear scanning of alternatives, it is governed by
the same process as in choice reaction time experiments. In these experiments, the
subject is presented with a linear array of potential stimuli and a corresponding array of
response buttons. When a stimulus is presented, the subject must press the response
button corresponding to the stimulus. For example, the stimulus may be a number 1, 2,
3, or 4, and the buttons may be listed as 1, 2, 3, and 4. The results of such an experiment
are summarized in Figure 4.6. Response time is a linear function of the uncertainty as to
which stimulus will be presented. For equally likely stimuli, uncertainty is given by the
number of bits of information or log2n. This relationship is known as the Hick-Hyman
law (Hick, 1952; Hyman 1953).

A log model has been proposed for menu selection by Landauer and Nachbar (1985)
based on the Hick-Hyman law for choice reaction time and on Fitts' law for movement
time (discussed in the next section). According to the Hick-Hyman law, the time that it
takes to select one out of n items in a choice reaction time study is
S = a + b log2(n),
where a and b are constants. When applied to menu selection, the equation requires that
the probability of selecting any item is equal (i.e., 1/n). This is generally not the case in
real world menu systems. Menu items vary greatly in the probability of selection. When
the probability is greater than 1/n, the choice time is even faster.
S = a - b log2(pi),
where pi is the probability that alternative i is the desired alternative.
The log law predicts that users can choose among a relatively large number of
alternatives rapidly since choice time is a linear function of the amount of information
rather than n. However, it must be remembered that this is true only when reading time

is negligable. Consquently, the log law pertains more to highly practiced command
menus.
For complicated choice processes in which simple matching cannot be used as a basis
for choice, response times will be subject to the difficulty of the choice as well as the
number of alternatives. Menu selection becomes difficult when alternatives are complex
bundles of attributes and no one alternative clearly dominates the rest. The evaluation
process can be time consuming and mentally taxing. It has been shown, however, that
when the choice difficulty exceeds the maximum cognitive load of an individual
response time decreases. The decision maker may resolve the choice on an ad hoc basis
and circumvent the evaluation process. Hogarth (1975) presents a model for response
time of complex decision processes.
As noted earlier, the selection may be based on either a target match or based on (a) the
subjective likelihood of an alternative being correct or (b) the subjective utility of an
alternative to the user. Subjective likelihoods and utilities can be scaled on the basis of
choice probabilities with Luce's (1959) choice axiom. Suppose that the user is faced
with a menu of n alternatives. Let pi be the probability that alternative i is chosen out of
the whole set and let pij be the probability that alternative i is preferred over alternative j
when only the alternatives i and j are available for selection. The choice axiom has two
parts which are summarized below as they might apply to menu selection:
Axiom 1. If all pairwise preferences between alternatives are imperfect (e.g., 0 < pij < 1
for all i and j) then a Constant Ratio Rule holds such that the probabilities of choice
from any subset of all the alternatives are naturally induced from pi according to the
rules of conditional probability. For example,
p(a1| a1, a2)/p(a2| a1, a2) = p(a1| a1, a2, ..., an)/p(a2| a1, a2, ..., an).
Consequently, in selection among four alternatives if the probabilities are .10 and .40 for
Alternatives 1 and 2, then the ratio of probabilities in a binary choice would also be .25
(.10/.40) and the respective probabilities would be .20 and .80.
Axiom 2. If for any alternative ai in the total set of altneratives there is an aj such that pij
= 0 (i.e., such that ai is never preferred over aj) then ai may be deleted from the set of
possible choices (i.e., ai is never chosen from the total set). In other words, alternatives
that are never chosen may be effectively considered as not existing.
These two axioms result in a ratio scale of measurement for the alternatives. A positive
real number vi can be assigned to each member ai such that for i = 1 ..., n,
n
pi = vi / vj.
j=1
One possibility is to let vi = pi since the sum of the probabilities equals one.
Alternatively, vi = kpi.
Luce's choice axiom is particularly useful in predicting choice probabilities when the
menu set is restricted. This occurs when menu items are not appropriate and are dropped

from the list or grayed out. Restricted sets also occur when the user has already selected
one or several items and found out that they are not correct or do not lead to the desired
goal. The effect of Luce's choice axiom is that the probabilities are essentially
normalized to the number of effective alternatives in the set. Table 4.1 shows what
happens for example when there are initially 6 menu items and the set is restricted.
Table 4.1
An Example Choice Probabilites in Restricted Menus According to Luce's Choice
Axiom
Total Set

Restricted Set A

Restricted Set B

Option Probability Option Probability Option Probability


1

.10

.18

.14

.15

.27

.21

.20

.37

.29

.10

.18

.14

.30

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--

--

--

.15

--

--

.22

The probabilities change in the restricted sets such that there is a constant ratio between
any pairs of alternatives. These probabilities can be used to predict the user choices in
restricted sets.
4.1.3 Response Process. In order for the user to effect a selection, he or she must
produce an overt response that can be detected by the computer. Two basic types of
response production are used. The user may be required to enter a code for the
alternative (e.g., "press '1' for Account") or to point to the alternative using some sort of
pointing device such as cursor keys, a mouse, or a touch screen. Selection by code is
complicated by the fact that it requires encoding and production processes. The user
must read the instructions from the screen, encode their meaning, plan an intended
action, and produce the overt response on the keyboard. Selection by pointing takes
advantage of the fact that the pointing response has been highly practiced since infancy.
Pointing requires the user to locate the current position of the pointing device (cursor or
hand), locate the position of the desired alternative, and plan a targetory from the
current position of the pointing device to the desired alternative. To the extent, however,
that any transformation or translation is required, time will be increased. The touch
screen requires the least translation since it is a direct eye-hand response. The use of a
mouse, drawing tablet, joy stick, or trackball requires a degree of tranformation since
the pointing device is generally on a horizontal plane whereas the menu items are on a
vertical plane. Furthermore, the user must translate the extent of hand movement to
movement of the cursor. With practice, these times are reduced and the use of the
pointing device seems quite natural.
Pointing by cursor keys requires the greatest amount of response transformation and
translation since the targetory must be translated into a discrete sequence of moves. For
simple list menus, the cursor may be positioned with only the up and down arrows. For

array menus and pull down menus all four arrow keys may be required. To change
direction, the user must change keys. This requires additional response time and could
produce errors. While cursor key positioning is rather simple with list menus, it
becomes excessively difficult with large array menus requiring the user to traverse long
distances.
Studies on stimulus-response compatibility strongly suggest that the layout of the
alternatives on the screen match the physical layout of the response buttons (Fitts &
Seeger, 1953; Fitts & Switzer, 1962). Without such compatibility, the user must engage
a translation process to remap the location of items. The worst cases are when the
layouts are reversed and when directional indicaters are reversed as in mirror writing
(i.e., physical movement to the right moves the cursor to the left on the screen).
Motor response time depends on the distance from the current position of the pointing
device to the location of the desired target as well as the difficulty of hitting the target.
For analog pointing devices the time depends on the distance to the target and the size
of the target. According to Fitt's law (Fitts, 1954), the time that it takes to move to a
target is a logarithmic function of the ratio of its distance and width:
R = a log(d/w) +b,
where, d is the distance to the target, w is the width of the target, and a and b are
constants. For analog movements motor time is inversely related to the log of the width
of the target. Consequently, it would behoove designers of analog input devices to
display large menu targets rather than small buttons.
Motor response time for discrete pointing using arrow keys is governed by a different
process. One would expect that the time to select an alternative using arrow keys would
be linear function of the x + y distance of the cursor from the alternative.
R = a (dx + dy) + b,
where dx and dy are the x and y displacements of the cursor position from the target
location and a and b are constants. Although this model is intuitive and simple, it is not
entirely correct. In general with such motor movements, there is a large initial startup
time or acceleration and a slow down time or decceleration upon approaching the target.
Nevertheless, the equation serves as a good first approximation for motor time.
For short list menus, cursor arrow keys may be faster than analog pointing devices.
However, when there are a large number of alternatives, the analog device has the
distinct advantage.
In both discrete and analog situations, the constant b is the time to plan and move to the
response device. If the user's hand is already on the device, the time to move to the
device is eliminated. However, a common complaint is that to use a pointing device one
has to take one's hands off home position on the keyboard and locate either the arrow
keypad or the analog device. If the majority of time is spent navigating through menus,
then the home position may in practice be on the pointing device. The problem is
critical only when the user must frequently alternate between devices.

4.1.4 Evaluation and Error Detection. Once the user has made a selection, the system
generally provides feedback of some type. The feedback may be receipt of some
information, the location of a target item, the execution of a function, or the presentation
of subsequent menu frame. The feedback may immediately indicate to the user that the
selected alternative was correct or incorrect. If it is correct, the user is reinforced and the
processes leading to that selection are strengthened. For example, prior to the selection,
the user may have assessed only a .5 probability that the alternative would lead to the
goal. Following the feedback, that probability can be updated.
On the other hand, feedback may not directly indicate whether the selection was correct.
The user may have only partial knowledge about the success of the prior selection. This
is particularly true in hierarchical menus. The next frame may give some indication
about whether the user is on the right path; but since it is not the target item itself, the
user cannot be sure that he or she is on the right path. If the feedback is positive, the
user is likely to continue. If it is negative, the user may turn back depending on how
unlikely the path now appears. Consequently, feedback engages another decision
making process in hierarchical menu search. How this affects the search strategy will be
discussed in the next section.
4.2 Problem Solving and Search Strategies
Although much goes on at the frame level of menu processing, the cognitive control of
the interface is more properly positioned at a global level. How does the user plan a task
that requires a series of menu selections? What is the user's strategy for effecting a
search through a complex database? These questions strike at the very essence of
thinking and problem solving as they apply to cognitive control of the human/computer
interface.
The menu interface provides the user with options that if applied in the right order may
achieve the goal state. For example, the goal may be to align the left edges of cubes in a
3-dimensional drawing program. The user must use the menu interface to select the
cubes, select their left edges, and finally select the command to align. The exact order of
operation is determined by the rules of the system. Each menu selection constitutes a
move which may or may not get closer to the desired state. The steps to solving such
problems include planning the solution, carrying it out, and finally checking the results.
The difficulty and length of each step depends on the complexity of the problem. The
drawing problem above is relatively easy and the length of each stage is short. The
problem of generating a 3-dimensional image of a space station using a drawing
program is much more difficult yet involves the same idea.
Menu interfaces often do more than just provide options. Problems or tasks that are
repetitively solved or performed in the same way can be gracefully directed by the
menu. For example, in an electronic mail system there is a natural order of steps that
may be incorporated in the order of menus: check if there are new messages, read the
first message, respond, read the next message, respond, and so on. The menu system can
incorporate this order and bypass a number of redundant steps by initially listing new
messages. The user may immediately select a message to read and then select options to
reply, forward, or delete. One system that explicitly attempts to incorporate the user's
plan of work gives the user an "inbox" menu in which the user may either select
messages to view or select other program functions. The concept is to position the user

at the most likely point of entry rather than at the beginning of a hierarchical command
path.
4.2.1 Heuristics. A number of heuristics, strategies, and problem solving styles have
been discussed in the literature that are relevant to search in menu selection. Heuristics
are plans for attacking problems. They are usually simple sequences of steps that
generally work but are not guaranteed to result in a solution in the same way that an
algorithm would. The advantage of heuristics is that they require a minimum of time
and effort. They are cheap and dirty.
Generate-Test. The generate-test heuristic is one of the simplest heuristic strategies with
only two steps (Newell & Simon, 1972): (a) generate a candidate for a solution and (b)
test to see if it is actually a solution. If the candidate fails the test, the problem solver
keeps generating candidates until the goal is attained. The generate-test heuristic is,
however, only as effective as the heuristic is at generating potential responses. The
advantage of menu selection is that the user generates responses by selecting options.
Newell and Simon (1972) note four difficulties in the generate-test strategy. First, it may
be difficult to generate candidates. Menu selection reduces this problem by explicitly
listing a set of potential candidates. Second, it may be hard to test to see if the candidate
is actually a solution. For explicit targets a simple matching test is all that is required.
For partially specified goals, the test may be more complex. And for complex problems
requiring a number of steps, it may be extremely difficult to evaluate if the selection is
on the right path. For example, it is easy to generate a chess move, but very difficult to
know if it is the best of all possible moves. Third, if there are a large number of
candidates with a low probability of any one achieving the goal, the generate-test
heuristic is unlikely to work. A random trial and error approach is doomed to failure in
complex systems and large search spaces. On the other hand in simple systems, the trial
and error approach may work well. In fact, a number of systems advocate trial and error
as a good way to start learning how to use functions. Fourth, it may be that the correct
solution has a low probability of being selected by the problem solver. The user is likely
to pick a number of other candidates before selecting the correct one. Menu selection as
an interface to problem solving may help to direct the problem solver to the correct
solution by the order in which alternatives are listed. Highly likely candidates should be
listed first and unlikely candidates are buried at the bottom of the menu.
One of the greatest problems with the generate-test heuristic is that often a candidate
cannot be evaluated until it is completely generated. For many problems this is
inefficient. The problem solver may be able to evaluate partial solutions. For example,
in solving a crossword puzzle, one does not fill in all of the spaces and then check to see
if it is the correct solution. Instead one looks for and evaluates partial solutions along
the way. Furthermore, there is a great utility to breaking the problem into subgoals. The
problem-reduction approach (Nilsson, 1971) reduces the overall size of the search
space. Menu systems that organize search into a series of substeps can make effective
use of the problem-reduction approach. Rather than searching an index of all newspaper
articles, the system may break the search into the substeps: (a) select the year, (b) select
the topic, and (c) finally search through the remaining articles. Similarly in a drawing
program, problem-reduction may be implemented by allowing the user to construct
elementary objects as subgoals. These objects may then be selected for use to achieve
more complex goals.

Hill Climbing. A similar strategy takes as its metaphor the idea of hill climbing. One can
climb to the top of a simple hill (monotonically increasing in height from any point)
blindfolded by merely taking each step such that it results in a higher position than
before. Similarly, in the formal strategy of hill climbing, the problem solver selects each
move such that an evaluation function results in a higher value than the previous move.
Ultimately, one assumes that the goal has been reached when no move can be found that
increases the function. In a menu selection system, each menu selection constitutes a
move. The resulting frame generally provides informative feedback indicating if the
user is getting "hotter" or "colder."
More formally, assume that for each selection i the user has an expected value of the
feedback that will be received, e(Fi). When the user evaluates the feedback, it results in
a subjective value, s(Fi). These two values are compared. If e(Fi) - s(Fi) is less than a
criterion value ci, then the user will proceed. If it is not, the user will terminate or
redirect the search path. It is expected that the value of ci will depend on the depth of
search and on the ease of redirecting the path in a more profitable direction. Users will
probably be more and more reluctant to shift off the path the further they have
committed themselves to a particular course. Consequently, the further down the tree
and closer to the terminal level, the greater ci. Moreover, if there was another alternative
in a previous menu judged to have a high likelihood of leading to the goal, the value of
ci will be reduced. Users will shift to another path if it requires little extra in the way of
repositioning. The option to move back to the previous menu frame allows repositioning
at a local level; whereas, the option to move back to the top of the menu allows
repositioning at a distal but fixed level. Very few systems allow for user-set
repositioning by way of markers. An innovative technique would be to allow the user to
define markers to be placed at various points along the search as one might drip bread
crumbs on a path through a maze to find one's way back. Search could be repositioned
by selecting one of the markers and restarting from there.
Studies of hill climbing indicate that problem solvers tend to concentrate on only one
attribute at a time in selecting their next move rather than selecting moves that change
several attributes and achieve the goal in fewer moves (Norman, 1983). In a data base
search of a library catalog, this would be analogous to searching first on the basis of
author's name to reduce the set and then switching to search on the basis of title.
Ultimately, the user may need to switch back to a name search if the title search does
not result in a find.
Hill climbing is an effective strategy only if the evaluation function is well behaved and
there is only one global maximum. If this is not the case, the problem solver may only
find the solution by taking a detour in which the evaluation function goes down for one
or several moves before it raises again. Moreover, if local maxima exist, the problem
solver may get trapped at what appears to be the solution, but is not truly the optimal
selection.
Test-Operate-Test-Exit One of the basic ideas behind the generate-test heuristic is that of
feedback. The problem solver monitors the current state and generates responses to
change that state to satisfy some criterion. But many tasks require a more complicated
strategy. Miller, Galanter, & Pribram (1960) discuss a strategy that not only incorporates
the idea of feedback but also the hierarchical structure of interlocking component
processes. This plan is called TOTE for Test-Operate-Test-Exit. A simple plan for

hammering nails is shown in the left panel of Figure 4.7. The object is to hammer a nail
until it flush with the surface. The first stage is to test the nail. If it sticks up, then one
goes to the second stage; otherwise stops. The second stage is to test the hammer. If it is
down, one lifts it up, otherwise one goes the third stage. The third stage is to strike the
nail after which one goes to the first stage.
Many tasks involve just this sort of combination of feedback and hierarchical
structuring of components. The right panel of Figure 4.7, shows the same sort of TOTE
for a data entry task. The first stage is to check the inbox for data. If there is data, then
one goes to the second stage; otherwise stops. The second stage is to test the entry field.
If it is not the correct one, the correct field is selected; otherwise one goes to the third
stage. The third stage is to enter the data after which one goes to the first stage again.

The value of hierarchical plans for solving problems has been emphasized by Simon
(1969). To illustrate the advantage of hierarchical structure, Simon presents a parable
about two watchmakers, Tempus and Hora. Both make watches consisting of 1000
parts. Tempus builds his watches in one assembly of 1000 parts. However, if he is
interrupted in the middle of the assembly by a customer, the partially assembled watch
falls apart into its original pieces. Hora's watches are build in units of 10 pieces. Ten
single parts make a unit, 10 units make a larger component, and the 10 components
make the entire watch. If Hora is interrupted he loses only a small portion of the
unfinished watch. Simon estimated that Tempus will lose an average of 20 times as
much work per interruption as Hora. Although, problem solvers may not suffer from the
problem of loosing prior work, hierarchical structure may prove beneficial in that the
problem solver needs to think about only a limited number of elements at a time.

Menu interfaces are particularly germane to problem solving involving simple


hierarchies. Menu systems can incorporate the hierarchical nature of the task into their
own structure. The question is whether they do so in an effective and effecient manner
that facilitates performance.
Means-Ends Analysis. Another important strategy in problem solving is the means-ends
analysis. This heuristic involves a number of components already discussed. In the
means-ends analysis the problem solver works on one goal at a time. If that goal cannot
be achieved, the problem solver sets a subgoal of removing the obstacle that blocks that
goal. The problem solver constantly monitors the difference between the current state
and the goal state desired. If a difference exists, an attempt is made to generate a
response that will reduce that difference. Simon (1969, p112) summarizes the meansends analysis as follows: " Given a desired state of affairs and an existing state of
affairs, the task of an adaptive organism is to find the difference between these two
states and then to find the correlating process that will erase the difference."
A typical problem for the computer user that would be addressed by the means-ends
analysis might be the task of viewing File X. But this goal is blocked because the file is
not loaded and the user doesn't know the path to that file. Consequently, the first
subgoal is to find File X. This may be solved by getting a directory listing. But that can
only be accomplished if the program listing the directory can be run. So the sub-subgoal
is to run the directory program. Running the directory program may itself entail the
solution of a number of sub-subgoals. Once File X is found, the second subgoal is to run
a browsing program to view the file. Again, a number of sub-subgoals may have to be
achieved to accomplish this.
The means-ends analysis can be mentally taxing when the user must keep track of a
number of embedded subgoals. Although the computer may easily store such goals on a
push-down-pop-up stack, it is not so easy for the user. However, solutions to problems
requiring the means-ends analysis may be facilitated by the use of hierarchical menu
selection and event trapping menus. The main advantage of the menu interface is the
ability to traverse goal and subgoal states up and down the hierarchy of operations and
to access menu options from numerous points during the interaction. The menu
interface reduces the memory load on the user by keeping track of goal states (e.g.,
location in the hierarchical structure) and prompting the user for input appropriate to
each subgoal. Furthermore, the hierarchical menu structure may allow the user to solve
subgoals in an order more amenable to human thinking rather than in an order dictated
by formal problem solving. For example, in order to view File X in the problem above,
the user of a menu selection system might first select a browsing program from a menu
before knowing the location of File X. The browsing program prompts the user for a
file. A means-end analysis reveals that the user should have solved the problem of the
location of File X first. The user would then have to back out of the browsing program
in order to find the file. However, a menu interface that allows the user may select
concurrent processes frees the user from having to perform tasks in a predetermined
order. While in the browsing program, the user could select the file directory program,
find the file, and pass its location to the browsing program.
4.2.2 User Strategies and Styles. The types of strategies that users employ and their
effectiveness depend not only on the tasks but on characteristics of the users. For
example, users vary in their repertoire of generating solutions--an attribute important in

the generate-test heuristic. Users differ greatly in their ability and willingness to plan
ahead--an attribute important in the means-ends analysis. Finally, users differ in the
degree with which they will pursue a particular course of action before they give up.
This attribute is particularly important in menu selection since problem solving often
involves a search through a hierarchical menu structure.
Search behavior by problem solvers have been characterized as either (a) shallow and
broad or (b) narrow and deep. A shallow problem solver is likely to survey a wide
number of possible solutions but explore them only superficially. This type of problem
solver considers a solution and if it is not immediately apparent that it will led to the
solution, drops the alternative and turns to another one. This user is likely to look only 1
or 2 levels deep before going back to the top again. On the other hand, the narrow and
deep problem solver is likely to limit his or her search to only a few alternatives and
explore them in depth. In this style, the problem solver picks one path and follows it out
until it either results in the solution or its potential is completely exhausted. Different
types of problems are more conducive to solution by different styles of problem solving.
The shallow and broad strategy is more appropriate for placing pieces in a jigsaw
puzzle; whereas, the deep and narrow strategy is more appropriate for solving the Tower
of Hanoi puzzle or playing chess. In a similar way different types of menu system are
more conducive to different types of search strategy. The shallow and broad strategy
seems appropriate for the broad range of easily scannable alternatives provided by pull
down menus. The deep and narrow strategy would be more appropriate for navigation in
a complex data base.
A mixture of these strategies is known as progressive deepening. In this strategy each
alternative is explored to a certain level. If no solution is found, alternatives are pursued
to a further level. Thus, a progressive deepening is conducted in search. This type of
strategy is particularly useful when there are a fair number of possible solutions and it is
not clear to what extent each alternative must be explored to determine its suitability.
Unfortunately, it is hard to see how users of a hierarchical menu system could
effectively use this strategy unless they could keep track of previous search depths and
jump to those points quickly. However, menu interfaces that allow concurrent searches
or that allow the users to place bookmarks for fast return can facilitate the progressive
deepening strategy.
Search styles can be much more complex than merely varying on depth. A number and
patterns and additional factors have been characterized by Canter, Rivers, and Storrs
(1985) for navigation through complex data structures. Canter et al. define six indices
that can be used to quantify search patterns. The patterns are based on paths, rings,
loops, and spikes in data base traversal (see Figure 4.8).
Pathiness : A path is any route through the data that does visit any node twice. It starts
at one point and terminates at another. Menu traversal may be characterized by many
short paths (high pathiness) or few long paths (low pathiness).
Ringiness : A ring is a route through the data which returns to the node from which it
started. Since a ring has a home base, it may be thought of as an "outing." Such a ring
may include other rings. Menu traversal may be characterized by many rings returning
to home base (high ringiness) or few rings (low ringiness).

Loopiness : A loop is a ring which contains no other rings. A loop is simple ring and is
distinguished by the fact that no node is visited twice except the home base.
Spikiness : A spike is a route through the data which goes out to a node and returns
exactly the way it came. Hierarchical data bases are likely to result is high spikiness
since one would traverse the hierarchy down and retrace the path back out.
NV/NT : The ratio of the number of nodes visited (NV) to the total number of nodes
available in the system (NT) gives the proportion of available nodes utilized by the user.
A high NV/NT ratio indicates a more comprehensive coverage of the data base.
NV/NS : The ratio of the number of different nodes visited (NV) to the total number of
visits to nodes (NS) gives the proportion of first time visits. A low NV/NS ratio
indicates a high degree of repetitive visits to nodes.

Canter at al (1985) use these definitions to further characterize search strategies.


Scanning : When users are scanning, they tend to cover a large area of the menu system,
but without going into great detail or depth. Scanning will result in a long spikes and
short loops which traverse through the database but do not extend very far into it. It is
characterized by a high proportion of nodes visited relative to the total number of nodes
available.
Browsing : Users may be happy to go wherever the data leads them. Users will pursue a
path as long as it sustains their interest. Browsing behavior may be characterized by
many long loops and a few large rings.

Searching : When users are searching for a particular target, the pattern may include
ever-increasing spikes with a few loops. It is also characterized by a high redundancy of
nodes revisited relative to the total number of different nodes visited.
Exploring : Many different paths of medium or short length suggest that the users are
trying to grasp the extent and nature of the database. They may be attempting to gain a
global map of the menu system.
Wandering : Users may wander more or less randomly through the database. The
unstructured journey will lead to many medium-sized rings.
These strategies give an idea of the different types of search patterns that may occur as a
function of motivational factors. Although Canter et al. characterize them in terms of the
indices defined earlier, it remains to be seen whether one can delineate the type of
search strategy based on the six indices.
4.3 Cognitive Layouts of Mental Models
Problem solving is governed by the way in which the problem space is represented. One
may represent a problem mathematically, another visually, and still another
metaphorically. Studies of problem solving behavior suggest that the key to problem
solving is more often having the proper representation rather than the ideal strategy
(Wickelgren, 1974).
When the user plans a task involving a menu selection system, both the menu and the
task domain comprise the problem space. The menu representation and the task
representation help to define the way in which the user thinks about problem. The term
"mental model" has been used loosely to refer to these representations in the sense that
the user adopts a conceptual model of computer operations that may relate abstract ideas
(e.g., storage registers, I/O drivers, etc.) to concrete things (e.g., mailboxes, TV
channels, etc.). The user's mental model of the system has been defined and illustrated
numerous ways in the literature (Norman & Draper, 1986). Representations may take
the form of metaphors, schemata, scripts , or cognitive layouts. These representations
are by no means exhaustive or nonoverlapping. However, they serve to characterize the
way in which users think about cognitive control of the human/computer interface.
4.3.1 Menu Selection as a Metaphor. The purpose of a metaphor as a literary device is
to transfer the reader's concrete knowledge about a familiar thing to an unfamiliar
subject being written about. The author draws upon the wealth of existing knowledge to
shed light on a novel topic. It has been suggested that the same process of transference
be capitalized upon in human/computer interaction. Carroll and Mack (1985) ask, "Can
interfaces be designed to take advantage of the metaphors new users generate
spontaneously as they apply their prior knowledge to this novel learning situation?" The
extent to which the design suggests and actually conforms to the metaphor determines
the amount of transference of knowledge. Part of the knowledge transferred is prior
experience in problem solving strategies. For example, if the metaphor for a
telecommunication program is a scrolling teletype, then the user would infer that text
that scrolled off the top of the screen can be viewed again by scrolling backwards.

In most metaphors for computer operations, the base is more familiar but the novel area
is more functionally rich. The typewriter is well understood, but it's functionality is
considerably less than the word processor. Similarly, the card catalog is well
understood, but it's functionality is considerably less than the online catalog. However,
when it comes to metaphors for human/computer interaction the functionality of the
base is greater than that of the computer application. Natural language has greater
familiarity and functionality than computer command languages. In a similar, but more
structured way, restaurant menu selection has a greater familiarity and functionality than
computer menu selection.
Computer menu selection is, quintessentially, a metaphor. The original knowledge base
is that of ordering items in a restaurant. However, the correspondence of elements
between the two domains runs deeper than a superficial application of the metaphor.
Webster (1976) gives the following definition for a menu:
menu n. [ Fr., small, detailed, from L. minutus, pp. of minuere, to lessen, from minor,
less] 1. a detailed list of the foods served at a meal; bill of fare. 2. the foods served.
The menu presents a finite set of items available at the establishment. The customer
then makes a selection and informs the server. The order is then prepared and served to
the customer. In a similar vein the computer displays a detailed list of options available
using that program. Current applications of computer menu selection bear a strong
correspondence to restaurant menus and reinforce the metaphor. However, as with every
metaphor, there are certain aspects that may either be deficient or enhanced in the target
domain.
Norman and Chin (1989) provide a comparison between restaurant menus and computer
menus used in common software packages such as Lotus 123(TM). Their sample of
computer programs contained nearly three times as many selectable items as the
restaurant menus. However, the ratio of pages in restaurant menus to frames in
computer menus did not match that ratio. Restaurant menus contained considerably
fewer pages with many more items per page. The organization of items also varied. The
number of items per category level (i.e., per frame) was somewhat greater for restaurant
menus for first level categories but fewer for bottom level. At the top level, restaurant
menus averaged 11 categories (e.g., appetizers, sandwiches, main courses, beverages,
etc.); whereas, computer menus averaged only 7.8 (e.g., Print, Rename, Copy, Delete,
Run, Exit, etc.). At the bottom choice level, restaurant menus averaged 2.5 items
(generally several sizes such as large, medium or small); whereas, computer menus
averaged 4.7 ( e.g., a list of font sizes, or baud rates).
Table 4.2
A Comparison of Restaurant Menus (n = 56) and Computer Menus (n = 4)
Attribute

Restaurant

Computer Programs

Total Number of Selectable Items

119.0 (83.1) 316.4 (158.5)

Number of Pages (Frames)

3.8 (3.5)

70.2 (65.7)

Number of 1st Level Categories/Items

11.0 (6.3)

7.8 (3.6)

Average Items per 1st Level Category

8.0 (4.7)

6.0 (3.2)

Average Items per 2nd Level Category

3.4 (1.7)

5.4 (3.2)

Average Items per Bottom Level Category 2.5 (3.0)

4.7 (3.0)

Note. The computer programs were Smartcom II(TM), Lotus 123(TM), Wordstar
3.31(TM), Procomm 2.4(TM) and Word Perfect 4.2(TM). (From Norman & Chin,
1989).
Furthermore, Norman and Chin identify a number of common aspects between
restaurant and computer menus (see Table 4.3).
Table 4.3
A Comparison of the Aspects of Restaurant Menus and Computer Menus
Attribute

Restaurant

Computer

Selection mode

name, number, pointing

letter, number, pointing

Information about
options

name, description, price,


picture

definition, explanation, icon

Organization

by course, type of food

hierarchical clustering,
alphabetic, etc.

Customization

by time, day of week, type of by application, experience of


food
user

Complexity of
selection

multiple items, combinations

pick lists, predefined


configurations

Menu bypass

order when seated

jump ahead commands

Menu specials

chef's choice, seasonals

enhancements, premium, options

Both restaurant and computer menus often provide not only the names of items but also
descriptions, definitions, and pictures or icons to help in making an informed choice.
Both typically provide alternate response modes so that an item may be selected by
name, number, or pointing. Both organize items along some line to help in the search
process. Restaurant menus are customized for breakfast, lunch, and dinner, by day of the
week, by type of customer (adult or child), by nationality, and by type of food.
Similarly, computer menus are customized from one computer application to another;
and one picks the package that will be the most functional for the task at hand. The
selection of a restaurant serves to restrict the set of options available to the customer and
thereby helps to focus the decision process. Similarly the selection of a particular
software package restricts the functionality, but provides a finite set of options that helps
to simplify the interaction. The menu, consequently, conveys the speciality of the
restaurant or software package.

Both restaurant and computer menus can allow for complex selection. The restaurant
allows the customer to order (a) multiple items, (b) several of any one item, and (c)
combination platters. In a similar manner, some computer applications provide pick
lists, multiple selections, and pre-programmed selections. Both allow for a form of
menu bypass. If the customer is familiar with the menu, there is no need to refer to it
when ordering. Similarly, many computer menus incorporate this feature with jump
ahead or menu bypass commands (Laverson, Norman, & Shneiderman, 1987).
Restaurant menus handle specials of the day by clipping them to the standard menu or
display them on a chalk board. Such specials take advantage of seasonal variation,
market fluctuations, or the whim of the chef. Some timeshare systems make use of this
too. The variety of the menu adds interest to the menu for regular users that are looking
for something new. In addition, computer systems may take advantage of prevailing
system conditions such as access to the LAN, the printer, or other system resources.
While there are many aspects in common, there are several aspects of the computer
menu that do not correspond to the static menus of restaurants. These result primarily
from the dynamic nature of the computer and its ability to update its display. Although
restaurant menus typically organize and group items by course or food category, they
are limited in terms of the number of levels that can be meaningfully displayed.
Computer menus have the capability of organizing and displaying items in a
hierarchical structure with unlimited depth.
Another aspect that computer menus have over most restaurant menus is the dynamic
ability to add or delete items from the menu depending on the current state of the
system. For example, Macintosh(TM) pull down menus display grayed out items if they
are not currently available. In contrast, the restaurant customer may place an order only
to be informed the kitchen has run out of that item. In a sense this is equivalent to
generating an error message. The computer menu has the capability of avoiding such
errors.
Despite the power and versatility of the computer, restaurant menus still possess two
major features not yet shared by computer menu systems. The first is the appeal and
complexity of graphic layout. Visual inspection of the restaurant menu in comparison to
the computer menu reveals that the typical computer menu is extremely information
lean, displaying only alphanumeric lists of items. In contrast, the restaurant menu may
display tantalizing pictures, descriptions of entrees, and stylized type. The graphic
layout of a menu not only helps to organize items but it also conveys additional
information about the items. The intent of the restaurant menu, however, is not only to
inform, but also to sell. Eye catching graphics help to do this. Computer menus are only
beginning to exploit this aspect of the metaphor. For example, HyperCard(TM) provides
a menu system that allows designers full graphics capability.
Perhaps the greatest deficiency of computer menus is not in the menu itself but in the
absence of a sub-metaphor; namely, the server. In the restaurant the server facilitates
communication between the customer and the kitchen. The counterpart in a computer
system might be a natural language parser in conjunction with a menu to provide the
user with extensive online help concerning the choices on the menu. The server
possesses a great deal of knowledge about the menu and the relationships between items

and functions as an intelligent database. Customers may query about items by aspects
such as cost and food type.
As computer menus become more and more complex, the user needs such an expert
system analogous to the server to assist in navigating and pruning the menu tree. For
example, a server could perform complex relational searches by specified conditions
and generate a shortened menu or narrow the user's search in a large menu. The server
acts as a constantly available context-dependent help facility. The server is called upon
for suggestions, definitions of terms, and even directions. Likewise, online help in
computer menu selection is needed to provide context-dependent help.
Overall, the restaurant menu generates a powerful metaphor for human/computer
interaction. The user's understanding of the interface and proficiency in using it is for
the most part enhanced by the metaphor; however, at times it may also be limit thinking.
Norman and Draper (1987) caution that metaphors as mental models may fix the way in
which a user thinks about the interface. If the concept of a computer menu is limited to
restaurant menus, which are essentially single linear menus, it may be difficult to
understand how the selection of one item eliminates the availability of other items.
4.3.2 Schemata and Scripts. Metaphors transfer knowledge from one base or media to
another. Schemata attempt to capture the structural representation of knowledge. A
schema is a diagrammatic outline of something that conveys its essential characteristics.
One understands incoming information to the extent that it conforms to our schema or
ways of knowing. If it fits a predefined pattern, it can be understood and incorporated
into the knowledge base. If it doesn't, it is gibberish. Most information fits somewhere
inbetween perfect conformity and total chaos. Consequently, information is filtered and
modified by existing schema so that it fits with our understanding of things (Bartlett,
1932). Furthermore, missing information may be inferred as required by the schema.
For example, a schema for a menu requires that there are options, a method of selection,
and a result. When one encounters different types of menus, an attempt is made to
understand them in terms of the overriding menu schema. Pull-down menus become
meaningful when the user understands that options are displayed by selecting a pulldown from the menu bar and evoked by moving the cursor down to the desired item.
A special type of schema is the script (also called an event schema). A script is an
expected or stereotypical sequence of actions and events. Schank and Abelson (1977)
give an example of the restaurant script. They describe a normal pattern of actions as
listed in Figure 4.9. The stereotypical script, however, may vary from one instance to
another. For example, at a fast food restaurant, the script is changed so that one orders
the food and pays before being seated and eating. This sequence allows the customer to
leave with the food or right after finishing rather than having to wait for the check.

In the same way, computer users learn scripts for how one interacts with computers,
application programs, and particularly menus. Menu selection provides a simple script
for cognitive control: Read the options, decide on a selection, input the alternative, and
evaluate the result. The script varies somewhat for different menu structures but its
simplicity makes for a powerful and compelling user interface.
Scripts also apply to the wider context of a session of interaction to perform a task such
as working with a spreadsheet or a word processor. The script may start with how the
program opens files and initializes the environment; then how functions are performed;
and finally, how files are closed before one exits the program. Scripts not only help
users plan their actions, they also help to evaluate the course of action. The user has an
expectation of the proper flow of events. When they do not conform to those
expectations, the user knows that something is wrong. However, as with the restaurant,

certain variations are tolerated. Some programs require specification of a file name prior
to entering data rather than upon completion. Some programs also periodically save the
contents into this file during the session to prevent accidental loss due to system failure
while others require the user to explicitly save the file before exiting the program.
Experienced users acquire a number of scripts through their interaction with different
programs. Cognitive control of the interface is facilitated by well worn paths that
conform to these scripts. It is suggested that designers take advantage of prior
expectations of users. New programs that violate accepted scripts for whatever good
reasons may not be understood or accepted by users.
4.3.3 Cognitive Layouts of Menus. Mental models whether metaphors, schemata, or
scripts are in the mind of the user. Often they remain there dormant as the user muddles
along step by step or frame by frame without engaging any planning or problem solving
approach. Norman, Weldon, & Shneiderman (1986) have proposed that performance
may be facilitated if such user models take on a visual form that engages the appropriate
cognitive layout. Formally, a cognitive layout is defined as a mental representation of
the elements and relationships in a system that conform to a cognitive model of
operations and is tied to the surface layout of elements on the display. Norman et al.
give the example of the three box human memory model as one of many possible
cognitive layouts. Users may conceive of the system having a short term sensory store
(a buffer), a short term memory (working memory), and a long term memory (file
storage). When the surface layout of the system (its graphic representation) matches that
of the user's cognitive layout, the user's involvement with and understanding of the
system will be maximized. Norman et al. applied this idea to operation of multiple
windows and screens. Windows may promote the human memory model by displaying
incoming information in one window, working contents or clipboard information in
another window, and a directory of files in a third window.
In essence the graphic layout should engage the way in which the user conceptualizes
the operation of the program. The problem is that too often menus hide the organization
and structure of the tree rather than explicitly using it to the benefit of the interface. A
number of cognitive layouts present themselves as possible models for how the user
thinks of menu interaction. Each layout has its strengths and weaknesses. The particular
surface layout used to drive the interface may be able to emphasize the strengths and
make accommodations for the weaknesses.
A number of menu systems have used graphic layouts that have suggested different
types of metaphors. Several of these are discussed below.
Road Map. The cognitive layout of a menu selection system may be a map. As such the
user views menu traversal as navigation. The road map layout associates menu frames
with junctions in the road; alternatives are different locations or roads to those locations.
The user is engaged in the process of determining routes between points. Initially, the
user may search for possible routes by exploring alternatives branching out from the
current location. But one may also work backwards from the destination. In general,
search starts from highly familiar points and proceeds from there. Once a route has been
found and repeatedly used it becomes habitual and even when shortcuts may be
available. The value of the map is to display a graphic representation showing all of the
major locations and connectors. When implemented on a computer, there is an

additional advantage. The user may be able to select a point on the map and jump to that
location in the system. The map is itself merely large menu, but the cognitive model
conveyed is much more powerful since the user is aware of both the location and the
connections of items. Although the road map is appropriate for a number of systems,
only a few actually present a surface layout that conveys that idea. HyperCard(TM)
gives one instance of a road map layout in its help system (see Figure 4.10).

Tree. A related cognitive layout is that of a tree with branches or inversely a tree with
roots. These layouts confine the user's cognitive layout to a hierarchical menu. The tree
layout dictates directional menu traversal from a central node (the root) to increasing
levels of specificity. The directional nature of the tree is pervasive and is reinforced by
much of the terminology used in menu traversal. In many cases interaction may need to
be guided by the hierarchical nature of the database and it does not make sense to go
from one location to another without at least conceptually referring to the hierarchical
location of a node. In other cases, the hierarchy may be a superficial or arbitrary
clustering of items (e.g., a catalog of gift items). When this is the case, the hierarchy
may prove to be more of a burden that a strength. The general layout of the hierarchical
menu requires that the user back out of a branch and return to the root before traversing
back out to another branch.
Smorgasbord. Another layout it that of the Swedish Smorgasbord. All of the options
spread out before the user. There is clustering and organization of items, but anything
may be sampled. While there may be a linear layout of items, there is no sense of rigid
menu traversal, rather one of simultaneous availability. Other layouts make use of the
artist's pallet and the workers tool box. Parameter settings (hues, shades, fonts, lines,
etc.) are laid out in a meaningful order and are simultaneously available. Functions
(text, graphic objects, grabbers, etc.) are also laid out for direct selection. The major

strength of the smorgasbord layout is that experienced users learn the locations of items
and can make rapid selections despite the very large number of options that may be
available.
These layouts are by no means exhaustive of the number of cognitive layouts that may
be effectively used to engage the user. The challenge of good design is not so much to
invent new interfaces but to borrow existing cognitive layouts from the world of
common knowledge and thought.
4.4 Summary
Although the cognitive processing of the user imposes a number of limiting factors on
menu selection performance, that same ability to process and control is what drives the
interaction. The user must search for information, encode the meaning of alternatives,
assess the alternatives, make a choice and effect a response. All of these processes are
governed by the laws of human information processing. Good menu design takes into
consideration such human factors to increase speed and reduce errors.
At another level, however, the user enters not as a limiting force but as a driving force.
The user is a problem solver with goals, strategies, and styles of attack. As such, the
computer interface becomes a media for effecting solutions. Theories of human problem
solving suggest that the problem solver's understanding and representation of the
problem domain aids in solution. To this end good user interface design should convey a
sense of meaning and engage schemata that lend themselves to solutions of the tasks
being performed.

Chapter 5
Research Issues and Methods in Menu Selection
It is one thing to generate theory. It is another thing to prove it. When it comes to theory
that involves human behavior, verification cannot rest on intuition, argument, or
opinion. Instead verification must rest on the bench of empirical research. In the arena
of human/computer interaction it is all too easy to generate theory, principles, and
guidelines and to apply them without restraint. Although intuition aids in good design,
there are many cases in which the best design is initially counter intuitive even to
experts in the field. Research in the form of controlled laboratory experiments,
observation in usability labs, and even field observations is needed to verify decisions
about design options. Furthermore, research is needed to generate theory and to discover
general principles in design.
This chapter emphasizes the importance of research based on systematic experiments
involving human subjects. It is conceded that such research is difficult, costly, and time
consuming. However, it is argued that menu design in the absence of empirical research
spells disaster. Two examples of lack of verification will be discussed.

A number of issues central to empirical research will be discussed as they pertain to


studies of menu selection. The first question is how to provident reliable, valid, and
efficient results. The issues of statistical reliability and generality will be discussed.
Second, the principles of experimental design will be presented along with the unique
problems faced in human/computer interaction research. Finally, the issue of efficiency
of design and statistical power will be discussed.
The material in this chapter is not meant as a review of statistical methods. A familiarity
with statistics is assumed. Rather it is meant to elucidate particular issues and to
motivate researchers to conduct more and better experiments.
5.1 Intuition and Data in Conflict
Design in the absence of data results in arbitrary, capricious, and uninformed decisions.
Of course, such decisions have to be made. Production deadlines force the designer to
operate on intuition rather than data when established guidelines do not exist. The result
is uncertain and the cost of design errors varies due to type and severity. Five different
types of errors are defined below:
(a) Undetected Positive Feature: The designer may not realize that some factor has an
effect either positive or negative on performance. Since the factor is not viewed as
relevant, an arbitrary level may be selected that has a positive effect. Since enumerable
design decisions are made for any menu system, it stands to reason that designers must
make some good decisions. The problem is that they may not realize when they have hit
upon an important feature. It may well be that the positive nature of a feature may only
be discovered when it is changed or omitted in subsequent versions of the software.
(b) Undetected Negative Feature: Again, the designer may not realize that a factor has
an effect, but in this case, may arbitrarily select a level that has a negative effect. It may
only be after successive usability testing or field observation that the negative feature is
detected and changed.
(b) False Relevance: The designer may think that some factor has an effect when it is
actually irrelevant. Although design decisions along such factors do not affect behavior,
they may affect cost. Much time and effort may be expended to provide a feature that
has little or no benefit.
(c) False Positive Feature: The designer may think that a design option has a positive
effect when in actuality it is negative. This is often the result of designers thinking that
users think like they do. But what is good for the expert may be bad for the novice and
vice versa.
(d) Missed Positive Feature: Finally, the designer may totally miss a feature that could
have a positive effect on performance.
All but the first of these errors result in negative outcomes and could be avoided by
careful research. However, as noted, there is little time for empirical research at the
point of design although some have run studies on crucial design questions. Rather, the
time for research is prior to design in an effort to establish a literature that will answer

design questions as they arise. Such a literature may also be used to generate guidelines
and design principles.
The central question is how to build such a literature. In essence the answer lay in what
research questions to ask. Basic research progresses from question, "Does Factor X
have an effect on Performance Y?" Such questions arise either from theories about
human/computer interaction that postulate the effects of factors on behavior or from
lists of design features that could have an effect. In the first case research is theory
driven, in the second it is design driven. In either case, the effect must be subjected to
empirical test or it remains in the realm of intuition.
5.2 Replicability
Empirical research demands replicability. If the same result cannot be replicated, the
conclusion is not valid. Replicability adds inductive support to the conclusion.
Anecdotal evidence and single case studies lack replicability. They constitute one
instance without corroborating evidence. Empirical evidence must be provided that the
results have predictive power and application beyond the one case at hand.
Consider a comparison between two systems A and B. Imagine that only two users 1
and 2 are randomly sampled and each assigned to one system. Now suppose that User 1
on System A performed better than User 2 on System B. The advantage could be due to
the fact that (a) System A is superior to System B, (b) User 1 is more proficient than
User 2, or (c) User 1 happens to work better on System A and/or User 2 happens to
work better on System B. The problem is that the difference cannot be unambiguously
ascribed to a system advantage. The question is whether the same advantage would
remain if two more users were randomly sampled and assigned to groups. When
additional observations corroboarate the result, one's confidence in the conclusion is
increased. The question is "How much?"
Statistical theory provides an estimate of replicability within a population. The
significance level of a test indicates the probability that the result was due to sampling
variation rather than a true effect. For example, consider that the means of two groups
are compared and a p-value of .01 is reported for significance. One would be assured
that a difference of this size or greater would occur only one time out of a hundred when
no true (repeatable) difference exists. The power of a statistical test is defined as the
probability that a result is significant when indeed there is a true difference in the
population. Statistical power is gained by increasing the number of observations. In
general, this means increasing the number of users tested in the experiment or by
repeating observations on the same user.
Another form of replicability occurs across experiments. One researcher may find that
Condition A results in better performance than Condition B. However, another
researcher runs a similar study and does not replicate the finding. Such a result raises
interesting questions. It could be that the first study was in error and that no true
difference exists. Additional research is required to resolve the conflict. On the other
hand, it could be that some difference existed between the two studies that resulted in
the discrepancy (e.g., different levels of user experience, different equipment, different
tasks, etc.). Subsequent research is required in which additional factors are varied to see

when the effect occurs and when it does not. These studies investigate moderating
factors and interactions of factors.
But to the extent that results are replicated in different experiments, by different
researchers, and under somewhat different conditions, the effect under investigation is
said to be robust. Robust effects are extremely important because they are most likely to
impact the performance of current design. In addition, procedures have been developed
to combine results from a number of experiments to generate a "meta-analysis" of the
effect (e.g., Hedges, 1985; Hunter, 1982). Meta-analyses are often useful in resolving
discrepancies among studies when they catagorize studies by factors that were not
initially varied in any one experiment. One result may have occurred, for example, in
studies using only novice users and a different result in studies using only experienced
users. Thus, meta-analytic procedures may uncover issues not originally considered by
the researchers.
5.3 Importance of the Result
Just because a factor has a reliable effect it does not necessarily mean that it has a big
effect on performance or should have great impact on design. It all depends on the size
of the effect and its frequency of occurance. Effect size may be measured in two ways.
It may be measured in terms of absolute magnitude. For example, the difference in user
response time between one menu layout and another may be only be 100 ms. If the
menu is accessed only a few times in a session, the effect is certainly not an important
one. However, if the difference were 1 second and the menu was accessed hundreds of
times, the impact would be more substantial. Effects which are measured in terms of
time, number of transactions, or precent error can be easily translated into impact.
Furthermore, one can gauge the importance of the effect by percent improvement. A
menu organization which reduces selection error by 15% can be directly compared to
others.
Effect size is also gauged against total variability in performance. Total variability is the
sum of all effects due to differences among conditions and users. Effect size can be
defined as the observed difference divided the population standard deviation (Cohen,
1977). An effect of size .2 is said to be a small effect, .5 a medium effect, and .8 a large
effect.
Small Effects: An effect may be small either because it truly has a minor effect on
performance or because the experimental conditions tested only subtle variations (e.g.,
font size of 10 vs 12 rather than 10 vs 24). If small effects are the result of subtle
variations in conditions, it suggests that a large effect may surface when conditions
differ to a greater degree. Furthermore, it must be remembered that even though an
effect may truly be small, its cumulative impact on system design can be substantial if
there is a high frequency of occurance. Finally, the fact that an effect exists no matter
what its size, is important from a theoretical standpoint in that it reveals something
about the cognitive processing of the user.
Medium Effects: Most experimental results seem to produce effects in the moderate
range. These are often the design features that must be carefully traded off against time
and cost, aspects of productivity, and throughput of work. A number of medium effects
can work together to gain an overall advantage.

Large effects: Large effects must always be considered. To the extent that a new feature
results in a substantial improvement in performance, it is worth effort. These are the
effects that will help to drive technology and design change. There are large effects,
however, that the designer can do little about. It would be nice to design a system in
which the users are immediately trained experts. In practice, one has to live with some
large effects. Furthermore, some large effects are reported in the literature that do not
bear on design. The experiment may have compared a reasonable design with a severly
crippled version to illustrate a point. For example, a large effect in search time may be
found using an alphabetic listing of names versus a randomly ordered listing. Hopefully,
no designer would consider using the random order.
5.4 Generalization of Results
It has been noted in previous chapters that subject variables, task variables, and system
variables all affect performance. Statistical theory stringently limits the generality of the
results to the same subject population sampled, the same experimental conditions, and
the same fixed levels of the independent variables. Strict adherence to this requirement
would make all research futile. Instead, a principle of reasonable generalization must be
adopted. Results from one class of users may be generalized to a similar class of the
users. Results from one type of task may be generalized to a similar type of task.
Results from one set of experimental conditions may be generalized to a similar set of
conditions. But it should be clear that one cannot generalize results found using a group
of novice users to a group of experienced users without empirical evidence that the
same results obtain for both groups.
Table 5.1 lists a number of variables that should be considered when one attempts to
generalize results. This list is by no means exhaustive. Any specific experiment can only
manipulate a small number of these variables. The rest are typically fixed at some
arbitrary value. The question is whether the effect will be same at different levels of
other variables. If so, then the results are robust and can be generalized to other
conditions. If not, additional experiments are needed to investigate the limits of
generalizability.
The insightful researcher must ascertain the relative impact and importance conditions
and the way in which they may attenuate or mitigate the effects of other variables. First,
the generalizability of results is increased if the experimenter arranges the experimental
conditions to be most similar to the conditions to which the results are to be applied,
that is, standard equipment is used, similar users, typical task demands, etc. The
experiment is said to be ecological valid if the conditions in the laboratory simulate the
real world conditions or ecology (Neisser, 1976).
Table 5.1
Classes of User, Task, and System Variables that Should Be Considered in
Generalization

User Classes
o Experience (knowledge, understanding, automaticity, etc.)
o Skills (typing, clerical, writing, drawing, motor, visual, etc. )

Motivation (achievement, excitation level, etc.)


Personality (style, temperment, etc.)
Task Conditions
o Knowledge domain (structure, concreteness, richness, etc.)
o Definition (problem definition, types of targets, restrictions on solution)
o Demands (time pressure, costs of errors, etc.)
System Conditions
o Input Devices (keyboard, mouse, etc.)
o Display Devices (monitor, audio, etc.)
Environmental Conditions
o Social/Organization (audience, status, role, etc.)
o Physical (lighting, sound, etc.)
o
o

In order to generalize the results from a specific experiment to a design situation, a


number of steps must be considered. These steps are outlined in the following four
questions:
* What are the specific conditions (Source Conditions) under which the empirical
results were obtained?
* To what extent can these specific conditions be assumed to generalize to a wider set of
conditions (Generalized Conditions) and how robust are the empirical results
(Generalizability Factor)?
* What are the specific conditions (Target Conditions) to which the empirical results are
to be applied?
* To what extent are the specific conditions in the application subsumed by the wider
set? (Applicability Factor)
Figure 5.1 shows a schematic of the generalization process. The box on the left hand
side symbolizes the specific conditions of the experiment. The set of boxes in the
middle symbolize equivalence classes for the original conditions. Finally, the box at the
right hand side symbolizes the set of conditions to which the results are applied.

5.5 Experimental Designs


Experimental design is concerned with the assignment of cases to conditions.
Assignment is made in such a way that confounding factors, called nuisance variables,
are systematically controlled or cancelled out while allowing true effects to be clearly
ascribed to the independent variables of interest. Experimental design is very complex
topic and beyond the scope of the present discussion. Nevertheless, a few key issues
will be presented as they relate to experimental research on menu selection.
In a typical experiment on menu selection one or more design features are selected and
varied systematically to create treatment conditions. There are two basic ways of
assigning treatments to subjects. In a between subjects design (also called a "completely
randomized design") treatment levels are assigned to independent groups of subjects
(see the left panel of Figure 5.2). In a within subjects design (also called a "randomized
block" or "repeated measures" design) the treatment levels are assigned to the same
subjects, that is, the subject participates in multiple treatments (see the right panel of
Figure 5.2). The advantage of the within subjects design is that performance of
individual subjects in one condition can be directly compared to their performance in
another. In a sense, subjects serve as their own baseline or control. The between subjects
design has less statistical power because comparisons are made between two
independent groups of subjects.

Unfortunately, the within subject design is not without problems. Since each subject
participates in several conditions, differences may be due to practice and/or sequence
effects. Subjects may get better with practice so that the second treatment has a order
advantage. The second panel of Figure 5.2 illustrates this case. One does not know if the
4 point advantage for System B is due to the system or to being second. This problem
can in general be controlled by counterbalancing treatments orders. Half of the subjects
work with System A first and System B second. The other half work with System B first
and System A second. Essentially, order of treatment is added as a between subjects
factor in the design. The left panel of Figure 5.3 shows how order is added to the design.
In these data there is a 2 point difference due to System and a 2 point difference due to
order.

Sequence effects occur if there is a advantage or disadvantage to participating in one


condition before the other. Directional transfer of training and contrast effects can cause
sequence effects. For example, in working with System A first, the user may gain a full
understanding of the task which subsequently results in good performance on System B.
However, in working with System B first, the user may become confused which
subsequently results in poor performance on System A. The right panel of Figure 5.3
illustrates the problem with such a system by order interaction. Overall, there is no
difference in the means for the two systems and no difference due to order. However,
there is a two point difference between the Sequence A-B and B-A. When this occurs
the only clear indication that one system is superior to the other is in first session
performance. The experimenter must fall back on a between subjects comparison using
only first session performance. Thus, in the first session data, one can see the 2 point
difference due to system.
Between subjects designs should be used when one wants to exclude any transfer of
information or practice from one condition to another. It is often the case, that the same
test material or database is used to assess performance on different systems. A between

subjects design allows the experimenter to use that same database and test questions. A
within subjects design requires different databases and test materials for each system.
Unless, the databases and test materials are matched, they must also be counterbalanced
for order effects. Figure 5.4 shows the layout for such a design. The analysis of such
designs and the interpretation of the results becomes more and more complex due to the
three-way interaction of order by system by material.

Within subject designs are particularly called for when one is interested in practice
effects and effects due to time. Mixed designs are used when learning curves are
compared between two different systems. Sucessive practice is varied as a within
subject factor and system is varied as a between subjects factor.
Within subject designs are also required when users are asked to make comparison
among different systems. In order to rate systems, users must be familiar with them

prior to the ratings. Ratings made using between subjects designs are made in isolation
and are often insensitive to true system characteristics and biased by prior expectations.
5.5 Summary
There are many other issues to consider in the design of experiments. The serious
researcher must have a background of statistics and experimental design courses to do
good work. The issues are complex and the best design is not always intuitively
obvious. Every experiment seems to have its unique set of problems and requires a well
thoughtout design.
The serious reader of empirical literature must also be knowledgable of statistical issues
and experimental design and be critical of the results. Rather than expecting the author's
conclusions at face value, the reader should ask the questions: Are the results reliable?
Are they valid or confounded by other variables? How far can they be generalized?
The research reported in the following chapters must be subjected to the same questions.
Although reported in leading journals and conducted by respected researchers, one must
nevertheless, view all results with a healthy degree of scepticism. As noted earlier, it is
all too easy to write guidelines on the basis of intuition. It may be even more dangerous
to write them armed with only a little knowledge.

Chapter 6
Formatting and Phrasing the Menu
Although it is often the last thing to be considered by the software designer, the
appearance and intelligibility of the screen display is the first thing to be assessed by the
user. "What is it telling me? What does it mean? What does it expect me to do?" are all
questions that the user is likely to ask on first encountering the system. One may brush
off these questions and say that after the user has worked with the system long enough,
everything will make sense. But this is not always true. Experienced users have even
more telling questions: "Why is that phrase used when it's not performing that function
at all? Why is the screen organized this way? Why do I keeping making the same error
over and over again?" In general, users can adapt to a less than optimal human/computer
interface, but it is always at the expense of training time and cognitive effort. When
these are in short supply, interface design is critical.
Screen display and the formatting of a menu frame is an art. The phrasing of stems,
leaves and other information in the menu frame is a wordsmithing activity that without
proper attention can lead to many problems. Fortunately, a growing body of literature in
cognitive psychology and more directly in ergonomic research is helping to define the
factors of menu design and to set guidelines for "do's and don't's" in designing menus.
Many of these guidelines and the research supporting them will be reviewed in this
chapter.
6.1 Formatting the Menu Frame

The purpose of a well-designed menu frame is to convey information to the user in the
most efficient manner possible. It must be remembered that users read and search for
information with expectations. They do not necessarily read the menu frame word-byword from the beginning. Rather they scan it and are highly influenced by its
organization and layout. It follows that organization and layout should facilitate the
search process rather than work against it.
Much has been written about screen display in computer systems (e.g., Galitz, 1981;
Cropper & Evans, 1968; Engel & Granda, 1975; Foley, Wallace, & Chan, 1984;
Mitchell, 1983; Peterson, 1979; Shurtleff, 1980; Tullis, 1981, 1983). Many of these
references serve as excellent guides for designing menus.
In terms of menu display, the designer must decide what information to display, in what
form, and where. As seen in Chapter 2, menus include information about the context,
the stem and leaves of the choice options, and response and feedback information.
6.1.1 Amount of Information per Screen. The first decision that must be made has to
do with how much information should be displayed. Most guidelines in the literature
suggest that only information essential to the user's needs should be displayed.
Irrelevant information clutters up the screen and makes it more difficult and time
consuming for the user to locate the option that he desires. The problem is knowing
what the user needs and determining what is irrelevant vs. what is necessary.
The designer must contend with a set of tradeoffs:
Amount of Information vs. Scan/Reading Time. The more information, the more difficult
and time consuming it is to search for target information and to read the information.
Research in human information processing indicates the obvious: it takes longer to
search for a word as the amount of surrounding information increases. When time is a
critical factor in performance, brevity of the menu is essential in reducing human
processing time. Furthermore, readability is affected by the density of text on the screen.
It is suggested that no more than 30% of the available character spaces on the screen
should be used (Danchak, 1976; Poulton & Brown, 1968; Ramsey & Atwood, 1979).
Level of Experience vs. Need for Explanation. The less familiar the user is with the
system, the more detailed the explanations need to be of menu options. Menus need to
be information rich for novices. The implication is that performance will be slow, but
this is generally not a major concern for novices and casual users. On the other hand,
menus may be information lean for experienced users. The terms serve only as cues to
jog the memory of the user and to indicate the allowable options at the current state.
Furthermore, the speed of scanning and selection is a function of the training of the user.
In terms of the theory of cognitive control, the experienced user has acquired sufficient
knowledge about the system so that information flow from the computer to the user is
no longer necessary.
Amount of Information per Screen vs. Number of Screens. The less information
presented per screenful, the more screens that are necessary. One of the major concepts
in menu systems is to subdivide information and user control into a network of screens.
Typically, when all of the information and options do not fit on one screen, the designer
divides the menu into two or more screens. Ultimately, this leads to the depth vs.

breadth tradeoff which will be discussed in a later chapter. At this point it is sufficient to
say that when screens must be subdivided, it adds to the cognitive complexity of the
system. Performance of both novice users and experienced users is lowered due to the
added steps necessary to access additional screens. This problem is alleviated in part by
larger screens or multiple screens displaying longer menus, but then one must contend
again with the first trade-off having to do with scanning and reading time.
6.1.2 Focusing Attention on the Menu. Principles of good screen layout may be
derived from theories of perception in Gestalt psychology and more recently cognitive
psychology. One of the basic processes in perception is the segmentation of the field
into figure and ground. The figure contains those objects that are the focus of attention;
whereas, the background is amorphous and undifferentiated. Studies in visual
perception, indicate that the figure-ground distinction is the first and most fundamental
aspect to be perceived in a display. However, the figure-ground distinction may vary
with the stimulus. At one extreme, figure-ground may be a potent aspect of the display
that forces the viewer to perceive one area as figure and the rest as ground. On the other
hand, the distinction may be weak and driven primarily by the current need state of the
viewer. For some displays, we are quite capable of totally reversing figure and ground
or of refocusing attention to generate new segmentations of the field.
When a user is accessing a menu, the menu becomes the figure and the rest of the
screen, which may be displaying previous output becomes the background. Although
the focus of attention is on the foreground, the background can either serve to enhance
this focus or to distract from it. Figure 6.1 illustrates three levels of figure-ground
distraction for a pull down menu.

When a gray background is used as in the top panel in Figure 6.1, figure-ground
segmentation is maximized; when other information clutters the background as in the
middle panel, segmentation is reduced; and when the information in the background is
similar to the figure as in the bottom panel, segmentation is minimal. Systems
supporting the cluttered desktop metaphor can suffer from figure-ground ambiguity.
Fortunately, the figure-ground distinction can be enhanced by the proper use of graphic
devices such as borders, highlighting, overlapping, graying out, colors, etc.
6.1.3 Perceptual Grouping. Perceptual grouping is an important process that aids in
interpreting what something is and its relationship to other objects in the field.

Characteristics of the objects themselves suggest an organization of the field of view.


We perceive objects that are similar in appearance or close in proximity as belonging
together. Such perceptual grouping affects subsequent processing of the information in
terms of the meaningfulness and expectations regarding functions. These concepts may
be effectively used in menu design; or if not attended to, perceptual effects can be quite
detrimental.
Studies have found that spatial proximity of options in a menu affect the grouping of
items in the long term memory of the user. Items may be "chunked" together. Chunking
is the cognitive process of storing/retrieving a set of items as a unit. For example, single
letters may be chunked as a word, and words may be chunked as a sentence. Card
(1982) used a recall test in order to assess the chunking process in menu selection. After
a series of search trials using an 18 item menu with boxes containing 2 to 4 items,
subjects were asked to write down all of the items that they could remember. When
items are recalled from memory, items that are in the same chunk tend to be recalled
together with a short time interval between recall. Items in different chunks tend to be
separated by a longer time interval. Card found that items next to each other or in the
same box in the list tended to be clustered together in recall.
Similarity of appearance also leads to perceptual grouping. Items may be similar in
phrasing or in graphic shape. One menu uses the items "SAVE" and "SAVE AS ..." The
first option saves the current memory buffer by writing over a file that had been
previously opened thus destroying the old contents. The second option saves the current
memory buffer by opening a new file and writing to it while doing nothing on the old
file. The similar phrasing of the items helps the user to group them together as having a
similar function with respect to writing the memory buffer to a file. It may be
detrimental, however, by obscuring the effect on the old file. The user often has to learn
such subtle distinctions the hard way.
Spacing of alternatives can lead to perceptual grouping and has a strong effect on visual
search. In their study of menu selection using large menus of 64 items, Parkinson,
Sisson, and Snowberry (1985) compared menus having either no spacing between
category groups or having one additional space between groups. Menus with the
additional space were searched in 25% less time. It is interesting to note that this
difference was not substantially reduced with practice. Perceptual grouping induced by
spacing seems to have several beneficial effects. First, it appears that grouping helps
users to recognize the type of organization and structure of the list (e.g., organization by
alphabetical or natural categories). Second, perceptual grouping allows the user to mark
and locate the beginning and ending of groups when visually scanning for target items.
Menu systems that display icons can also make good use of perceptual grouping.
Scanning and perceptual grouping is often enhanced by graphic images. Figure 6.3
shows the effect of adding icons. In the top panel the names of 12 files are displayed.
The bottom panel adds icons indicating the type of file. It is expected that search time
for selecting files with the icons will be faster than without the icons even though files
in both cases are clustered by type. Icons serve to add perceptual features that aid in
grouping and search processes.

6.1.4 Menu Context. Screen design involves setting a context in which the items are
perceived and interpreted. Two types of context must be considered. A "sensory"
context is set by the background and explicit context information displayed. The
recognition and meaning of items in the list are affected by this surrounding
information. A "nonsensory" context is set by previous events remembered by the user
and by his current task and goal states. In a bibliographic search, for example, sensory
context may be established by displaying that the user has located a set of 10
bibliographic citations by a title search and that menu options refer to this set. The
nonsensory context of the user may be that he is searching for a particular book and he
has not been able to locate it by an author search.
The interpretation of menu items and their consequences are highly influenced by the
context. Terms such as "list", "print", "kill", "find", "change", "load" are highly context
dependent. "List" may refer to a command to display a listing of a program or it may
refer to a list of words. The problem is that words are often ambiguous outside of a clear
context. For terms such as these, the user must disambiguate the meaning on the basis of
their frequency of use and the recency with which a particular meaning was evoked
(Anderson, 1988). The point is that menu systems must provide sufficient context for
the users to easily disambiguate the meaning of the menu items.

Context that relies on nonsensory mechanisms is often unpredictable. Consequently,


guidelines suggest that every screen explicitly display the user's last selection which led
to the current screen or state of the system in order to aid in a step-wise refinement of
the interpretation of items. For example, a search through a hierarchical database of
employees in an organization may retain the context by adding to the title after each
menu selection in the following manner:

West Coast
West Coast Sales Division
West Coast Sales Division Manager
West Coast Sales Division Manager of Government Services

Although theory would predict a beneficial effect of having menu titles, the empirical
results are marginal. The effect of menu titles was investigated in a study by Gray
(1986). Subjects searched a hierarchical menu of animals, machines, and plants for 20
target words. A symmetric 34 hierarchical menu was used. In one condition, titles were
stacked following each choice. In the control condition sub-menus did not have titles.
Overall the menu traversal times were not significantly different . Furthermore, the total
number of errors (incorrect choices at each level) did not differ significantly between
conditions. However, when looking at the number of incorrect choices at each level in
the tree, Gray suggests that sub-menu titles may have helped to reduce errors at Levels 3
and 4 of the hierarchy. The group with titles made 40% of their errors at Levels 3 and 4
while the group without titles made 59% of their errors at Levels 3 and 4. At Levels 1
and 2 titles may have been only one more piece of information to process. However as
depth increased, the menu title may have served to maintain context. While suggestive,
these results are not reliable due to the small number of subjects per group (7 subjects
per group) and the level of significance used.
6.1.5 Ordering of Menu Items. What is the best order of the items in a menu? There
are three major purposes behind the ordering of items. The first is to facilitate search for
an item in a list. When items are organized along some characteristic or dimension, the
user's search strategy can use that information to locate items faster. Alphabetic ordering
helps the user know approximately where to look in a list for a word. The second is to
convey additional information about the structure and relationships among the items.
This information may aid in helping make choices by knowing the similarities and
dissimilarities among items. The third is merely to agree with the user's inferred
ordering so as not to disrupt cognitive processing by creating dissonance between the
user's knowledge base and the system's knowledge base. Items may be organized
according to a number of characteristics.
Random Order. As a baseline, we will consider the case of no perceived organization.
For all intents and purposes, the list appears to be random. There may be some
underlying software rationale for the order depending on system constraints, but the
reason for this order is not apparent to the user and has nothing to do directly with the
human/computer interface. For example, the order of desk accessories on the Apple
Macintosh is determined by tool priorities. The user can generate no algorithm to
facilitate search other than a rote memorization of item position. However, it should be
mentioned that frequent users of systems quickly acquire a knowledge of the spatial
location of items in a randomly ordered (but constant) list. Card (1982) and others have
shown that differences in performance due to the organization of the items are reduced

or eliminated entirely with practice. Subjects apparently learn the organization, albeit
random, and know where to look for items in the list. Consequently, the detrimental
effects of random order, are observed when the user has not yet gained extended
familiarity with the items or when a different random order occurs every time the menu
is viewed.
Alphabetic Ordering. An alphabetic ordering of alternatives may be used when there is
a particular keyword, command name, or title that can be meaningfully alphabetized and
scanned.
Numeric Ordering. Numeric ordering can be used for the selection of alternatives that
are associated with numbers such as type size, baud rate, and number of copies.
Chronologic Ordering. Items that refer to dates and times may be ordered from oldest to
newest. For example, articles in a news service, entries on an electronic bulletin board,
and the list of months may be chronologically ordered.
Frequency of Use. Items may be ordered by frequency of use with often used options
listed first and infrequent options listed last. Frequency of use may be determined a
priori by a logical analysis of the typical tasks or a posteriori from observed frequency
of use.
Sequential Processing Order. Items may be listed according to their inferred order in a
process or according to a cognitive ordering of items. The items "OPEN FILE", "ADD
RECORD","CHANGE RECORD","DELETE RECORD","CLOSE FILE","QUIT"
imply a logical ordering of steps. The task analysis not only dictates the functions that
are required but also their usual order of operation. Cognitive order refers to the order
that users would list items. For example, in a news network the items "WORLD",
"NATIONAL", "STATE", "LOCAL" are ordered in terms of an underlying dimension of
scope.
Semantic Similarity Ordering. Items may be ordered in terms of some semantic
dimension such as impact, reversibility, potency, etc. Items that are most similar appear
close to each other in the list. For example, a menu of style of type may be ordered in
terms of emphasis: Plain, Underlined, Italicized, Bold. Parkinson et al. (1985) give an
example of semantic ordering in which words sharing the most semantic features are
presented adjacent to each other. For the category of topography the order of the
following names would be: Mojave, Sahara, Everest, Matterhorn, Atlantic, Pacific,
Huron, Erie. The first four are land areas consisting of two deserts and two mountains.
The last four are bodies of water consisting of two oceans and two lakes.
Categorical Grouping. Items may be categorized and then ordered within groups
according to the characteristics listed above. Categorization operates on the similarities
and dissimilarities of the items. Categorization allows for hierarchical search and
decision processes on the part of the user as discussed in Chapter 3. Designers must also
consider that categories and items within categories must themselves be ordered.
The order of items in a menu should be consistent with the expectations and cognitive
order held by the user. When the menu order is incongruent with the cognitive order, it
makes it difficult for the user to locate items. Alphabetic order clearly reduces search

time in many listed, but imagine the confusion in searching an alphabetized list of
months, days, or numerals:
Select the month in
Select the day on
Select a numeral:
which you were born: which you were born:
1 April
2 August
3 December
4 February
5 January
6 July
7 June
8 March
9 May
10 November
11 October
12 September

1 Friday
2 Monday
3 Saturday
4 Sunday
5 Thursday
6 Tuesday
7 Wednesday

1 Eight
2 Five
3 Four
4 Nine
5 One
6 Seven
7 Six
8 Three
9 Two
10 Zero

The effects of menu organization on search time and on learning have been studied by a
number of researchers. The results have been mixed due to additional factors such as the
number of items in the list, type of search task, and experience of the subjects.
One clear finding, however, is that alphabetic and categorical ordering are superior to
random ordering. What is not clear is the relative advantage of alphabetic vs. categorical
ordering. The Card (1982) found that for menus of 18 items in a visual search task, there
was an advantage of alphabetic ordering over a condition with categorical ordering and
a condition with random ordering. On the other hand, for a 16 item list, Liebelt,
McDonald, Stone, & Karat (1982) found a slight advantage for categorical organization
over alphabetical and random orderings. However, the difference was not statistically
reliable.
Often items are displayed according to several ordering schemes at once. Items may be
grouped and then alphabetized or ranked in some way within groups. One study
illustrates the importance of forming major groupings of items. McDonald, Stone, and
Liebelt (1983) formed categorical groups with either similarity, alphabetical, or random
ordering within groups. Menus consisted of 64 items arranged in 4 columns of 16 items.
In three conditions, the four lists were categorized by food, animals, minerals, and
cities. In Condition CC, the four lists were further ordered by obtaining similarity
ratings and ordering the terms using multidimensional scaling and hierarchical
clustering techniques. In Condition CA, the four lists were alphabetized, and in
Condition CR the items were random. Two other conditions mixed the categories.
Condition A displayed a complete alphabetic ordering of the 64 items and Condition R a
random order of all items. A second factor in the experiment was of interest. Half of the
subjects were shown the explicit word to search for and the other half were shown a
single-line dictionary definition. The task was to locate the item on the display screen
and press the key corresponding to the identification letters displayed immediately to its
left. The identification letters were randomly assigned to items on each trial to prevent
memory association that would circumvent the search process. Subjects were obtained

from a temporary employment agency for secretarial help. Response time was measured
over a series of 5 blocks of 64 trials. Figure 6.3 shows the results.

Overall subjects that were given definitions took longer to respond than subjects given
the explicit word. Organization of the list had a significant effect on response time. For
the explicit word, random ordering was much worse than any other conditions. Subjects
were able to perform quickly in all of the categorical conditions and the alphabetized
list. It would seem that once the subject identified the category and scanned the column
of 16 items, order within the column was not an important factor. On the other hand, for
the definitions, the categorical ordering (CC) was slightly superior to the alphabetized
or randomized categories. The alphabetic and random lists led to the longest response
times with the alphabetic condition only slightly superior to the random order. This
result is important since users may or may not be searching for an exact word match.
When they are searching for an item to satisfy a definition (or a command to perform a
function), categorical ordering is important.
One would expect that the ordering of the list would become increasingly important as
the length of the list gets longer. Perlman (1984) found this to be true. He varied the
length of the list to have 5, 10, 15, or 20 items. The items were in one case the numbers
1 to 20 and in another case words beginning with the letters "a" to "t". The lists were
either sorted or random. Four groups of 8 subjects searched either sorted words, sorted
numbers, random words, or random numbers. Each subject searched all different list
lengths. The target number or word was shown on the screen and the subject then
searched for the item and then pressed the key corresponding to the item. Figure 6.4
shows the results. Response time increased with the length of the list. Response times
for sorted items were shorter than for random items and for numbers than words. What

is interesting about these results is the interaction between the list length and the type of
list searched. When lists are sorted, the increase due to list length is less that when lists
are random. This suggests that when menus include a lot of items, it is extremely
important that the designer consider organization of the list in order to reduce search
time.

It is not clear, however, whether alphabetic or semantic organization results in superior


performance. Parkinson et al. (1985) found little difference in search time between
alphabetic and semantic organization within categories of words when the categories
were sufficiently separated by spacing. This is an important finding for designers since
alphabetic ordering is easy to achieve while semantic ordering requires extensive
pretesting. On the other hand it should be pointed out that if the designer wishes to
convey a mental model of the system, semantic ordering may help to achieve this
objective. For example, in command specification Parkinson et al. point out that given
the task of executing a set of functions using a menu of commands, naive users would
probably learn the system more efficiently if the commands for similar functions were
grouped together in the display.
6.1.6 Orientation of the List. Generally, lists of options have been displayed in a
vertical list (columns) rather than a horizontal one (rows). The question is whether the
vertical or tabular listing is indeed superior to a single horizontal line listing. Single line
listing saves space on the screen. In cases where the user input is an associated letter or
number, one might expect the tabular arrangement to be superior. In the case of touch
screen or pointing device, it is not clear. In cases where the single line listing is used,
items are generally very brief and often single character options as in the following
menu from an electronic bulletin board:
Option (A/T/D/E/T)?
In a study of menu preference by Norman (1987), computer science majors indicated a
preference for single line listings of commands as opposed to a tabular listing. On the
other hand, non-computer science students preferred a tabular listing.

In a study on the organization of items in large menus of 64 items, Parkinson, Sisson,


and Snowberry (1985) compared category groupings arranged by column versus row.
Menus with categories arranged in columns were searched in approximately 25% less
time (1 sec faster) than menus with categories arranged in rows. From these results,
visual search for targets appears to be substantially facilitated by column presentation.
However, it must be noted that this finding is currently limited to large menus and to the
particular configuration chosen by Parkinson et al. In their experiment all menus
consisted of 64 words listed in four columns of 16. Eight words were chosen from each
of eight natural categories and arranged in either columns (two categories per column)
or rows (2 adjacent rows per category). This arrangement implies that given a target in
the menu organized by column, subjects first located the correct category in a 2 x 4
array of categories and then scanned down to find the target within the category to
locate the two digit response code for the item. In the case of menus organized by row,
subjects first located the category in a vertical array of 8 categories, and then scanned 2
rows of 4 items to find the target. It is likely that having categories split on two rows
slowed down the search due to the time to jump from line to line as well as from
column to column when searching for a word within a category.
This interpretation is further suggested by the results from two alphabetized menus also
used in the same study. In one menu, words were alphabetized from top-to-bottom by
column and in the other from left-to-right by row. The difference in search time between
these two menus was of approximately the same size as for categorical menus.
Furthermore, Parkinson et al. note that the row versus column effects may have been
confounded by the fact that more space separated words in adjacent columns than in
adjacent rows. All this strongly suggests that it was not simply row versus column
organization that led to the effect, but that the visual search distance and the number of
jumps to reposition each search within categories accounted for the differences.
Although it is not yet clear that row arrangement is itself detrimental, it is clear that
large differences in performance can be due to column versus row arrangement of
menus. At present the results suggest that designers should attempt to arrange items so
as to minimize visual search distance and the need to jump from one location to another
when searching within the same category.
The issue of row versus column presentation is important in systems with pull down
menus. Such systems generally display a menu bar which is a horizontal menu listing of
vertical pull-down menus. In essence they alternate horizontal and vertical arrays. This
idea can be extended as an effective way of handling successive depth of a menu while
maintaining context. An example of this is shown in Figure 6.5 for a hierarchical tree of
languages having a maximum depth of 5. Menu nodes shown in reverse video indicate
the selected path.

At present little is known about the use of alternating menus. However, one would
expect that with the use of a pointing device such as a mouse, the selection process is
much like tracing a route in a maze. As such it will be highly spatial in character and
affected by psychomotor processes.
6.1.7 Fixed vs. Variable Format. The literature suggests that the organization of
information elements on the screen should be standardized in order to make effective
use of spatial context. The user acquires an expectation of where to look to see
particular information. When information could appear at different locations, the user
must search for it. Teitelbaum and Granda (1983) compared fixed vs. variable

formatting of the information. When the location of information was inconsistent, the
time that it took to answer questions about information on the screen was longer than
when the information was in a constant location. Moreover, when information was in a
constant location, response times improved with practice indicating that users were
acquiring expectations as to where information was located. Response times did not
improve when information was presented in random locations.
The importance of consistency in screen and menu design cannot be over-emphasized.
It is imperative that users develop expectations about the location of information to
avoid having to repeatedly search for information. Furthermore, inconsistency probably
fosters a level of frustration and confusion in the user that may generalize to the other
menu selection processes.
6.2 Writing the Menu
Communication is an art. In human/computer interaction, the art is communicating
through an interactive media about the control of that media. Fortunately, art is guided
by principles. Menus must convey information to the user about (a) the nature of the
choice (What is being accomplished in making this choice? What is the purpose of this
choice?) and (b) the nature of the alternatives (What will happen if this alternative is
selected?).
On the one hand, one would like to convey as much information as possible, explaining
all the options in great detail. On the other hand, brevity is important due to screen
limitations and the amount of information that the user wants or desires to read.
Consequently, there is a trade-off between thoroughness and brevity. And the trade-off is
to be moderated by the experience of the user. Many systems are developing the concept
of dynamic help in which menus are highly descriptive for novice users, but as the user
gains experience, the menus become brief pneumonic reminders of the alternatives.
6.2.1 Titling the Frame. Titles of menus should be more than place holders. They
should be descriptive of the list of options and the context. The title, "MAIN MENU
OPTIONS," conveys little information except that the user is probably at the top of the
menu tree.
When a title is superfluous, then it may be omitted. To the extent that the list of options
define the context, the title is redundant. This is particularly true for experienced users.
Titles merely clutter the screen. It is an empirical question as to whether titles help and
when they have served their usefulness and should be dropped. One possibility is to
design a system in which the user may hide titles or reveal them as necessary.
The title, however, can be a potent stimulus in defining the context and increasing
comprehension of the menu. An experiment by Bransford and Johnson (1972) illustrates
this fact. They assessed comprehension and recall of a passage describing in detail the
steps that one must go through in order to accomplish a certain function. In one case,
subjects were given the title of the passage, "Washing Clothes" either before or after
reading it. In a control condition, no title was given. Subjects given the title before
reading the passage reported higher comprehension and recalled about twice as many
items from the passage than other subjects. Subjects given the title after reading the
passage did no better than the control subjects given no title. In the same way, menu

titles have the potential of increasing the comprehensibility of menus and facilitating
choice.
We may think of a schema as a conceptual framework that provides "slots" to be filled
in with specific information. Menus are themselves schemata of the form: "Of the
following options, select one: (a) ... (b) ... (c) ..." Users assimilate the particular options
into this framework. Menus are also a part of a larger schema in which they are
understood. Without establishing the context of the choice by instantiating a schema,
comprehension of the menu frame may be severely limited. Consider, for example, the
following menu:
Select function:
Open
Close
Activate top element
Activate bottom element
Clean
The purpose of this choice and the function of the alternatives is not at all apparent.
However, if you are told that the schema has to do with the operation of an oven, the
menu is comprehensible and easy to remember.
6.2.2 Wording the Alternatives. Alternatives may be single words, brief phrases, or
longer descriptions of options. It is generally recommended that when brief phrases are
to be used that they are verb phrases that are written in parallel construction
(Shneiderman, 1987). For example, rather than phrasing the items as "Print," "Execute a
program," and "Disk eject," they should be "Print a file," "Execute a program," and
"Eject a disk." In general, it is recommended not to change the construction of a phrase
within the same menu frame. In addition, Shneiderman lists the following guidelines:
(1) Use familiar and consistent terminology.
(2) Ensure that items are distinct from one another.
(3) Use consistent and concise phrasing.
(4) Bring the keyword to the left.
An important aspect of wording is not only that it conveys information, but that the
alternatives are interpreted as distinctly different. Distinctiveness refers to the semantic
aspects of an alternative that enhances its difference from other alternatives in the set.
The object is to word items so as to emphasize differences rather than the commonality
of function. Consider, for example, a menu that contains the items (1) Services for
Professionals, (2) Home Services, (3) Business and Financial, (4) Personal Computing.
Items 1 and 2 are not very distinct in that they both emphasize services. Furthermore,

the distinction of what is meant by "professional" versus "home" is not clear. Items 1
and 3 lack distinctiveness altogether. Item 1 could be a subset of 3 or vice versa. Items 2
and 4 lack distinctiveness since "home" and "personal" share common aspects. The
terms "services" and "computing" are not distinct since any services provided on a time
sharing system must involve computing. Such a menu poses a dilemma for the novice
user who, for example, wants to balance his checkbook. The question is how to design a
menu system so as to maximally enhance the distinctiveness of items and minimize
their confusability.
In a study by Schwartz and Norman (1986) novice computer users searched either (a)
the original menu of a commercial time sharing system in which items were not worded
in a holistic manner or (b) a modified menu of the system in which items were
holistically worded. They hypothesized that the effect of item distinctiveness would
vary with the type of search required. In explicit search problems, subjects searched for
the exact wording of targets (e.g., "Search for 'Backgammon'"). In information find
problems, subjects searched for menu items that provided information about subject
matter topics (e.g., "Find information concerning how to balance your checkbook").
These two types of menu problems correspond to the two general uses of menu
selection systems. In general, it was found that subjects using the modified menu (a)
took less time per problem; (b) found targets in a more direct path; and (c) gave up on
fewer problems than subjects using the original menu. Although information find
problems took longer and required a greater number of frames to be traversed than
explicit search problems, there was no interaction with distinctiveness. Distinctiveness
had a similar effect on search processes for both explicit and information find problems.
Schwartz and Norman (1987) suggest that distinctiveness may be controlled to some
extent by the way in which choices are clustered in the menu tree. Items may be shifted
from one menu frame to another to enhance the differences among options within a
particular frame. When the structure of the menu is fixed, the wording of alternatives
may be altered to enhance differences. They suggest the following strategies for
improving distinctiveness:
(1) Induce holistic, intact, and integral processing of the alternatives. Holistic
alternatives are not likely to be decomposed into aspects that may be shared among the
items. Options should appear as different as apples and oranges even though they may
share many common aspects (e.g., both fruits, both round, both about the same size,
etc).
(2) Maximize aspect redundancy and intercorrelations within alternatives and minimize
them between alternatives. For example, the position and color of traffic lights are
perfectly correlated and redundant. Consequently, both aspects can be used to
discriminate between the alternatives of stopping and going.
(3) Present all alternatives simultaneously rather than one by one or page by page.
When alternatives are processed sequentially (as in a slow display), a subjective
emphasis on the common aspects of the alternatives may occur. Users look for shared
aspects that lead from one alternative to another rather than contrasting the aspects
when all are seen simultaneously.

(4) Explicitly define the universe of options so that each alternative may be understood
in this context. If the alternatives are Diet-Rite, Diet Coke, 7-Up, and Fruit Juice, the
universe of options is unclear. With one generic drink (Fruit Juice) and three specific
drinks, one might over generalize to the universe of liquids as the reference, while
others might restrict the universe to drinks that refresh. Avoiding this type of ambiguity
is important in effective menu design.
(5) Ensure that the variability among the alternatives is high in terms of the rationale for
the choice. For example, if the universe of choice is among soft drinks and the
alternatives are Diet-Rite, Diet Coke, and Diet Pespi, there is little perceived variability.
However, if the universe of choice is limited to dietetic soft drinks, then the perceived
variability is high.
6.2.3 Graphic Alternatives
An increasing number of software applications are using graphic symbols called "icons"
to represent objects and operations. Graphic symbols have long been popular in
cartography. Graphic symbols can be visually more distinct from one another than
words, and it is easier to spot a graphic symbol on a map than it is to locate a word.
Similarly in human/computer interaction graphic symbols conserve space and yet are
more distinct on busy display screens. However, there are a number of questions about
the relationship between graphic symbols and the objects and commands that they
represent when used in menu selection. Hemenway (1982) distinguishes between icons
that depict (a) the objects on which the commands operate, (b) the operations or
operators themselves, and (c) the operations on the objects. Figure 6.6 gives examples
of these three types.

The first panel shows icons that represent objects operated on by some command. Since
only the operand is depicted, it is not always clear what the operation is. Often, as in the
case of the camera, it is simply an on/off function. In other cases, users must learn that
more complex commands are implied. The middle panel shows icons that depict
operations. The arrow has the conventional meaning of movement or direction and the
"X" has the meaning of deletion or negation. Both meanings more or less represent the
intended command. On the other hand, the operations represented by the paint brush
and scissors are implied by what the tools do. Finally, the icons in the last panel
combine both objects and operators. The first icon combines the box (image area) and
the "X" (delete) to imply delete image area. The second and third icons show objects
before and after the operation. The operation is inferred by the difference between the
two. The last icon (fill in) shows a snapshot of the operation in progress. Animation

completes richness of meaning and provides yet a stronger basis for implying the
operation by showing the operation in action.
Hemenway proposes a simple model for the interpretability and effectiveness of icons.
When a new icon is encountered its interpretability depends on (a) its comprehension
(e.g., the ability to discover what the icon depicts) and (b) its effectiveness as a retrieval
cue (e.g., the ability to form a link between what is depicted and the corresponding
command). For experienced users, the effectiveness of an icon ability depends on (a) the
ability to recognize what the icon depicts and (b) the ability to retrieve the link between
the icon and the command from memory. It is predicted that highly familiar,
conventional symbols will be easier to learn and recall than obscure icons that lack
distinguishing features. Furthermore, icons that directly depict objects and operations
are predicted to be more effective than ones that resort to analogy and convoluted links.
Often the organization and inter-relation among commands can be expressed in shared
features of the icons. The icon for a tool to generate rectangles and filled rectangles
shares the shape but differs in shading. Similarly icons for drawing lines may vary in
thickness corresponding to the width of the lines created (see Figure 6.7). Hemenway
suggests that when elements are shared across icons the user has less to learn since
familiarity on the shared feature transfers to the new icon. Furthermore, repetition of the
elements can make it easier for users to link the elements to aspects of the command and
to recognize how icons vary in terms of their features.

An empirical study was conducted by Rogers (1987) to test the prediction that direct
linking between icons and commands results in better interpretability of icons. Four
types of icon sets for file manipulation, text editing, and printing were designed that
were either (a) abstract symbols, (b) concrete analogies, (c) concrete objects, or (d)
concrete objects operated on with abstract symbols. Abstract symbols and concrete

analogies constitute indirect mapping; whereas, concrete objects provide a direct


mapping. For comparison a fifth group was composed of verbal names consisting of
high imagery words. The icon set with the most direct mapping (concrete objects
operated on with abstract symbols) resulted in the fewest accesses to the help facility
and least number of errors. However, there was also an interaction between the type of
command and the form of representation. File operations such as "to save" appeared to
be easier to use and recall when the commands were verbal . Text editing commands
such as "insert a space" were more discriminable as icons.
These results suggest that designers should not only use icons that have a direct linking
but that they should carefully analyze the nature of the command and its representation.
Icons are perhaps best used to represent the operations of graphic tools and objects;
whereas, verbal labels are best for formal commands.
A final possibility is to add graphic and verbal labels. It has been speculated that graphic
symbols added to menu items could impair the speed and accuracy of performance
(Mills, 1981). Studies on categorization provide indirect evidence about how pictures
and verbal labels interact. Smith and Magee (1981), for example, found that when
subjects were asked to categorize words, the simultaneous presentation of an
incongruent picture disrupted processing (e.g., a picture of a car shown with the word
"table"). However, when subjects were asked to categorize pictures, the presentation of
an incongruent word did not disrupt processing (e.g., the word "car" shown with a
picture of a table). Furthermore, it has been shown that the categorization of pictures
tends to be faster than of words (Pellegrino, Rosinski, Chiesi, & Siegel, 1977). Such
evidence suggests that graphic symbols may facilitate menu selection or at least not
degrade performance.
To test the effect of adding graphic symbols, Muter and Mayson (1986) compared three
conditions using a videotext data-base: (a) text-only menus in which verbal items were
displayed in a double-spaced linear list, (b) text plus graphic menus in which verbal
items were displayed with graphic symbols of the items and distributed in a nonlinear
fashion on the page, and (c) control menus in which verbal items were distributed in a
nonlinear fashion on the page. To enhance the pairing of graphics and labels both were
shown in the same color. Subjects were shown menu pages and asked a series of 12
questions (e.g., "Where can you buy a low priced bedroom suite?"; "Where can you
locate a handsaw?"). Instructions emphasized both speed and accuracy. It was found
that the text plus graphics condition resulted in significantly fewer errors (2.8%) than
either the text-only (5.6%) or the control (4.6%) conditions. Overall response times did
not differ. Thus, the addition of graphics halved the error rate without significantly
increasing the processing time.
On the other hand, a study by Wandmacher and Mller (1987) found no difference in
error rate between graphic menus and word menus, but did find a difference in reaction
time in both a search-and-select paradigm and a recognition paradigm. On each trial of
the search-and-select experiment subjects were given a task description (e.g., "You want
to print a document") and a menu of either word commands or icons was then displayed
(See Figure 6.8). Subjects made their selections by entering a number corresponding to
the item. The order of the menu items was randomized on each trial to so that subjects
could not memorize the numbers. On each trial of the recognition experiment only one
item was displayed and subjects had to respond by pressing a prelearned number. In

both the search-and-select and the recognition paradigm, response time were faster for
icons than for words. These authors suggest that the gap between the meaning of an
expression and its form is smaller for icons than for word commands. Hutchins,
Holland, and Norman (1986) refer in general to this gap as the "articulatory distance."
Icons may facilitate menu selection because they provide a more direct access to the
meaning of the functions involved. Less time is required to translate an intention into an
actual selection.

The use of graphics in menu selection appears to be a promising design feature.


However, the effective use of graphic symbols requires thoughtful consideration. Arend,
Muthig, and Wandmacher (1987) point out that it is not sufficient to just recommend the
use of icons. In the same way that Schwartz and Norman (1986) demonstrated that
discriminability has an effect on word menus, distinctiveness may have an effect on
graphic menus. Arend et al. suggest that the "global superiority" effect in visual
perception may affect the degree to which icons facilitate menu selection. The global
superiority effect basically is that global features of figures (e.g., shape, color, size) can
be selected and responded to considerably faster than local features (e.g., lines and
structures within a figure).
Arend et al. contrasted the effects of (a) icon distinctiveness defined in terms of global
superiority and (b) icon representativeness defined in terms of articulatory distance.
Distinctive icons were abstract and emphasized one global feature. Representational
icons included local features to make the meaning of the icon more apparent. A searchand-select paradigm was used in which subjects were given task descriptions and then
had to select the appropriate menu item. Either a word command menu, a distinctive
icon menu, or a representational icon menu was presented to different groups of
subjects. In addition menus were constructed of either 6 or 12 items. Subjects made
selections by pressing the key corresponding to the position of the menu item on either a

3 x 2 or 3 x 4 key matrix depending the menu size condition. Figure 6.9 shows the menu
sets used in the 12 item condition.

The results clearly favored the distinctive icon menu over either the word menu or the
representational menu. Figure 6.10 shows the mean response time for each menu. Over
all conditions, the distinctive icon menu resulted in response times that were nearly
twice as fast as for word or representational icon menus. Consequently, the type of icon
used has a great effect on performance. Distinct, abstract icons which have high global
superiority result in the best performance. Representational icons that reduce the
articulatory distance, however, do no better than word menus. Apparently, icon
distinctiveness is much more important than icon representativeness, at least in this task.
Interestingly, response time increased substantially with menu size for word menus and
representational icon menus; however, the increase for the distinctive icon menu was
not significant. Distinctive menus seem to be impervious to menu size. Word menus
seem to be searched relatively slowly and sequentially. Similarly, representational
menus are searched in a slow and sequential manner. In contrast, distinct, abstract icons
seem to be searched in a rapid and parallel fashion. The global features of abstract items
appear to facilitate parallel visual processing of the items.

These experiments clearly support the positive benefits of graphic menus. But it is clear
that icons must be carefully selected. They should depict concrete objects and actions
rather than analogies or abstractions. They should be highly discriminable and
emphasize global features. Furthermore, icons should be clearly interpretable. Their
relationship to commands should be direct and obvious. Finally, one should consider
using both icons and verbal labels to retain the advantages of both.
6.3 Selection Response
Once the user has formed an intention and decided upon the desired menu option, the
selection must be activated. The "selection response" is the overt act on the part of the
user that impacts on the computer. As important as it is, the selection response often
seems to be the least of one's concerns in designing a menu selection system. However,
it is the focal point of the user's communication with the computer. Clarity, simplicity,
speed, and accuracy are essential. For the novice user, instructions must be given. It can
be extremely frustrating to the novice user to key in the desired alternative and wait five
minutes with no response because the return key had not been pressed. For the
experienced user, continual frustration may occur when the user habitually hits the
wrong key or overshoots the item with a mouse. Added up over the life of the system,
these human/computer errors may reduce the efficiency of the system by 5-25%
depending on the extent of interaction.
Many different types of input devices have been employed in menu systems as noted in
chapter 2. In this section we will be interested not so much in the physical device as its
functionality, location, and state on the display. Whatever the device, some instructions
must be given to the user (especially to the novice user) as to how it functions.

Furthermore, the response generally is given a visual representation at some location on


the screen. Finally, the display conveys the current state of the response. For example,
the display may indicate the following states: no selection, tentative selection,
implemented selection.
6.3.1 Response Instructions. Instructions are needed as to how to make the response
selection in two cases: (1) the person using the system for the first time and (2) the
person returning to the system who has forgotten how to make a response selection. In
the first case, instructions need to explicitly state the sequence of actions, such as "Enter
number and press RETURN." Response methods may vary among systems leading to
habitual errors. If a user is used to terminating input by pressing the RETURN key, and
the system is designed to respond following one key entry, the habitual press of the
RETURN key may lead to an error in a subsequent menu. Such a system needs to be
able to ignore the RETURN key if pressed within a certain time interval.
On the other hand, if the user is not used to entering a terminating character, he may
wait a long time for the system to respond before realizing the problem. One solution to
this is to use a time out, such that after a period of time, the system responds to
whatever has been input.
6.3.2 Position of Response. With touch screens and pointing devices, the response
input is conceptually spatial and congruent with the option; that is, the location of the
option is the location of the response. This adds a persuasive sense of compatibility. On
the other hand, when the input is via a keyboard or key pad, the spatial position of the
response is distal from the option. In the case of special key pads, the entry is
conceptually at the key pad. For a standard keyboard input, we generally think of the
response as being inserted on the screen. The location of this insertion point generally
follows the list of responses. Some systems locate the insertion point following the
stem. In a survey of novice and experienced computer users, Norman (1987) found that
novices preferred the location following the stem and before the options and that
experienced users preferred the location after the options.
One question is whether a distal insertion point is needed at all. Given keyboard input, it
need not be echoed on the screen; but rather cause a highlighting of an alternative.
Recent studies comparing "embedded" versus "explicit" menus suggest that when menu
items are integrated or embedded in the task or the text being read, users work faster
than when items are explicitly listed at a distal point. For example, Powell (1985)
compared user search through a hierarchical data in order to answer twenty questions in
a 15 minute period. Figure 6.11 shows an example of one of the frames of the embedded
menu. Significantly more questions were answered correctly with the embedded menus
than with the explicit menus. Furthermore, subjects preferred using the embedded
menus over the explicit menus. Koved and Shneiderman (1986) found similar results for
information search in online maintenance manuals.

6.3.3 Response Compatibility. An important factor in the theory of cognitive control is


the concept of "stimulus-response compatibility" or as referred to in the human factors
literature "control-display compatibility." The idea is that aspects of the stimulus should
be congruent with aspects of the response. Congruency may be defined along a number
of dimensions. Spatial congruency refers to a match between the relative location of the
stimulus and the relative location of the response. For example, if the alternatives are
arrayed left to right on the screen, responses are congruent if they are arrayed left to
right on the keyboard. Spatial congruency is often violated by systems using the
keyboard. For example, function keys will be listed along the bottom of the screen in
order from 1 to 10. But they appear as two columns on the left of the keyboard. The

result is that the user must go through an extra cognitive process in order to translate
screen location to keyboard location.
A second type of congruency has to do with letter and number pairing. Table 6.1
illustrates the types of congruency and incongruity that can result.
Table 6.1
Examples of Congruent and Incongruent Option-Response Pairs
Congruent Incongruent (Worse Case) Mixed
Ordered Options Ordered Responses
______________________________________________________________________
________
B - Buffer F - Buffer B - Compile B - Assign
C - Compile A - Compile C - Assemble C - Buffer
D - Debug B - Debug D - Edit D - Compile
E - Edit G - Edit E - Buffer E - Edit
F - File C - File F - Graph F - Graph
G - Graph H - Graph G - Halt G - Halt
H - Halt D - Halt H - Debug H - Read
______________________________________________________________________
________
Option-Response compatibility has two directions. One is a forward compatibility from
the option to the response (e.g., if the option is "Assemble", the response must be "A")
and the other is a backward compatibility from the response to the option (e.g., if the
response is "A", the option must be "Assemble"). Forward compatibility is broken down
when there is uncertainty as to what the response is given the option. Although the
menu requires that there be a unique response for each option, that unique coding may
not be apparent to the user. Backward compatibility is broken down when there is
uncertainty as to what the option is given the response. This occurs when several
options begin with the same letter.
The effect of incompatibility was observed in an experiment by Perlman (1984). Time
to press the correct selection response was compared in four menus which varied
compatibility with letter responses and number responses: (a) a compatible letter menu
in which letter responses were the same as the first letter of each menu item (as in the
first column of Table 6.1); (b) an incompatible letter menu in which the letters "a"
through "z" were randomly assigned as the responses; (c) a compatible number menu in

which the numbers 1 through 8 were assigned as the selection responses; and (d) an
incompatible number menu in which numbers were randomly assigned to menu items.
Items were always listed in the same alphabetic order.
Figure 6.12 shows the results. Compatible letter responses led to the fastest responses.
Subjects were able to circumvent the need to locate the option and then press the
response. Compatible number responses were superior to incompatible numbers and
incompatible letters were slowest. This suggests that if compatible letter responses can
be generated they are preferred. Since this is usually not the case, compatible number
responses are the next best design choice.

6.3.4 Response Verification and Feedback. The menu display is generally used to
indicate the current state of response selection. Three states exist:
Waiting for response. In this state the user has not yet selected an option. The system
may explicitly prompt the user by providing an insertion point for the response and
direct the user to the keyboard or pointing device.
Tentative response selected but not implemented. In this state the user has input a
selection but has not yet been verified that it is the selection to be implemented. This
state is crucial in systems where selections have consequential effects and where
response error is a possibility. It allows the user to correct a response before it is
implemented. Response error may occur due to pressing the wrong key or missing the
target using a pointing device. The disadvantage is that the user has an extra response to
make in order to implement the selection. In many cases this is merely pressing the
RETURN or SEND key. In other cases, with simultaneous menus, the implement
response may activate a whole set of tentative selections.
Response selected and implemented. In this state the user has made a response to
implement the selection. The system may provide feedback to the user that the desired
selection has been made. If the effect of the selection is not immediately apparent or
delayed in some way, the system should provide feedback to the user confirming the
selection and informing them of its progress.
6.4 Summary
Each menu frame in a system conveys information and provides a forum for user
control. The graphic format of the frame affects attention, interpretation, context, and
search time. Well-designed menus help to focus attention on the relevant dimensions of
choice; they help to interpret the function of alternatives and the reason for the choice;
they help to establish the context for the choice; and they help to facilitate visual search
for items in the menu list.
The wording of the items is crucial. To the degree that the items convey unambiguous
and highly discriminable options, users will be able to avoid wrong selections and
reduce the time that it takes to traverse menu structures. It is noted that guidelines need
to be developed to assist designers in writing and evaluating the wording of alternatives.
As noted in the subsequent chapter on prototyping, evaluation of the system should be
at the individual word level rather than at the global performance level.
The selection response and instructions on how to respond vary greatly among systems.
The lack of consistency among systems can result in problems as users go from one
system to another. To the extent that any system differs from the expectations of the
user, explicit instructions are required. It is noted that the position of response insertion
on the display should be consistent with the user's mental model of the system.
Responses should be compatible with the alternatives. Finally, the system should give
the user an opportunity to verify the selection and change it if necessary before
commitment and should provide acknowledgement that the selected alternative was
properly accessed.

The amount of menu detail and response instructions needed by the user will vary with
training and experience as discussed in the next chapter. In principle, however, the
variables pertaining to format and phrasing will remain important at all levels of
experience.

Chapter 7
Performance, Acquisition, and Training Methods
Performance is an idea easily grasped by users and managers. One can have a clear
sense of work being accomplished and tasks being completed. But often performance is
difficult to measure objectively. Furthermore, since performance tends to improve over
time, one cannot merely assess a system on the basis of first time exposure. Instead
performance must be measured at different stages of adoption of the system by the
users.
The improvement of user performance is of great concern to all. With respect to users,
one may ask, "How much do users improve with practice? What are the benefits of
different training programs?" With respect to the machine, software and hardware
developers are interested in the improvement of system performance. Ultimately it must
be remembered that performance is a function of both the user's ability and the system's
capability. It is the synergistic combination of the two that determines overall
performance.
This chapter first considers overall performance as the function of user ability and
system power. Measures of human performance, system performance, and overall
performance will be discussed. Changes in user performance on menu selection systems
over time and implications of the learning profile are discussed. Finally, studies that
have compared different training methods using documentation and online help are
reviewed.
7.1 Performance
Performance is considered the bottom-line measure of a system. For the computer itself,
performance may be defined in terms of technical specifications such as system
response time and rate of transmission of menu frames. However, when it comes to
human performance, it is not always clear what is meant. Performance may be defined
along different factors and at different levels of analysis. Table 1.1 in Chapter 1 lists
several factors pertaining to system productivity and to human performance. System
productivity refers to the overall performance due to the individual performance of the
user and the machine.
7.1.1 Measures of User Performance. User performance on a menu system may be
assessed from a micro to a macro level. In terms of speed, one may look at (a) the time
that it takes for the user to look at a menu frame and make the choice, (b) the time to
locate a target in a menu tree, up to (c) the total time to complete a whole task using a
menu selection system. Accuracy must also be considered. One may look at (a) the

probability that a single menu choice is correct, (b) the total probability that the user
locates the desired target in the menu tree, up to (c) the probability that the task is
correctly completed. The level analysis depends on the researcher's focus on component
processes involved in the task.
Performance may also be divided along the factors of quantity and quality. It must be
remembered that performance on the menu is, in general, not the end in itself. Rather
the menu selection system is in support of some other task such as word processing, file
management, telecommunications, etc. Ultimately, the issue of performance must relate
to productivity in the task domain rather than merely speed and accuracy in menu
selection. It is assumed that improved performance on menu selection will facilitate that
task; however, it is quite possible that it may do so in a way that cannot be directly
assessed through menu performance measures. For example, the menu may convey an
effective model of task structure that may slow menu performance but improve quality
of work in the task domain. This possibility is discussed in Chapter 8.
7.1.2 Overall Performance = User Proficiency X System Power. Overall performance
of a system is assumed to be a function of the level of proficiency of the users and the
power of the system. However, it has not been clear just what the function was for
combining the two factors. Some have emphasized the power of the computer to solve
problems and the limitations imposed by unskilled users. For example, Licklider (1960)
discusses the idea of a "man-machine symbiosis" and identifies obstacles to this
symbiotic relationship such as the inability of the user to formulate questions and use
the command language. Others have proposed a more synergistic relationship in which
overall performance is greater than the sum of the parts contributed by the human and
by the computer. It is assumed that there exists some unique combination of the two
such that the power of the system and the performance of the user are enhanced by each
other. Dehning, Essig, and Maass (1981), for example, distinguish "objective operating
complexity" which is the actual complexity of a system from "subjective operating
complexity" which is the user's perception of the operating complexity that must be
overcome. In their view, "...an optimal man-computer interface design can be regarded
as an optimization problem between a maximal flexibility of use and a minimal
operating complexity" (p. 6). If system power is synonymous with objective operating
complexity and user proficiency is inversely related to subjective operating complexity,
then for any level of user proficiency there should be an optimal level of system power.
Quite a different idea is expressed by Nelson (1970) in discussing the factors of
manpower output and equipment output. On the basis of the idea of marginal
productivity, he assumes a substitution function between manpower output and
equipment output. For a constant level of productivity, the slope of the function is the
substitution ratio between the two factors. If user proficiency is directly related to
manpower output and equipment output is a direct function of system power, then
performance should be equal to the product of system power and user proficiency.
In order to compare such ideas, Norman and Singh (in press) formulated five alternative
models of overall performance as a function of user proficiency and system power.
These are shown in Figure 7.1 for four levels of user proficiency and four levels of
system power.

Matching model. It may be assumed that a user of low proficiency will perform best
with a simple tool and a user of high proficiency will perform optimally with a more
powerful tool that matches his or her ability. Thus, optimal performance is expected
when there is a perceived match between user proficiency and system power as
suggested by Dehning, et al. (1981). The first panel of Figure 7.1 shows the predicted
pattern for this model when each level of user proficiency matches the corresponding
level of system power. Each line peaks at the point of match.
Averaging model. A symbiotic relationship may be assumed in which expected
performance is the average of user proficiency and system power. In this model, there is

no interactive effect between the levels of user proficiency and system power. The two
work together but one does not enhance or limit the effect of the other on performance.
The averaging model is compensatory in that a deficit in one factor can be made up for
by a credit in the other factor. For example, a proficient user may compensate for
limited system power by using the system more effectively. On the other side, a
powerful system may compensate for low user proficiency with online-help and menu
selection. The second panel in Figure 7.1 shows the pattern of expected performance for
the averaging formulation. Parallel lines are expected since the effect of each factor is
the same for all levels of the other factor.
Multiplying model. A synergistic formulation may assume that combined performance is
equal to the product of the levels of user proficiency and system power. In this case, the
effect of system power is enhanced by increased user proficiency. The proficient user is
able to gain higher performance with powerful systems. On the other hand, increased
system power is of little effect when the user is of low proficiency. The multiplying
model is characterized by a diverging fan of lines as shown in the third panel of Figure
7.1.
Human/computer ratio model. Another interesting possibility is a ratio model in which
expected performance is determined by the ratio of user proficiency over the total effort
expended. The result is that for a user of either very low or very high proficiency,
system power has only a small positive effect. In the intermediate range, however,
system power has a substantial effect. The idea is that for a user of low proficiency,
increases in system power will have little or no impact. At the other extreme, highly
proficient users are already performing at such a high level that increased system power
again shows only a small effect. This sort of pattern might occur with an expert
knowledge system. An expert in the knowledge domain using the system will perform
nearly as well with or without increases in system power. It is in the middle range that a
user will benefit from the computer. The computer in this model is an aid. The first step
is to gain enough proficiency to use the computer; the second step is to gain proficiency
in the knowledge domain so that the person can perform without the help of the
computer.
Computer/human ratio model. As a complement to the last model, performance may be
determined by the ratio of computer power over total effort. A system of very low power
or of very high power, user proficiency has only a small effect. In the intermediate range
of system power, user proficiency has a substantial effect. A computer of very low
power will result in low performance for all users. Low computer power limits
performance. At the other extreme, for a system of very high power, user proficiency
will not matter. The machine is not limited by the low proficiency of the user. Systems
using natural language comprehension, menu selection, and artificial intelligence
techniques may provide examples of this model.
Although actual performance data is difficult to get and validate, expectations about
performance can be assessed from users. In order to compare the models, Norman and
Singh (in press) presented scenarios representing the 16 combinations shown in panels
of Figure 7.1 to students and managers. Ratings of expected performance followed the
multiplying model. It is possible that in specific applications the function may be
expected to be different; however, the multiplying model appears to be quite general and
can be taken as a good first approximation. The implications are that users of lower

proficiency are expected to nullify increases in system power; systems of low power are
expected to nullify increases in user proficiency; but a synergistic combination is
expected such that increase in either factor enhances the other. Both user proficiency
and system power are extremely important. The remainder of this chapter will discuss
increases in user proficiency.
7.2 Acquisition and Learning
A common misconception is that the user does not need to learn anything when using a
menu selection system. The implications of this are that (a) one should not expect
improvement with practice, (b) prior experience and familiarity with other systems is of
little effect , and (c) training and documentation is not necessary. Although these may
hold in some isolated cases, for the most part users engage in substantial learning when
using menu systems.
A number of studies have documented the fact that performance changes with practice
using a menu selection system. Having established that users learn something, a number
of questions become important. At what rate do they improve and to what level of
performance? In some systems the change from novice to highly experienced is
substantial. For example, as users gain experience with complex system such as
CAD/CAM systems, they will begin to access high frequency menu functions rapidly .
In others sorts of systems, there may be little improvement with experience, either
because performance is already at a peak or because the system is so vast that the user
can remember little about the menu structure that would improve performance. For
example, in large information retrieval systems, experienced users may not be able to
traverse the tree much faster than novices, particularly when the speed of transmission is
slow. However, the experienced user may be able to take advantage of shortcuts and
plan more effective search strategies.
Designers of systems must take into consideration the characteristics of the users. For
infrequent users, the system should be designed for best early performance. The rate of
improvement and asymptotic performance are not important because users are not
expected to get to that level. Improvements in performance must be designed into the
system itself rather than expected of the user.
For frequent users the system should be designed for best asymptotic performance.
Although early performance will suffer, the user will pass that stage with experience
into a high level of efficiency. Consequently, user proficiency grows into the system and
is expected to combine with system capability in a multiplicative fashion. Menus must
allow fast and versatile interaction as well as efficient shortcuts to frequently accessed
items.
7.2.1 Components Acquired by Practice. One of the first questions to ask is what is
acquired when performance improves with practice. It was suggested in Chapter 4 that
menu performance is a function of a number of component tasks. Improvement is due to
the mastery of these component tasks. Performance on a component may itself improve
with practice or it may be eliminated by a short-circuiting process. Figure 7.2 lists some
of the components discussed in Chapter 4 and proposes ways in which they may be
facilitated or eliminated.

Association of Functional Requirement with Menu Object. Several studies compared the
results of menu performance when users were searching for "explicit" versus
"definitional" or "implicit" targets. The difference is that for an explicit target the user is
shown the exact, verbatim menu item that he or she is to find. For a definitional target
the user is given a functional requirement in terms of a definition or a situation that is to
be satisfied by the selection of some item. The second case seems to be more applicable
to everyday use of menu systems. Users may acquire an association between definitions
and menu items. For example, the user may be asked to find "a red fruit" for which
apple is the correct target. With practice the user acquires the knowledge that "a red

fruit" always refers to an apple. Or in a more realistic vein, the user acquires the
relational knowledge between a set of desired functions and a set of menu items.
Location of Menu Item within a Frame. Users acquire search procedures for scanning
menu frames. When the organization of items is known, users may develop efficient
methods for search. Studies referred to in Chapter 6 dealt with the organization of
menus and demonstrated the powerful effect of organization. Furthermore, the exact
location of an object within a menu frame may be learned by users with repeated
exposure to the menu frame. If the location of an object in a frame is remembered, users
will be able to fix their gaze on the item faster.
Location of Menu Item in the Structure. When the menu system has a complex structure,
users must acquire some knowledge about the organization of frames and develop
strategies for effective search. However, with repeated access of the same items, users
will begin to remember the exact path to the items. Rote memory of the path eliminates
the need for a search strategy.
Association of Menu Item and Response Code. Once an item is located in the frame, the
user must then enter the response code in many systems. In many systems the user must
simply enter the code listed next to the menu item. However, as users begin to associate
menu items with their response codes, they may recall and enter the response without
having to locate the item within the frame.
Motor Production of Response Code. Motor skill is required for entering the response
code, whether typing, using cursor keys, or moving a mouse. Users may be expected to
become more proficient in entering responses. Furthermore, users may learn the motor
sequence and short circuit the translation of the response code into the motor response.
The motor response may become so habitual that it is automatic in the same sense that a
skilled touch typist does not process individual letters and typewriter keys.
Studies of menu performance with practice shed some light on the relative contributions
of these components. Systems differ greatly in the demands and difficulty with each of
these components.
7.2.2 Frame Search Time. Do users improve with practice when they are searching for
an item in a single menu frame? Parkinson, Sisson, & Snowberry (1985) found that the
time to search a menu frame and enter the response did improve with practice. In their
experiment subjects were exposed to 128 trials on the same menu frame. On each trial
they were shown a target and were required to enter its associated two digit numeric
code. Menus contained 64 items and were organized either categorically or
alphabetically. Parkinson et al. report the mean response times for 8 blocks of 16 trials.
Figure 7.3 shows this learning curve.

The greatest improvement was evidenced within the first few blocks. Small but
consistent improvements continued out to the eighth block. From these data it is not
clear that the subjects reached the asymptote even after 128 trials.
Improvement in response time when searching a single menu could be due to a number
of different factors: repeated exposure to the system, repeated exposure to the same
menu frame, or repeated trials on the same item. Familiarity with the system, keyboard,
display, etc. and warm-up may account for early reductions in search time. With
repeated exposure to the same menu, subjects probably gained a familiarity with the
organization of items within the frame. Interestingly, Parkinson et al. note that
improvement across trials did not interact with the type of organization of the menu.
Similar improvement was found for both categorical and alphabetical organization of
menus. In both cases, familiarity with the organization probably aided search by helping
subjects to anticipate the spatial location of an item. Finally, when subjects repeatedly
searched for the same target, they may have learned the location of specific items in the
menu and/or remembered the numeric code for the item. Unfortunately, it is not clear to
what extent these three factors contributed to improved performance across trials.
However, the results do suggest that designers should carefully consider the components
of the system that are acquired by the user over time in predicting the extent of
improvement attainable on the system.
McDonald, Stone, & Liebelt (1983) investigated the effect of target type and
organization on response time and errors in 64 item menus across 5 blocks of 64 trials.
Subjects searched for items given either in an explicit target or given a single line
definition of the target. Since there is a certain de-coupling between definitions and
objects, one might suppose that responses given definitions would be longer than for

explicit targets. This was the case on the first block of trials. However as shown in
Figure 7.4, after practice the difference due to target type disappeared. Apparently,
subjects learned the pairing of definitions and objects to a sufficient degree as to be as
fast as subjects given explicit targets. This finding is encouraging for designers to the
extent that they are dealing with a less than explicit environment. Users in general are
faced with definitions of items that they wish to select. When those definitional
situations are repeated over trials, performance improves to the level of a one-to-one
item match. Acquisition of this knowledge appears to occur rather rapidly, in this case
after only one exposure to each item.

With practice users may also acquire rules for how items are positioned in the frame
despite the fact that actual items may change from frame to frame in a dynamic system.
For example, users may learn that if a particular item does appear, that it will be in the
same position. To test this, Somberg (1987) compared menus having positional
constancy with menus having other rules such as alphabetic ordering, probability
ordering, and random ordering. Menus of 20 items were generated from a pool of 2000
words. Forty words were chosen as targets. Subjects were tested on 6 blocks of 82 trials.
For positional constancy, 100 words were assigned to each of the 20 list positions and
appeared in the same position on each trial (five words per position). For alphabetic
ordering, the words were assigned to position according to ascending alphabetic order.
For probability ordering, the words were arranged such that the target had highest
probability of appearing in the first position (.170), second highest probability of
appearing in the second position (.141) and so on down to the smallest probability
(.001). Finally, for random ordering, the words were arranged in a different random
order on each trial.
Positional consistency resulted in substantial improvement in response time while the
other menu ordering rules resulted in virtually no change from the first to the last block

of trials (see Figure 7.5). It is clear that item position is learned and used in a relatively
short time even with a fairly large number of target items (40) and a large base of items
(2000).

This result should be of particular interest to designers of dynamic menu systems.


Although the occurrence of items in a menu may vary from frame to frame, their
positions should remain constant. Consequently, the method of graying out unavailable
items in a list would be superior to deleting them and closing up the list. The overriding
guideline is to maintain absolute positional constancy, not just relative position.
7.2.3. Menu Tree Search Time. If performance on a single frame improves with
practice, we would expect even greater improvement in complex menu trees. As users
become more and more familiar with a hierarchical menu system, they should acquire
knowledge about the location of items in the tree. Indeed, such improvement has been
reported. Seppl and Salvendy (1985) looked at improvement from one repetition to
another in a study on menu depth. Subjects participated in a simulation task of
supervising a flexible manufacturing system. Subjects monitored the functional
variables of simulated machines organized in a hierarchical data base. Access to a
variable, such as temperature of machine 5, was available through different levels of a
hierarchical arrangement of machines within stations within production lines. Subjects
were required to check the levels of four variables. Specific variables were selected so
that they came from (a) the same machine (Distance 1), (b) different machines within
the same station (Distance 2), (c) different machines at different stations within the
same production line (Distance 3), or (d) different machines at different stations in
different production lines (Distance 4).
Seppl and Salvendy found a main effect of practice on the performance time. It would
appear that subjects were learning to move around through the data base with greater

speed as they acquired knowledge of how the data base was structured. A significant
interaction with distance within the hierarchy was also found as shown in Figure 7.6.
For longer distances between nodes accessed in the hierarchy, there was a greater
reduction in time due to practice than for shorter distances.

Moving through a menu tree requires knowledge not unlike that of a cognitive map of
geographic locations. The ability to move through the menu rapidly and without error
will depend on familiarity not only with items but also with paths. It is maintained here
that users may (and should) acquire two types of knowledge: rote knowledge of path
traversals (automatic or procedural knowledge) and conceptual knowledge of tree
structure and linkages (declarative knowledge). For rapid, repetitive access to menus,
such as in the Seppll and Salvendy study, automaticity will be important. For
information retrieval in large data bases declarative knowledge about the structure of the
tree will be central. Acquisition of procedural knowledge is accomplished by extensive
repetition. Acquisition of declarative knowledge is best accomplished by formal
training. As seen in the next section, declarative knowledge about the menu system may
come from transfer of training.
7.3. Transfer of Training
As users are exposed to more and more systems using menus, what is acquired on one
menu system may transfer to another. This is particularly true in "integrated" software
packages and environments. Common menus and functions may exist across word
processing, file management, and electronic mail systems. Transfer will be positive to
the extent that menus are similar in meaning and structure. On the other hand, negative
transfer would be expected if menu organization is grossly different and similar menu
terms refer to different functions. Positive transfer has been observed in the empirical
literature. Negative transfer has been reported in anecdotal accounts.

Dray, Ogden and Vestewig (1981) found both practice and transfer effects in a study on
multiple item line menus and menus calling sub-menus. In multiple-item line menus,
users had to select a menu line (out of 6 lines) and then a menu item along that line (3 to
5 per line). Selections were made by using cursor control arrow keys to select the item
and the "menu enter key" to effect the choice. In the second condition users selected the
menu line which then called a sub-menu with 3-5 items. The two conditions were
counterbalanced so that half of the ten subjects worked on multiple-item line menus first
and then switched to menus calling sub-menus second. The other half received the
conditions in reverse order. Users were given 23 practice trials before each condition
and then 3 blocks of 46 trials on each menu. Consequently, after receiving practice on
one type of menu, users were transferred to a different type of menu. Figure 7.7 shows
the mean response times.

Substantial practice effects were observed within conditions across blocks for both
groups. In the first three blocks response times dropped by about 1 sec. Training in one
condition transferred to the other condition resulting in reduced times on blocks 4
through 6. Dray et al. note that neither group nor condition differences were statistically
significant. However, the transfer from one condition to the other was significant (p < .
01). Not only was there acquisition across practice on the same menu, there was also
transfer from one condition to another. Subjects may have learned the relative positions
of items from one condition to the other.
It is important to be able to characterize what transfers and what does not when users
learn new systems or new versions of older systems. Foltz, Davies, Polson, & Kieras
(1988) note three ways in which menu systems may be changed:
Deletions. Frequently used items may be shifted to higher levels of the menu tree
thereby deleting intermediating menu levels. For example, in the original Display

Writer(TM) word-processor, the options create and revise a document were nested
under the item "Typing Tasks." In a later version (Display Writer III(TM) on the IBM
PC(TM)), create and revise were moved to the top level menu thus deleting part of the
menu path.
Additions. Items that are not used very often may be moved to lower levels of the tree.
Consequently, additional menu selections must be made in order to access those items.
Furthermore, as new features are added, additional levels of the menu hierarchy may be
required thus moving items to lower levels in the tree.
Lexical Changes. Item names may be changed to make it easier for users to associate
the function with the name. For example, a command "discard file" may be changed to
"delete file." Although the change may benefit new users, it may not help users that
have already had prior experience with the system.
If it is assumed that users learn the menu system by encoding a set of production rules,
then transfer of learning from one system to another depends on the number of rules that
stay the same and the number of new rules that are added. Foltz et al. tested this idea by
training subjects on one word processor and then switching them to another. Eight tasks
were selected for study that tapped the three types of changes. Foltz et al. developed a
predictive model of the time to learn tasks based on the number of new rules required.
The results indicated that when tasks required fewer steps (deletions) no new rules
needed to be learned. If additional steps were needed to perform a task, the cost of
learning was equal to the time required to learn those new rules. However, the model
significantly underpredicted the learning time for lexical changes. Subjects did not
generalize the rules for a task learned in one system to another even though they had
similar names. Instead, they treated the two tasks as if they were independent and had to
learn entirely new tasks.
Prior experience is a powerful factor in the acquisition of performance on menu
systems. Systems should attempt to capitalize on what the user already knows. Users are
much more likely to adopt a system that is most similar to systems they have used
before. Although this may be attributed to brand preference, to a large extent users may
be wisely opting for maximal transfer of training. It should be a comfort to designers
that additions and deletions to the menu hierarchy are not particularly upsetting in terms
of the amount of training to master the new system. However, it is most disconcerting
that a change in the wording of items that are really the same may totally throw the user.
The advise to the designer is to use the right wording in the first version and to stick
with it.
7.4 Methods of Training
One of the presumed advantages of menu selection systems is that no formal training is
necessary before using the system. Although this is true in many systems, in other more
complex systems training is required. This is particularly true in hierarchical menu
structures in which the clustering of alternatives is not immediately apparent to the user.
Training on such systems may be by way of technical documentation of the menu
structure, instruction in cookbook routines, and trial-and-error exposure. A casual
survey of documentation reveals four major types of training:

Command Sequence Training. Users are typically shown sequences of choices that lead
to particular target items. For example, one file management program gives the
following sequence for finding restaurants in St. Louis: (1) Choose the Find command
from the Organize menu, (2) Click the Clear button, (3) Click in the box next to "city,"
(4) Type St. Louis, (5) Click the Find button or press the Enter key.
Such documentation generally lists important software functions and gives "cookbook"
procedures for accessing them. Consequently, the menu system may be learned in a
piecemeal fashion rather than as an overall structure. Cognitively, one would expect
users to encode the menu system as a list of rote associations between targets and menu
choices rather than forming a mental map of the menu tree.
Menu Frame Documentation. Users may be shown listings of all the frames appearing
in the menu system. Time sharing systems often provide manuals with such listings.
Documentation on personal computer systems often show pictures of pull down menus,
menu boxes, and screen displays of function key options. Such documentation merely
reproduces the screens in a printed form and stresses the visual layout of choices at a
single level rather than sequences of choices across levels. It allows the user to glance
through all the frames and options, but it does not relate one frame to another in the
overall menu structure. Cognitively, the user may be expected to encode the system as a
set of visual images of frames. Any mental organization of the frames would be the
result of inference on the part of the user.
Global Tree Documentation. Users are given a diagram of the menu tree showing all of
the menu frames and the links from one to another. A number of systems provide large
tree diagrams but often such documentation takes the form of a functional specification
of the system and is buried in an appendix rather than used as a means of training. When
it is specifically designed for user training, this type of documentation stresses the
hierarchical structure of the menu and the links among the items rather than tracing
specific paths to accomplish particular functions. When the menu tree is large, it may be
subdivided into meaningful subtrees so as not to overwhelm the user. Cognitively, the
user is given a visual map of the system. Command sequences for accessing target
nodes would be the result of plans formulated by the user by starting at the target node
on the map and tracing a route back up the tree to the root or current node.
Trial and Error Training. Users are often told to explore the menu system to find out
where it goes. The documentation for one such system reads, "The best way to learn this
system is to use it!" An advantage of trial and error training is that the user gets handson experience, develops motor and visual skills at an early stage, and participates in
active learning by discovery. On the other hand, such training tends to be unsystematic.
The user may end up having never explored large areas of the system. Additionally, the
user may become frustrated by having found an important function at one time and later
never be able to find it again. Systems which encourage trial and error training tend to
be oriented toward discovery and exploration as a central concept of the software.
Cognitively, users participate in active learning. Menu organization and command
sequences to access targets are the result of discovery and inference on the part of the
user. Unfortunately, many users are not as interested in self-discovery and exploration as
software designers would hope.

Many systems use a combination of documentation techniques and methods of training


in the hope that one or another method will get the point across. However, it is of
interest to know which method proves to be the most effective for different types of
systems. A series of studies by Billingsley (1982), Schwartz, Norman, and Shneiderman
(1985) and by Parton, Huffman, Pridgen, Norman, and Shneiderman (1985) investigated
the effect of training method on performance. The four types of training listed above
were chosen as being representative of both formal and informal methods used in the
field. The meaningfulness of the menus was varied across the studies in order to see if
training had different effects at different levels of familiarity.
7.4.1 Training on Content Free Menus. Schwartz et al. (1985) investigated methods of
training on menus that provided no initial clues as to what choice would lead to what
target. This was achieved by using meaningless terms as labels for the alternatives.
Consequently, the menu was content free. The rationale for using a content free menu
was to be able to observe the effect of training and practice in the absence of prior
knowledge about the menu structure. Consequently, users had to acquire the associative
links between pointers and objects in the menu tree. The menu tree used in this
experiment is shown in Figure 7.8.

Groups of 20 subjects each were assigned to the four training methods (command
sequence training, menu frame documentation, global tree documentation, and trial and
error training). Subjects were allowed to study the documentation materials for 5
minutes before being tested on their ability to locate targets. The command sequence
training group studied a set of 27 cards containing the choice sequences to all 27 targets
(e.g., ZUREN-DAJ-HOUSE). The menu frame group studied a set of 13 index cards
containing all 13 menu frames. The global tree group studied a large diagram of the
menu tree as show in Figure 7.8. In the case of the trial and error group, subjects studied
the menu by exploring the system online. Study materials were then removed and
subjects were then tested on the 27 targets in a random order. Each target was displayed

at the top of the screen. Subjects were to locate the target by selecting an alternative
from the top menu and then from the second level menu. Each trial was scored as either
correct or incorrect depending on whether they had located the target. Subjects were not
allowed to move back up the tree. Following the test on the 27 targets, subjects spent
another 5 minutes studying the documentation. They were then retested.
Figure 7.9 shows the results for the proportion of correct responses for the four groups
across the two tests. Trials were blocked into groups of 9 to be able to observe practice
effects during testing. Overall the number of targets found differed significantly with
type of training documentation. The group studying the global tree out-performed the
other three groups. By the second test, the order of the groups clearly indicated that the
global tree documentation was superior. The trial and error group was a distant second.
Menu frame documentation and command sequence documentation resulted in the
fewest number of targets found.

Practice across the three blocks of trials did not result in significant increases in
performance. On the other hand, the improvement due to study between the first and
second test was quite dramatic. Overall, subjects nearly doubled their average number
correct from Test 1 to Test 2. This finding underscores the importance of training and
especially the benefits of refresher courses after the user has begun to work with the
system.
One very important question about training has to do with what it is that the users learn,
that is, how do they encode information about the menu system in a way that they can

usefully retrieve it in the future. One way of tapping this information is to ask the
subjects to recall the terms or to reconstruct the menu tree. Following the second test,
subjects in the Schwartz et al. study were asked to write down all the terms used at the
first, second, and third level of the tree. Figure 7.10 shows the proportion recalled at
each level. Quite different patterns of recall occurred depending on the method of
training. The command sequence group showed approximately equal percent recall
across the three levels. Equal attention was paid to each level. On the other hand, the
menu frame and trial and error groups displayed very poor recall of the terms used at
Levels 1 and 2 although they showed good recall at Level 3. Clearly, these subjects
attended to the target items but not intermediate terms. Finally, the global tree group
displayed the best recall all around. A "level effect" is evident for this group in that
recall was best for the bottom of the tree, next best at the top, and worst in the middle.
One may object that recall has little to do with performance on menu selection.
However, the correlation between number of terms recalled and number of targets found
was rather large (r = .78) indicating a strong but not necessarily causal relationship
between the two.

After recalling the items, subjects in the Schwartz et al. study were given the list of all
terms and a box diagram of the tree and asked to write the terms in their correct
locations. Figure 7.11 shows the percent of items correctly placed in the tree diagram.
All groups placed about 80 to 90 percent correctly at Level 1. The command sequence
and menu frame groups did much worse at Levels 2 and 3 showing confusion about the
organization of items. The global tree group did the best at Levels 2 and 3 compared to
other groups. Finally, the trial and error group did well at Level 3 but extremely poor at
Level 2. It would seem that subjects in this group concentrated on the targets but not the
path to targets. Finally, it is interesting to note that a "level effect" is evident for all

groups except for the command group that did so poorly at Level 3. The greatest
confusion about the structure of a menu occurs at the middle levels of the tree.

The Schwartz et al. study clearly demonstrated the superiority of global tree
documentation and training. One might have supposed that with content free menus, the
subject's only recourse would be to memorize command sequence. This was not the
case. Even with a content free menu, subjects studying the overall organization of the
tree were able to locate the most targets. It is possible, however, that the superiority of
the global tree training was limited to content free menus.
7.4.2 Training on Meaningful Menus. Parton, Huffman, Pridgen, Norman, and
Shneiderman (1985) conducted a parallel experiment using meaningful terms in the
menu system. The menu which they used consisted of a hierarchy of job titles and is
shown in Figure 7.12 The training methods used were similar to the Schwartz et al.
experiment. Parton et al., however, allowed the users to study information on the menu
selection system for 12 minutes rather than 5 and then try to find as many targets as
possible within a limited period of 10 minutes. The experiment was conducted on an
interactive time-sharing system.

The results for number of targets found, number of selections to reach the target,
number of menu items recalled from memory, and ratings of ease of learning are shown
in Figure 7.13.

Although the group trained on the global tree found the most targets within the time
limit, the difference was not statistically reliable probably owing to the small number of
subjects used (16 per group) and the relatively large variability among subjects. The
global tree group also required the fewest selections to reach the target, but again this
did not reach significance.
Similar to the Schwartz et al. (1985) study, the global tree group recalled the highest
number of menu items and correctly placed them in the tree diagram. A relatively high
correlation was found between recall of items and the number of targets found (r = 0.77)
indicating that subjects who found more items also tended to recall more items from

memory. It would be predicted then that training methods that help the users to recall
menu items facilitate performance.
A quite strong finding was that subjects given the global tree gave higher ratings to the
ease of learning of the system. The validity of the subjective ratings was supported by
the fact that subjects who gave higher ratings also tended to find more targets (r = .46).
An earlier study by Billingsley (1982) confirms the benefits of studying a map or global
tree diagram. Her study compared a control group using trial and error practice, a group
studying command sequences, and group studying a diagram of the structural
organization of the menu system. Subjects searched a menu system for names of target
animals. Subjects who studied the diagram displayed superior performance in terms of
time per search and number of frames traversed per search. The command sequence
group also did better than the trial and error group. One additional finding was that
subjects studying the global tree showed better retention of menu structure than the
other groups. Following training, subjects searched for 9 targets. When they were
switched to 9 different targets, the map group did just as well as before, but the
performance of the trial and error and the command sequence groups declined.
The striking conclusion is that documentation that gives the whole tree structure is
superior to the other three modes of training tested. This result is perhaps a little
stronger for menus of low meaningfulness (Schwartz et al., 1985) than for menus of
high meaningfulness (Parton et al., 1985). However, the recommendation to designers
of training methods would be to include the global tree in documentation for
hierarchical menu systems. Menu diagrams ought to be presented in the training
materials for the user rather than in an appendix merely for technical specifications. Just
how such diagrams should be laid out is still a matter of speculation. In the studies
reviewed here the diagrams proceeded from left to right, whereas in the documentation
for many systems, they proceed from top to bottom down the hierarchy. Another issue
has to do with how to break large diagrams into manageable sections. How should the
submenus be divided and organized?
7.4.3 Methods of Training as a Function of Types of Menu Systems. In practice,
documentation and training often combine methods or alternate between methods. It
may be that each type of training adds an important component to what is learned by the
user. For example, the trial and error method allows the user to have hands-on practice
with the mechanics of screen display and the selection response. Frame documentation
familiarizes the user with the array of frames and alternatives. Command sequence
documentation provides explicit pathways to items. Finally, the global tree displays the
overall structure. A good training program may well employ a "shot-gun" technique of
introducing the user to all methods.
On the other hand, different types of systems and different levels of users may require
different types of training. Sometimes it is advantageous to have no documentation and
to encourage users merely to try the system. In other cases where heavy memory
demands are placed on the user, training should emphasize the learning of terms and
pathways. In still other cases, where motor skill is required in selecting responses,
training should involve repeated practice. In developing a training method one needs to
assess the critical components to be learned by the user and then identify methods to
facilitate the acquisition of those components.

Streitz (1987) suggests that part of the design process is to come up with a way of
describing and naming things to convey to users the function and structure of the system
in a way that is cognitively consistent with their existing mental models acquired from
experience with other systems. Training often involves the use of a metaphor world. In a
way the metaphor helps to create a schema for the user or a global picture of how things
operate. Streitz reports a study by Lieser, Streitz, and Wolters (1987) in which subjects
were trained in either the "desk top/office" metaphor or the abstract "computer"
metaphor. As a second factor in the experiment, one half of the subjects used menu
selection and the other half used control commands. Performance was recorded in terms
of time per task. The results indicate that the "desk top/office" metaphor facilitates
learning and performance only when it was combined with the menu selection. As
shown in Figure 7.14, the group using menu selection in the "desk top/office" metaphor
performed tasks nearly 25% faster than all other groups. The guideline for design is
compatibility. The training method should be compatible with the user's
conceptualization of the system and with the mode of interaction between the user and
the system.

7.5 Methods of Help


In more and more instances systems are providing online documentation and training.
The advantage of this approach is that users can begin productive work at an early stage
and progress until they require help. The disadvantage is the lack of structure and
discipline in training. A second problem is that online help may add yet another level of
complexity for the user to deal with. The literature on the effect of online help is
inclusive due to the type of performance measures used to assess the benefit of help and
due to the added time and effort required by users to learn how to use such aids.

Menu selection systems are inherently online help systems. However, the issue is how
much help in terms of additional information should be given to optimize performance.
Help in menu selection is generally provided in one of two ways. The first is to give the
user longer definitions or descriptions of the alternatives. The second is to give a lookahead feature to allow users to see upcoming alternatives before making a selection.
Other types of help may provide additional information to reduce memory demands on
the user.
Using a deep hierarchical menu (2 x 2 x 2 x 2 x 2 x 2), Snowberry, Parkinson, & Sisson
(1985) provided three different types of help information. They surmised that low
accuracy in deep menus could be due to three factors. First, users may forget what they
are looking for. Second, users may forget the path they have already taken. Third, users
may not remember what the upcoming items are. Consequently, the three types of help
provided a display of either (a) the desired target, (b) the list of previous choices, (c) the
list of upcoming items. A control condition was also included which did not receive any
additional help information. Two blocks of trials were given so that the effect of help
fields could be seen at different levels of practice. Figure 7.15 shows the results for
search time and percent error.

Overall subjects tended to do better with practice. Furthermore the type of help
information had an effect on both error rate and search time. The group receiving
information about upcoming selections produced significantly fewer errors than the
other three groups which did not differ significantly from each other. It was found that
the reduction of errors occurred primarily at the top two levels of the menu tree where
there may be weak associations between general category descriptors and targets. The
group receiving the list of previous selections was significantly slower than the other
three groups. The added information presented on the screen may have slowed the

subjects down. Although the group receiving upcoming selections did not differ in
search time on the first block, on the second block it was the fastest.
In a second experiment, Snowberry et al. (1985) investigated the effect of help fields
after increased practice on the menu. After 128 trials on the menu, no significant
differences occurred among the groups on error rate. This finding confirms the notion
that help fields have decreasing value with increased experience.
Some tentative guidelines may be drawn regarding additional help in menu selection.
First, help should be optional. The user should have the option of getting help, but it
should not be routinely presented. Excess help information may distract the user.
Second, help information should be aimed at critical components in menu selection
process rather than at superficial aspects. Figure 7.2 displays such critical components.
Finally, the type of help needed changes with experience. At the early stages of learning,
users may need help remembering subsequent choices; at later stages they may desire
help in finding shortcuts.
7.6 Summary
Performance is a function of user proficiency and system power. Expectations are that
these two factors combine multiplicatively to determine overall performance.
Consequently, improvements in one increase the gain in the other. On the one side
system designers are creating more powerful and efficient systems. On the other side,
users are trying to come up to speed. Fortunately, when users access a menu selection
system on a repeated basis, their performance improves. Studies have shown that both
the speed and accuracy of menu search increases with practice. Exactly what users learn
is not entirely clear; however, a number of critical components of learning have been
identified. Such components are acquired with practice and may transfer from one menu
system to another depending on the similarity of the systems. Integrated software takes
full advantage of the transfer process, by maintaining common menus across different
applications.
Although some menu systems are self-explanatory, most require training and
documentation. A number of methods have been developed in order to facilitate the
learning process on the part of the user. Four methods have been explored in
experimental research, training on: (a) on command sequences that give the menu
selections to find specific targets, (b) on menu frames that show the screen displays of
menus, (c) on a global diagram of the menu system, and (d) trial and error practice.
While each method has its merits, providing users with a diagram of the overall menu
tree proves to be the most effective. Users seem to be able to locate more items with
fewer errors after studying a diagram of the global tree. In addition, subjective
evaluations favor the use of the diagram.
Online help information has also been provided to facilitate menu selection
performance. The question is how much help should be provided, what type of help, and
when. Research indicates that information about upcoming choices is beneficial. On the
other hand, information about previous selections made may prove to distract the user.
Help systems should probably be optional. The type of helpful information is expected
to change with experience. Finally, help should concentrate on information that is
critical to performance rather than on superficial aspects.

Chapter 8
Depth vs. Breadth of Hierarchical Menu Trees
Menu selection systems have the power of providing a seemingly unlimited number of
choices to the user by generating deeper and more complex menu structures. The power
of hierarchical menus is inherent in the exponential growth of the possible number of
terminal nodes as a function of level. Menus can access thousands of items. Figure 8.1
gives an example of menu frames to access the hierarchy of living animals. The
example shown has eight levels proceeding from subkingdoms down to genera. There
are approximately 5,000 genera in this classification. If the menu system continued
down to species, it would include approximately one million items. Other menu systems
use hierarchical menu structures to access medical and personnel files, demographic
data, bibliographic references, encyclopedic information, geographical locations, etc.
Even systems using indices and keywords may use hierarchical menus to a certain
extent.

Unfortunately, the added complexity due to the depth of menu is not without cost. Menu
designers must carefully weigh the options and consider a number of tradeoffs between
factors such as the breadth and depth of the tree. This chapter will review empirical
studies on the effect of depth vs. breadth of the menu structure on performance in highly
predictable and learned menus. At each choice point in such menus the user is highly
certain as to the "correct" choice when searching for a target. Performance is primarily a
function of the speed with which the user can traverse the menu from the top to the
target node. The following chapter will explore search behavior in menus that are not
perfectly predictable. The user may have to make educated guesses as to the "correct"
choice leading to the target. Performance in such menus is primarily a function of the

number of selections and backtracking required to find a target. These studies


investigate search patterns and user strategies. Finally, it should be mentioned that the
studies reviewed in these two chapters are primarily concerned with the effect of menu
structure on performance and not on the relationship between menu content and
structure. This important issue will be dealt with in Chapter 10. Nevertheless, it will be
seen that the formal structure of a menu has a substantial effect on performance. The
results of these studies will help to tell designers how to structure the tree.

8.1 Depth vs. Breadth Tradeoff

An extremely important issue in the design of menu systems is the depth vs. breadth
trade-off. For a given number of choices, should they all be presented on one screen or
should they be divided among several screens? Figure 8.2 gives an example of two
ways of setting up an automatic teller machine. In one case, all of the choices are shown
on one screen. In the second case, the alternatives are subdivided such that the customer
must make a series of choices. Which organization results in fewer errors, reduced time,
and greater customer satisfaction and acceptance?

A number of factors come into play when users are faced with systems that vary in their
depth and breadth. With broad menus, visual search time becomes an important factor.
Users must scan long lists of alternatives to locate the desired item. In Chapter 6, we
looked at how the organization of menu items can greatly improve search time. Broad

menus also place an added burden on response selection. If numbers are used, two digits
will be required. If letters are used, mnemonic abbreviations are harder to construct and
often require more letters. If cursor positioning is used, the user must on the average
move the cursor a greater distance. Furthermore, if a mouse is used the user may have to
hit a smaller target. Consequently, both search time and response time are expected to
increase with the length of the menu.
On the other hand, with deep menus a greater number of choices are required. Each
choice entails visual search, decision, and response selection. Although each choice may
require less time per frame, there are more frames to contend with. Furthermore and
perhaps most devastating is the fact that with greater menu depth, there is greater
uncertainty as to the location of target items. Vaguely worded alternatives and
ambiguous terms obscure the defining set of submenus. Consequently, users tend to get
lost.
Early design guidelines suggested that the number of alternatives in a frame should kept
to a minimum in adherence to the principle of "frame simplicity" (Robertson,
McCracken, & Newell, 1981). In systems such as ZOG and PROMIS (Problem
Oriented Medical Information System), each frame presents only a "few sentences of
text and no more than half a dozen options" (Robertson et al., 1981, p. 465). Similar
guidelines that promoted the "lean, clean, green screen" notion where taken to imply
that the number of alternatives per screen should be at a minimum. This meant that
designers then had to increase the depth of the tree in order to accommodate more items.
Hardware limitations also served to limit the number of alternatives presented at a time.
With slow transmission speeds on time-sharing systems, designers wanted to avoid long
lists of alternatives. Moreover, small CRT screens could only display a limited amount
of text at one time. Small screens and slow transmission led designers of early systems
to opt for menus with no more than 8 alternatives at each level. Consequently, designers
found it necessary to reduce the breadth of the tree and increase its depth.
On the other hand, there were those who argued that menu depth should be limited.
Sensitive to the difficulty of remembering the path and of the increase in time required
to make a series of choices, Calhoun (1978) suggested that "no function or piece of data
should be more than four switch hits removed from the first menu or display."
The decision to emphasize depth or breadth in menu design has been largely a function
of intuitions about the users rather than based on empirical performance results.
Shneiderman (1980) points out the need for experimental tests on the parameters of
menu selection for questions such as: "How many choices are appropriate for a single
menu?" and "Does a deep menu lead to loss of orientation?" (p. 241) Clearly, it became
necessary to do empirical research to determine what the optimal combination of depth
and breath should be.
The trade-off of depth versus breadth can be reduced to the trade-off between increased
decision time due to breadth versus a decreased number of choices. The total time that it
takes for the user to respond to a series of menu choices is given by the following
equation:
Total Response Time = {u(ni) + s(ni)}, 8.1

where u(ni) is the user response time to select from among n items at Level i and s(ni) is
the computer response time at Level i. In general, the breadth of trees in existing menu
systems varies throughout the structure so that the trade-off between depth and breadth
cannot be expressed in a simple way. However, for constant symmetric trees with N
terminal nodes, the relationship between depth d and breadth n is given by the
equations:
N = nd, 8.2
log N = d log n, and 8.3
d = log N / log n. 8.4
If u(ni) could be specified, the optimum the trade-off function could be determined. Two
general functions relating response time to menu breadth have been proposed in the
literature as a result of theories about the cognitive processes of menu search, choice,
and selection. A linear function is the result of a model proposed by Lee and MacGregor
(1985) and extended by Paap and Roske-Hofstrand (1986) and by MacGregor, Lee, and
Nam (1986). Alternatively, a logarithmic function is the result of models proposed by
Landauer and Nachbar (1985) and by Card (1982). It will be seen that these two models
result in completely different solutions to the optimal breadth of a menu tree. Although
the cognitive processing of menu alternatives is expected to vary with type of menu,
task, and experience, empirical evidence to date supports the logarithmic model.
Nevertheless, designers should be especially careful when generalizing theoretical and
empirical results to specific applications in the depth versus breadth issue due to the
influence of unexplored factors.
8.2 The Linear Model
Response time u(ni) may simply be a linear function of the number of alternatives ni.
This model may result from a number of simplifying assumptions about the cognitive
processes of search, selection time, and computer response time. Lee and MacGregor
(1985) discuss a decision model for menu search in videotext databases. They assume
that the time that it takes for a user to make a selection will be an additive function of
the number of alternatives that the user reads multiplied by the time that it takes to read
an alternative plus the key-press time and computer response time:
t(ni) = E(n) t + k + c, 8.5
where E(n) is the expected number of alternatives read, t is the reading time per
alternative, k is the key-press time, and c is the computer response time. The value of
E(n) depends on whether the user adopts an exhaustive or a self-terminating search
strategy. For an exhaustive search, the user reads all of the alternatives in a menu frame
before making a choice; consequently, E(n) = n. For a self-terminating search, the user
stops as soon as an appropriate alternative is encountered. The expected value of the
number of alternatives read would then be E(n) = (n + 1)/2.
The total response time is then given by multiplying depth and response time per menu
frame as given from Equations 8.4 and 8.5:

t(N) = {(log N) / (log n)} (E(n) t + k + c). 8.6


Although a direct solution for the optimum values of depth and breadth does not exist,
Lee et al. used numerical methods to find the solution. Figure 8.3 illustrates the
relationship between breadth and total response time. As the number of items is
increased from 2 the time decreases but then increases again. The optimal number of
alternatives is about 4 for slow readers (t = 1 sec) and about 7 for fast readers (t = .25
sec) when k = 1 sec and c = .5 sec.

Using numerical methods, the optimum number of menu alternatives per frame was
determined for various combinations of the parameters for reading time, key-press time
and computer response time. These are shown in Table 8.1. What is rather astounding
about these tables is that within reasonable values for the parameters the optimal
number of alternatives per frame is between 4 and 7. However, Lee and MacGregor's
(1985) assumptions may be overly restrictive, particularly for organized or highly
familiar menus.
Paap and Hofstrand (1986) have extended the range of search strategies beyond
exhaustive and self-terminating menus to include any proportion of items that need to
be examined. They suggest that when searching well practiced menus or when the
alternatives in a menu are organized into categories, the scope of the search may be
substantially reduced. For a well practiced list, users may learn approximately where to
look for an item. Consequently, they need to scan only a small portion of the total
number of items. To account for this Paap et al. introduce the parameter, 1/f, to indicate
the proportion of items that need to be read before the user terminates the search. The
expected number of items read is then:

E(ni) = (n + 1)/f. 8.7


When f = 2, the scope is the whole list, when f = 3, the scope is reduced to two-thirds of
the list, and when f = 4, it is reduced to one half. Adding scope to Equation 8.6 results in
the following:
t(N) = {(log N) / (log n)} ({(n + 1)/f} t + k + c). 8.8
The optimal breadth is quite sensitive to 1/f. For reasonable values of reading time, keypress time, and computer response time, the optimal breadth may increase substantially
beyond 8 alternatives per frame.
Table 8.1
Optimum Number of Alternatives per Menu Frame for Exhaustive and Self-Terminating
Search Strategies(From Lee & MacGregor, 1985)
Computer Response Time (c)
Key-Press Time (k)

Reading Time (t) 0.50

0.60

0.90

1.35

Exhaustive Search

0.50

1.00

0.25

6/7

0.50

5/6

1.00

2.00

0.25

7/8

0.50

1.00

2.00

0.25

11

0.50

6/7

1.00

5/6

2.00

0.25

10

10

11

12/13

0.50

7/8

1.00

2.00

Self-Terminating Search

0.50

1.00

Grouping of items in a menu would also be expected to reduce the scope of search.
When items are placed into groups, the visual search process may be in two stages. First
the user searches group labels until the desired group is located. Then he or she searches

within that group until the desired item is located. The total number of items that need
to be read given a two-stage self-terminating search would be:
E(Ii) = (g + 1)/2 + {(b/g) + 1}/2, 8.9
where g is the number of groups. Paap et al. introduce a simplifying assumption that the
number of groups should be approximately the square root of the number of items. Then
the total time to search for an item is given by:
t(N) = {(log N) / (log n)} ([(g+1)/2 + {(b/g)+1}/2 ] t + k + c). 8.10
When items are organized into groups such as this, the optimal breadth of the menu
increases dramatically as shown in Table 8.2.
MacGregor, Lee, and Lam (1986) acknowledge that for command menus which may
access fewer than 100 items and which are well practiced by users, the optimum number
of items per frame probably exceeds 8. However, they note that for videotext menus
accessing databases in excess of 10,000 documents, it is unlikely that users will learn
the location of menu items and restrict the scope of their search. They contend that in
such cases, the decision process will be complicated and that users may not only engage
in an exhaustive search but that they may need to read items over again to compare one
with other. Such a redundant search may result when the user has read all of the
alternatives and several appear to be plausible choices. MacGregor et al. suggest that
such redundant search processes may be frequent with broader menus that have more
plausible options. Consequently, for videotext menus at least, one should restrict the
number of items to about 5.
Table 8.2
Optimum Number of Alternatives per Frame for Grouped Menus Given a SelfTerminating Search Strategy (From Paap & Roske-Hofstrand, 1986)
Computer Response Time (c)
Key-Press Time (k) Reading Time (t) 0.50

0.50

1.00

0.60

0.90

1.35

0.25

38

41

49

63

0.50

25

26

30

36

1.00

19

20

22

24

2.00

16

17

17

18

0.25

52

55

64

78

0.50

32

33

37

43

1.00

22

23

25

27

2.00

18

18

19

20

However, it should be remembered that the linear model may not be at all appropriate.
The time that it takes to read an item may not be constant either within menu frames or

across menu levels. As the user begins to read items in a frame, he or she may start out
slowly and speed up as the context of the choice becomes clearer. Furthermore, the
familiarity of alternatives probably varies with the depth of the tree. Top level menus are
seen more frequently and hence will be familiar to the user. Lower menus may only be
seen for the first time. Finally, in writing menu items the length of alternatives may vary
with the depth of the tree. Superordinate categories typically require longer descriptors.
Specific items may require only brief phrases.
The linear model ignores decision time despite the fact that decision time is known to be
a function of the number of alternatives. If decision time is a linear function of ni, then
the model still holds. However, the results of choice reaction time studies suggest that
decision and key-press time is best described by a log model.
8.3 The Log Model
Under limited conditions u(ni) can be estimated by the Hick-Hyman law for choice
reaction time and Fitts' law for movement time. If selection is made by a choice among
responses rather than a serial scan-and-match process, the Hick-Hyman law (Hyman,
1953; Welford, 1980) states that
dt = c + klog(ni), 8.11
where c and k are constants and ni is the number of equally likely alternatives at Level i
of the tree. Fitts' law (Fitts, 1954) specifies the movement time to hit a target of width w
from a distance d:
mt = c + klog(d/w). 8.12
These functions were tested in a study by Landauer and Nachbar (1985) who varied the
number of alternatives per screen to select either a number or word out of 4096 possible.
Responses were made on a touch screen. The physical width of the alternative was
proportional to 1/n; and it was assumed that the distance was the same for all
alternatives; consequently:
mt = c + klog(n). 8.13
Moreover, it was assumed that the decision time and movement time are additive
components in response selection and that u(ni) does not depend on depth,
consequently:
t(n) = dt + mt = c + klog(n), 8.14
Landauer and Nachbar (1985) varied the breadth of a menu for locating the 4096
sequential numbers or alphabetized words across 2, 4, 8, and 16 alternatives per level.
The exact experimental conditions of the study are important for understanding the
results. On each trial, a goal number or word was presented in the middle of a main
screen as well as on a second screen to the left. Participants initiated the search by
touching anywhere on the main screen. The screen went blank for 1 second. After the
delay, an auditory signal occurred and 5 to 33 alternating blue and red horizontal stripes
from .5 to 3.5 inches wide appeared on the screen. For integers, ranges were shown by

their extreme high and low values on the blue stripes. Participants were to choose the
range that contained the goal by touching the stripe between the two values. For words,
the procedure was the same except that words replaced numbers in the ranges according
to their alphabetical order. Errors were not permitted. Participants had to select the
correct bar, at which point a second auditory signal has sounded and the stripe flashed
white. Responses were timed from the onset signal to success signal. After the range
was chosen, the main screen went blank for 1 second and another set of ranges were
presented and so on until the screen on which sequential integers or words themselves
were shown rather than ranges. Goal numbers and words were chosen with the
restriction that they never appeared as high or low range values. Eight participants
served in all conditions in a counterbalanced order. Two sessions in each condition were
given on separate days to observe changes with practice.
Figure 8.4 shows the mean response time per selection as a function of the number of
alternatives. The lines show the predicted functions based on the Hick-Hyman and Fitt's
laws, and the points indicated the observed values. It is clear that the log function fits
the data quite well.

Figure 8.4, however, shows only the response time per choice. Total time to locate a
target is given by the number of choices multiplied by the time per choice. For a
symmetric tree, the number of choices necessary to locate a target is lognN, where N is
the total number of terminal items (4096). The response time per choice is given by
Equation 8.5. Multiplying these two results in
u(N) = (lognN)(c + klog(n)), or

u(N) = k(logN) + c(lognN). 8.15


The left hand term does not depend on the tree structure, only on the number of terminal
items. The right hand term gets smaller as n gets larger. The result is that increased
breadth of the tree reduces the overall response time. The constant c, which indicates the
time added per choice, determines the magnitude of the effect. When c is large,
increased depth becomes more detrimental.
The observed times in the Landauer et al. confirmed these predictions. Figure 8.5 shows
the cumulative times for numbers and words for each degree of branching. The larger
the degree of branching, the faster the total time to locate the target. Two features of this
graph are also interesting. First, response times increased slightly with depth. Landauer
et al. hypothesize that as the ranges become narrower the decisions become more
difficult. Second, response time for the last decision is much faster than for the steps
leading up to it. The authors note that this is probably due to the speed at which an
identity match occurs with the goal at the last level over the speed of an order
comparison required on earlier screens.

The results of Landaur and Nachbar are extremely important. They suggest that for
certain menus, breadth should be increased to a practical maximum. However, their
results may be confined to the laboratory conditions particular to their studies. Most
hierarchical menu systems are not sequential numbers or alphabetized words.
Furthermore, most menu alternatives are ill-defined categorical names rather than
ordered ranges. It is quite possible that the logarithmic functions hypothesized for
response times do not generalize to other sets of items. Studies using menu selection in
hierarchical data bases shed light on the generality on the depth versus breadth issue.
Support for a log model also comes from studies on visual search. It is not necessarily
the case that users scan the list of alternatives systematically from top to bottom. Instead

they may randomly sample items. Card (1982) discusses a visual search model
originally developed by Kendall and Wodinsky (1960). If the user is searching for a
target item, there is a probability of finding the target on each of a number of saccades.
If each saccade requires a fixed amount of time, the total time that it takes to locate the
target is a logarithmic function of the number of alternatives.
8.4 Total User Response Time in Hierarchical Data Bases
Early evidence that increased depth of menus was detrimental came from a review of
information retrieval studies. Tombaugh and McEwen (1982) concluded that when
searching for information, users were very likely to choose menu items that did not lead
to the desired information and that they tended to give up without locating the
information on a high proportion of searches.
Observations of users working with a large network menu selection system indicated
that often users became confused about where they were in the system. Robertson,
McCracken, and Newell (1981) described the performance of operators using a menu
selection system named ZOG as follows: "Users readily get lost in using ZOG. The user
does not know where he is, how to get where he wants to go, or what to do; he feels lost
and may take excessively long to respond. This happens in all sorts of nets, especially
complex nets or nets without regular structure" (p. 483).
Finally, informal studies on menu driven teleterminals by Hagelbarger and Thompson
(1983) indicated that users took progressively longer to respond as they progressed
further down the tree. When users selected a wrong alternative at any point, they
became confused and rather than backing up the tree one level to correct the error, they
would return to the main menu.
Allen (1983) investigated the effect of menu depth on response times and error rates at
each level of tree. He found that response times at each level became longer for searches
deeper in the tree. Subjects also made more errors when searches deeper into the tree.
In order to understand what was happening in hierarchical menus, a series of controlled
laboratory studies investigated the effect of varying depth and breadth while holding the
number of terminal nodes constant. Miller (1981) used a constant number of 64 items
arranged in symmetric hierarchical menus of 26, 43, 82, and 641. The items were nouns
and proper nouns in a semantic hierarchy formed by superset-subset associations. Figure
8.6 shows the words arranged in the 26 condition and Figure 8.7 shows the 43 condition.
Selections were made on a response panel consisting of push buttons adjacent to
rectangular viewing holes mounted directly over a CRT display. In the case of the 641
menu, buttons were above or below groups of eight words and subjects only indicated
which group the word was in.

Subjects studied word hierarchy diagrams prior to being tested so that memory and
choice uncertainty would be minimized. Each trial proceeded as follows: (a) a goal
word was presented in the middle of the screen for 2 seconds; (b) the screen blanked for
1.5 seconds and then the first set of choices were presented; (c) when the subject
responded, the screen was blanked for .5 seconds; and (d) a 4 second rest period
occurred between trials. Total response time was recorded as the sum of the response
times for each selection. System response time was not counted. Subjects were tested on
four blocks of the 64 words. If a subject selected a wrong choice, the word "error"
appeared and the trial was repeated at a later point. Subjects were encouraged to work
"as quickly as possible without making errors."

The results are shown in Figure 8.8. Total response time was fastest for menus 43 and 82
and slowest for menus 26 and 641 as shown by the U-shaped curve in the figure.
Subjects using menus 26 or 641 took approximately twice as much total time to get to the
target. On the other hand, as shown in the bottom line, response time per menu choice
increased as a function of breadth. Subjects using menus 26 and 43 took about 1 second
to respond; subjects using menu 82 took 1.3 seconds; and subjects using menu 641 took
5.3 seconds. Consequently, menu 43 was faster than 26 since response time per choice
was about the same, but menu 26 required twice as many choices. Broader menus
required longer search times. Consequently menu 641 was worse than 82 since the
response time per choice for 641 was much more than twice as long as for menu 82.

Percent errors also indicated that the 82 menu resulted in superior performance showing
less than one percent errors. The more errors occurred with menus 26 and 43, showing
7.6 and 6.6 percent errors, respectively. The 641 menu resulted in 2.9 percent errors.
Miller concludes that "a menu hierarchy of two levels was the fastest, produced the
fewest errors, showed the least variability, and was the easiest to learn. If for some
reason two levels and eight choices per level cannot satisfy system requirements,
expansion in breadth is recommended over expansion in depth."
Unfortunately, several shortcomings in the design of Miller's experiment serve to
invalidate the results for the 641 menu and undermine the generality of the conclusion. It
turns out that in all of menus the semantic categories remained intact throughout the
hierarchy except for menu 641. The 64 items were presented in eight columns of eight
items. The eight items were not from the same category but were drawn from four
different categories. Consequently, performance was probably impaired due to the lack

of categorical organization. Subjects had to search an essentially random ordering of


words.
In order to test for this possibility, Snowberry, Parkinson, and Sisson (1983) replicated
Miller's experiment and included a comparison between a categorical organization
versus random display of the 64 items in the broadest menu. The same items were used.
In addition the response requirement was changed so as to be the same across all
conditions. Subjects had to enter a two digit response code to select an item. Response
times were measured from the onset of the display to the entry of the first digit so that
deep menus would not be penalized by the longer response times due to multiple key
entry.
Snowberry et al.'s results for user response times are shown in Figure 8.9. The results
replicate Millers findings with the exception that the categorized display of 64 items is
slightly superior to the 82 menu. Clearly, a random ordering of words results in search
times that degrade performance well below the 82 menu. On the other hand, a
categorical ordering of the 64 words results in performance slightly superior to the 82
menu. Overall, the results indicate that search time is a decreasing linear function of
log2 number of items up to at least 64. Results for accuracy of choice also support the
superiority of broad menus. Snowberry notes that differences in response time and
accuracy were not eliminated with practice. Consequently, broad menus can be expected
to be superior for experienced users as well as novice users.

A potential problem with both Miller's and Snowberry et al.'s studies is that the
difficulty of finding targets may not be equal across different hierarchical structures.
Some categorical structures may be more natural and meaningful than others. To

recategorize them reduces the semantic associations and increases the uncertainty of
choice at the upper levels. Furthermore, certain category names may obscure their
members in some menus. The higher error rates for the 26 and 43 conditions may
actually indicate that the menus were not well matched. Aware of this problem,
Snowberry et al. tested an additional group of subjects with specific instructions to
avoid errors common in the original test. This group achieved substantially reduced
errors with only a slightly slower response time. Half of this group continued for 128
trials and further reduced errors and increased speed. Nevertheless, both speed and
accuracy were still below those achieved using broader menus. Although the different
menu structures probably differed in terms of the "goodness" of their categorization of
words, it would appear that such differences do not undermine the conclusions.
Kiger (1984) extended the research on depth vs. breadth by investigating a simulated
database of information sources and commercial services on a videotext type system.
Sixty-four services were clustered into five different tree structures: 26, 43, 82, 4x16, and
16x4. Figure 8.10 gives an example of the 43 menu.

Twenty-two subjects searched for 16 targets in each of the 5 structures. The menu
structure was randomly changed every two trials so that subjects would experience all
of the structures across different trials.
Both rankings of preference and ratings of ease of use indicated that menus 82 and 43
were most preferred and menus 16x4 and 26 were least preferred. Total user response
time was approximately the same for menus 4x16, 16x4 and 82 and significantly faster
than for menus 43 and 26. Menu 26 was significantly slower than all other structures.
Finally, the menu 26 resulted in the most errors. Kiger concludes that the 26 menu is
slowest, least accurate, hardest to use and least preferred. On the other hand, menu 82
appears superior.
Schultz and Curran (1986) have confirmed the advantage of menu breadth over depth.
They compared performance on a one-level, full menu versus a three-level, paged menu
of user-familiar functions on a prototype system. Items within menus were either
alphabetically arranged or randomly ordered. Even when system response time was
subtracted out, search times were 30% faster with the full menu (16.4 sec) than the
paged menu (24.0 sec). Randomly ordered paged menus were particularly slow on the
first block of trials. With practice, performance on the randomly ordered menus was at
least as good as for the alphabetized menus. Schultz et al. note that menu structure and
ordering are interactively related in early use of the system. The practical conclusion is
that the number of pages in a menu system should be minimized and that items should
be arranged in an orderly fashion on the page.
The evidence to this point indicates that where possible, designers should avoid depth
and increase the breadth of choice. Certainly a deep binary tree is to be avoided. Menus
with 8 alternatives are definitely preferable. Furthermore, early thinking that broad
menus were to be avoided at all costs has been proven false. Broad menus of 64 items
may indeed be superior to two levels of 8 alternatives. However, a number of other
factors begin to emerge. Some menu structures may convey a better semantic
categorization of the items.
8.5 Selection Time as a Function of Menu Depth
The time required to select among a set of alternatives depends not only on the number
of alternatives, but also on how far the user has traversed down the menu hierarchy. It
was noted by Landauer and Nachbar (1985) that selection times increase slightly with
depth. In their particular task this finding was probably due to the increased difficulty in
deciding whether or not an item was included in narrower and narrower ranges.
Selection time for the last decision at the terminal node, on the other hand, was much
faster due to an identity match of the target.
For videotext systems Kiger reports quite different results. Given a constant number of
alternatives, selection time decreased with depth. Figure 8.11 shows selection time per
frame as a function of depth for 5 menu structures. The 26, 43, and 82 structures show a
steady decrease from Level 1 to the lowest level of the tree. The 16x4 menu also shows
a decrease but this is due in part to the smaller number of alternatives at Level 2. The
only reversal occurred for the 4x16 menu where a longer selection time at Level 2 was
probably due to the larger number of alternatives at that level. Kiger notes that the
longer selection time at Level 1 may be due to time required for (a) initial orientation to

the menu, (b) think time planning a path, and (c) selection among general categories.
Fast response times at the terminal menu frames may have been due to target matches.

8.6 Factors of System Speed and User Response Time


Most of the research on the trade-off between depth and breadth has investigated time as
the primary measure of performance. As noted in Chapter 7, overall performance is a
function of system performance and user performance. When the system is very slow, it
ultimately determines the overall time. For example, when the transmission speed of the
system is 30 cps, a typical menu of eight items on the Source(TM) takes approximately
8 seconds. Consider a 83 menu with a total of 512 terminal items. If the user traverses
the tree to a depth of three levels and takes only 3 seconds selection time per level, it
would require a total of 33 seconds. On the other hand without a hierarhcial menu, if all
512 items were transmitted in one broad menu at 30 cps, it would require 8.5 minutes to
display all of the items. Depth leads to a considerable savings!
But what happens when the transmission and display rates are markedly improved? If
transmission and display is essentially instantaneous, then it is user performance that
determine speed. The total time that it takes to traverse the menu to the desired item is
given by the following equation:
Total Time = { s(ni) + u(ni)}, 8.16
where s(ni) is the system time for the transmission and display of n items at Level i and
u(ni) is the user time to select a response out of n items at Level i. Total time is summed
across the number of levels. Total time may also be broken into the components due to
the system and the user separately:

System Response Time = s(ni), 8.17


User Response Time= u(ni). 8.18
Sisson, Parkinson, & Snowberry (1986) calculated the communication times for 4 menu
configurations with a constant number of items, but varying in depth for transmission
speeds of 10 to 1920 cps. In addition, Sisson et al. added user times for search and
response as empirically determined by Snowberry et al. (1983). The broad menu of all
64 items was superior for transmission speeds of 960 and faster. The 82 menu had the
best time for speeds from 60 to 480 cps, and the 43 menu had the best times for the
slowest speeds of 10 to 30 cps. The deepest menu 26 was never optimal.
With faster transmission and display rates, it would seem that broader menus become
more efficient, that is, if user search and choice times are not inordinately longer with
broad menus.
8.6 Summary
Given a set number of terminal nodes in a hierarchical menu, the designer faces the
important trade-off issue of depth vs. breadth. Within the constraints of system response
and screen display time, size of screen, and meaningful grouping of items, there is a
certain amount of leeway as to whether to present long lists of alternatives or subdivide
them into shorter groups. Although the literature is somewhat mixed as to the "optimal"
number of alternatives per frame, several principles are clear.
For lists of linearly organized arrays such as numbers, alphabetized lists, letters of the
alphabet, and months of the year, one should increase breadth to the maximum practical
level. Visual search is optimized in that the intact organization of the list facilitates user
response time to the extent that it approximates a logarithmic function.
When there is no inherent linear ordering of alternatives, users may scan items
sequentially. When this is the case, user response time may approximate a linear
function and the optimal number of alternatives will fall between 3 and 12 depending on
various user characteristics and system parameters. However, if multiple levels of the
hierarchical menu can be displayed in an organized manner in one frame, response time
can be reduced with much broader menus. The overriding principle is to provide
organization, whether linear or hierarchical, to the user as a vehicle for visually locating
target items.
It may very well be that the depth vs. breadth trade-off issue is really misplaced and that
the transcending issue is that of effectively revealing menu organization to users, while
reducing the number of frames and responses required to locate target items. This issue
will be developed further in the next chapter on search behavior in hierarchical menu
trees.

Chapter 9
Search Behavior in Hierarchical Menu Structures
Menu hierarchies are useful in organizing information and reducing the number of
alternatives that must be considered at any one time. This advantage is achieved with
some cost. As seen in the last chapter, a major cost is the added time to make menu
selections at each level. However, a much more significant cost is often accrued by
menu depth. Items are buried under successive levels of menus and the user may have to
search up and down the tree to locate the desired item. If menu frames give sufficient
information regarding the location of the target at each level and users make no
mistakes, there would be no problem. Unfortunately, this is not always the case.
The problem is that when items are clustered together in the menu hierarchy, category
names must be assigned to those sets of items. In many cases the category names are not
adequate descriptors of the subset. Categories such as "Options," "Tools," "Windows,"
"Functions," fail to guide inexperienced users. Menu frames provide insufficient
information when:
(1) items within a cluster are not be adequately characterized by the category name;
(2) the user infers that additional items are in a category; or
(3) category names overlap.
Menu items are rarely worded such that users know for certain what selections are
required to get to a particular target frame. Items are often vaguely or ambiguously
worded so that at first users can at best make only educated guesses about what leads to
what. With sufficient use of the system, users learn the idiosyncrasies of the menu and
improve their performance. But until that point, users must search as best as they can.
This problem is particularly troublesome in vast videotext systems in which one may
develop familiarity with only parts of the tree. In such systems the probability of
making one or more errors per search is quite high (Frankhuizen & Vrins, 1980).
Whalen and Mason (1981) investigated the problems caused by three types of defects in
menu systems: miscategorization of items, ambiguous category labels, and synonymous
labels. The most serious defect was found to be miscategorization. Miscategorized items
were rarely found by users. While ambiguous and synonymous labels reduce certainty
in location, miscategorization produces total uncertainty. If an item is miscategorized,
looking for it is like looking for a needle in a haystack.
This chapter investigates the problem of search in hierarchical menus. When searching
for an item, users typically follow the most probable path down the hierarchy until
either (a) they get to the bottom and the item is either found or not found or (b) they
come to a menu frame that offers little or no possibility of leading to the desired item.
The questions are "How do users redirect search when they come to a dead end, what
menu structures facilitate search, and how do users differ in strategies and abilities in
menu search?"
While performance on well-practiced menus is largely a function of response times
along a relatively direct path, performance on unfamiliar and ill-defined menus is

largely a function of the number of frames visited during the search. Search behavior
may be characterized by the number of off-path choices, the amount of backtracking
required, and the frequency of restarting the search. Depending on the menu structure,
users may adopt different strategies for backtracking and restarting. Depth and breadth
play an important part in search performance in difficult menu hierarchies.
9.1 Menu Focusing Through Structure
From the consumer's perspective there are different advantages to searching for an item
at a department store or a shopping bazaar. Aside from selection of goods, the
department store provides a focusing structure to direct the consumer to the areas of the
store. The bazaar bewilders the naive shopper with a large number of specialty shops
along crowded narrow streets. However, once in the right shop, the variety may provide
an easy choice of a needed item. Certainly, the relative efficiency of shopping one or the
other will depend on knowing what you are looking for. Moreover, the shopper's search
strategy will differ greatly between a department store and a shopping bazaar. Similarly,
the efficiency of searching a menu structure may depend on how well the target item is
specified and the user's search strategy may vary with the type of menu structure.
It is clear that the depth vs. breadth trade-off has a strong effect on performance.
However, it is also likely that other characteristics of the menu structure influence
performance when depth is constant. Most real-world menu systems vary in breadth at
different levels of the tree. The natural organization of the hierarchy may require
groupings that make it top heavy, bottom heavy, or bulging in the middle. In some cases
the designer may have sufficient leeway to organize the items in several equally
meaningful ways. The question is "What sort of structure best facilitates search?" It may
be best to have a broad range of alternatives at the top of the menu and focus in on a
small number of choices at the bottom. Or it may be best to have a narrow range at the
top and a broad selection at the bottom. McEwan (1981) observed that most
navigational errors are made at or near the top of the menu hierarchy. This implies that
the greatest effort in menu design should be directed at the top level menu.
9.1.1 Varying Menu Breadth. Can search in difficult hierarchical menus be facilitated
by varying the breadth of the menu at particular points in the tree? Norman and Chin
(1988) investigated menu structures having different shape while holding depth
constant. Five structures were used (Figure 9.1).

The constant menu (4x4x4x4) served as a baseline of comparison since it represents the
uniform symmetric menu. It has the advantage of providing the user with a fixed
number of items at each level. The user knows that there will be four items at each
level. Choice uncertainty and decision difficulty are evenly distributed across all levels
of the tree.
The decreasing menu (8x8x2x2) gives a larger number of items at the beginning and
narrows the range at the end. Users are initially faced with a broad range of categories
leading to a small number of finer distinctions further on. This structure may have the

advantage of helping to resolve the general location at the beginning of the search, but it
provides little flexibility in search at the bottom.
The increasing menu (2x2x8x8) gives a small number of choices at the beginning and
increases breadth at the end. Users are faced with a small number of general categories
leading to a larger number of finer distinctions further on. The increasing menu may
have an advantage if the top level choices are difficult. Furthermore, it provides search
latitude at the bottom of the menu.
The convex menu (2x8x8x2) gives a narrow range at the top, increases in the middle,
and then narrows at the bottom. Search latitude is provided at the intermediate levels of
the menu. If users redirect search at intermediate levels this menu has an advantage. On
the other hand, if users tend to get lost in the middle of the tree, this is a distinct
disadvantage.
Finally, the concave menu (8x2x2x8) gives a broad range of choices at the beginning,
narrows in the middle, and then broadens at the end. The concave menu has the
advantage of search latitude at the beginning and end of a path. If users redirect search
locally or at the top of the menu, the concave menu has a distinct advantage.
The 5 menu structures covered 256 gift items from a popular merchandising catalog.
Items were first clustered into groups of 2 or 4. These clusters were successively
grouped into clusters of 2, 4, or 8 and so on to generate the 5 menu structures shown in
Figure 9.1. Category labels were generated to describe the items in the cluster. Figure
9.2 gives examples of the menu frames through one path of each of the 5 structures.
Pilot studies were conducted to ensure that clusterings and semantic labels were equally
meaningful for target items across the 5 structures.
Subjects searched the menu for 8 "explicit" targets in which the actual gift name was
presented and for 8 "scenario" targets in which a scenario was given and subjects were
asked to find the most appropriate gift for the situation. Figure 9.3 shows typical
situations used in the scenario condition. Subjects continued to search until the
designated target was located. If subjects selected a gift that was not designated as the
target, they were told to continue searching. In the case of scenario targets, they were
told that the item they selected was not in stock and that they had to search for another
item that would be appropriate.
Subjects had two menu commands to traverse back up the tree: a "previous" command
to move up one level at a time, and a "top" command to return to the beginning of the
menu hierarchy.

Overall, scenario targets required twice as much time as explicit targets in all tree
structures except the concave tree (8x2x2x8) where search times were nearly equal
(Figure 9.4). For explicit targets, search times were relatively constant across menu
structures and did not vary significantly. However, for scenario targets, search time was
fastest for the concave menu (8x2x2x8). Search time was nearly twice as long for the
convex menu (2x8x8x2). Although the increasing menu (2x2x8x8) resulted in faster
times than the decreasing menu (8x8x2x2), the difference was not significant. The
constant menu (4x4x4x4) appears to fall in the middle with the concave and increasing
menus being faster and the convex and decreasing menus being slower.

The minimum number of frames traversed would be 4 given no wrong selections.


Overall, subjects tended to visit an average of 8 additional frames per search (Figure
9.4). The pattern of results is highly similar to that for search time. Overall, scenario
targets resulted in more frames traversed except for the concave menu (8x2x2x8).
Groups did not differ significantly for explicit targets. However, for scenario targets
there was a significant effect. The concave menu resulted in the fewest frames traversed
and the convex in the largest number. The increasing menu resulted in significantly
fewer frames traversed than the decreasing menu, and again the constant menu fell in
the middle.

The superiority of the concave menu indicates that breadth is advantageous at the top
and bottom of the menu. The fact that increasing menu was superior to the decreasing
menu further indicates that breadth at the bottom is of prime importance. It may be that
a wide number of choices at the top helps the user to formulate an idea for generating an
item that meets the conditions of the scenario and at the bottom the specific listing of
items may help to suggest a solution to the scenario. Furthermore, since users generally
get lost in the middle of the tree rather than at the beginning or end, the concave menu
reduces the probability of a wrong selection in the middle of the tree.
If users have an explicit target and merely need to locate it in the tree, the shape of the
tree does not seem to matter as long as depth is constant. It is only when users are
searching for a solution or a likely candidate to meet a set of conditions that breadth at
the top and bottom makes a difference. Since this is the case with many database
retrieval problems, menus for such systems should opt for a concave structure.
9.1.2 Decision Uncertainty Evidence for Breadth. Menu search is a problem because
target items are in a sense hidden under successive layers of vague clues. Consequently,
the user has to spend a lot of time peeking under the shells to find the pea. Large
memory demands are placed on the user to remember where things are buried in the
menu structure. Breadth, however, allows the system to lay the cards on the table, so to
speak.
There is a fundamental difference between choices among subcategories in upper level
menu frames and choices among items in terminal menu frames (Norman & Chin,
1988). The upper level menus involve uncertainty; whereas, the terminal menu frames
provide choice certainty. Menu structures with greater breadth at the bottom reduce the
total uncertainty of the menu. In all levels of the menu tree except the bottom, there is a
degree of uncertainty as to whether a choice will lead to the target item. As selections
are made by the user, the system reveals the next level of items.
Cognitive control in menu search involves the transmission of information from the user
to the system and from the system to the user. In hierarchical menu structures user
choice information is conveyed to the system each time the user makes a selection.
Menu information is conveyed to the user each time the system displays a new set of
options. User choice information resolves uncertainty as to what the user wants to do
while menu information resolves uncertainty on the part of the user as to what an item
means and where it leads.
Choice uncertainty depends on the perspective. From the system's perspective,
uncertainty as to what the user will select is constant across all structures containing the
same number of items. However, from the user's perspective uncertainty as to what
leads to what is reduced by semantic labeling of items. If the labels are perfect (or the
user had perfect memory of the menu structure), uncertainty would be zero. At the other
extreme, if the category labels conveyed no information, then there would be maximal
uncertainty at all but the terminal level. Of course, actual uncertainty falls somewhere
between the two extremes. An analysis of choice uncertainty in the menu structures used
by Norman and Chin (1988) using information theory (see Chapter 3) is shown in Table
9.1. It is interesting to note that choice uncertainty from the user perspective accurately
predicts search performance (Figure 9.4). The increasing and concave menus were

superior to the constant menu which was superior to the decreasing and the convex
menus.
Table 9.1
Choice Uncertainty of 5 Menu Structures (from Norman & Chin, 1988)
Menu Structure System Perspective User Perspective
Constant

2+2+2+2 = 8

2+2+2+0 = 6

Decreasing

3+3+1+1 = 8

3+3+1+0 = 7

Increasing

1+1+3+3 = 8

1+1+3+0 = 5

Convex

1+3+3+1 = 8

1+3+3+0 = 7

Concave

3+1+1+3 = 8

3+1+1+0 = 5

This analysis reinforces the rule that breadth is most advantageous at the terminal level
of the menu tree where the specific names of the items are listed rather than category
labels. The guideline for designers should be to maximize the number of alternatives at
the bottom.
9.1.3 Number of Discrete Menu Frames. Menu structure not only affects depth and
breadth but also the total number of menu frames in the system. Table 9.2 lists the menu
structures used by various investigators. For example, in Miller's (1981) study the
number of frames required varied from 1 to 63. In the study by Norman and Chin
(1988), one menu required only 39 frames; whereas, another required 201. If the menu
system is stored as discrete frames, a broader menu requires less storage space,
particularly when each frame is stored with a title and other overhead and housekeeping
information.
Table 9.2
Number of Frames Required for Different Menu Structures
Frames at Level
Menu Structure

1 2 3

5 6 Total

Miller (1981); Parkinson et al (1983); Kiger (1984)


26

12 4 8

16 32 63

1 4 16 -

21

18 -

1-

4x16

14 -

16x4

1 16 -

17

4
8

Parkinson et al (1983)
641
Kiger 1984)

Norman & Chin (1988)

4x4x4x4

1 4 16 64 -

85

8x8x2x2

1 8 64 128 -

201

2x2x8x8

1 2 4 32 -

39

2x8x8x2

1 2 16 128 -

147

8x2x2x8

1 8 16 32 -

57

From the user's perspective, each frame represents a bundle of information. Frames
need to be recognized and scanned. Familiarity with frames, acquired by repeated
exposure, aid users in recognizing and selecting items. With a large number of menu
frames it is difficult for the user to become familiar with all of them. Part of the
advantage of broad menus may be that there are only a small number of menu frames
for the user to learn.
The results of the four studies listed in Table 9.2 indicate a strong relationship between
number of frames and performance time. Although number of frames is confounded
with menu depth in all but the Norman and Chin (1988) and Kiger (1984) studies, the
results suggest that number of menu frames serves as a good predictor of performance.
Designers should strive to reduce the overall number of frames required in the system.
A small number of highly familiar, albeit broad, menu frames may prove to be superior
to a large number of infrequently encountered menus.
9.2 Patterns of Search
What do users do when after a series of selections, they come to the terminal level of the
menu hierarchy and do not find the target? They may give up, believing that the desired
information or function is not a part of the database or the system. Whalen and
Latrmouille (1981) note that searches may be prematurely terminated in poorly
designed menu trees if users are not sure that the item exists. On the other hand, if there
is reason to believe that the item is somewhere in the tree, users may continue the search
in other places.
Search may be redirected in several ways. The user may back up the menu tree one
level at a time to a point where another branch downward is selected. On the other hand,
the user may simply start over again at the top of the tree. The structure of the tree
determines to some extent the most efficient way in which it may be searched. Some
parts or levels of the tree may provide better points from which to redirect search. These
may be points that offer users the highest probability of finding a successful path or they
may be points that are cognitive landmarks.
9.2.1 Reposition to Breadth. One strategy for redirecting search is to move to a level of
the menu tree that affords the greatest breadth of choice. The study by Norman and Chin
(1988) varied the breadth of the menu tree at different levels. The number of "previous"
and "top" commands issued by subjects searching for explicit or scenario targets were
recorded. The means are shown in Figure 9.5 for each of the five menu structures
searched.

It can be seen that the type of repositioning varied greatly among the types of menu
structures. The most "previous" commands were issued in the convex menu (2x8x8x2)
for both explicit and scenario targets. It would appear that subjects gravitated toward the
greatest concentration of breadth in the tree. Interestingly, the fewest "previous"
commands were issued in the concave menu (8x2x2x8) for scenario targets. Once down
at the bottom of the tree, moving to a previous frame provided only a binary choice
except at the top of the menu.
The pattern of "top" commands also suggests that subjects repositioned their search at
the greatest breadth of the tree. For explicit targets, the greatest number of "top"

commands were issued in the concave tree (8x2x2x8). For scenario targets, the least
number were issued in the increasing tree (2x2x8x8) where the top of the menu
provided the least breadth.
It would appear that when a particular path has failed, users attempt to reposition the
search at a level that affords the greatest opportunity to locate a more likely path. The
greater the number of items the greater the probability of making a better selection.
Consequently, users gravitate toward greater breadth whether at the top of the tree or
further down and use the menu commands to reposition search to that point. These
results, and those in the previous chapter, suggest that menus should be designed with
maximum breadth. However, when menu systems do vary in breadth, they might be
designed so that if the user needs to backtrack, one command would automatically
reposition search to a higher level giving the greatest breadth of choice. Thus, if a user
were at the terminal level of an 8x8x2x2, the command would reposition search to the
second level (equivalent to two "previous" commands).
9.2.2 Reposition to High Probability Paths. In general, users backtrack to the point
where they suspect that they took a wrong turn. Most likely this is a point at which there
was uncertainty in choice. Thus, if a user were fairly sure about a choice, that frame
would not be a good point to reposition search. But if the choice was a toss-up, then that
frame would be a good candidate for repositioning.
Rather than using actual menus in which the perceived confidence of choice would vary
from user to user, Norman and Butler (1989) generated menus which listed the initial
probabilities that targets would be found by selecting each item. Probability
distributions were varied to favor different levels. Subjects were asked to search for a
file in a hierarchical filing system. A mental model of hierarchical filing was given.
Files were described as being located in folders in drawers of file cabinets. Subjects
were told that they could only go by the probabilities for determining where the file
might be. Searches began by selecting the cabinet, then a drawer, and finally a folder.
Once the folder was selected, the subject was told if it contained the desired file or not.
If it did not, the subject was to continue to search. At any level the subject could decide
to switch cabinets, doors within the same cabinet, or files within the same door (Figure
9.6).

Patterns of search indicated that subjects tended to perform local searches at the bottom
of the hierarchy. Specifically, once within a drawer, they would check all of its folders
in descending order of their probabilities. When folders were exhausted, they tended to
reposition the search at either the top level (cabinet) or middle level (drawer). The level
selected depended on the location of the next highest probability. For example, subjects
would move to set {.6, .3, .1} and select the .3 alternative before moving to set {.6, .2, .
2} and selecting either .2 alternative. Thus, subjects followed a conditional probability
model in which they selected paths based on updated probabilities.
An additional finding was that although searches tended to be systematic at first,
subjects tended to repeat paths and forget where they had looked before. When targets
were at low probability branches, searches took much longer than a systematic
algorithm either using the given probabilities or random probabilities. For example, in
the case of the 3x3x3 menu the expected number of frames visited would be 13.5 (27/2).
The average number of frames visited by subjects was much greater.
Obviously, designers seek to avoid uncertainty in real menus. Unfortunately, few menus
are perfect and many are fraught with uncertainty at numerous points. Since users seek
to reposition search at points of uncertainty, it may be useful to provide a "bread crumb"
capability to the menu. When users come to a point in the menu where uncertainty is
high, they may issue a "bread crumb" command to mark that frame. If they further

traverse the menu and do not find the target, they can activate the "bread crumb"
command to bring them back to the frame in question.
In cases where search is particularly difficult, the user may be aided by efficient search
algorithms supplied by the computer based on subjective probabilities supplied by the
user. Rather than making an overt selection, the user would input a probability
distribution for the alternatives in each frame traversed. The menu system would then
make selections automatically based on these probabilities, updating them when paths
are exhausted, or allowing the user to update them based on new information. Whenever
new frames are encountered, the system would solicit subjective probabilities from the
user. Although time consuming, the advantage of systematic search might outweigh the
burden of inputing probabilities on the part of the user.
9.2.3 Reposition to Cognitive Landmarks. When menus are organized according to a
semantic network, there are generally pivotal landmarks at which fundamental turns are
taken. When we give directions to geographical locations, we generally use landmarks.
If one gets lost, one can return to the landmark in order to redirect search. Major
intersections, highways, and shopping centers serve this purpose. Similarly, in menu
selection systems, users who have a sufficient mental model of the system use its
cognitive landmarks to find their way around. When they get lost or fail to find a target
item, they tend to return to focal points of the system. Landmarks tend to be frequently
accessed nodes in the system. Furthermore they tend to be transition points from one
type of environment or state to another. For example, if the menu of the animal kingdom
shown in Figure 8.1 were continued down to the species, one might want to reposition
to another genus, order, phylum, or kingdom. It would be less likely that one would
want to reposition to suborder, subclass, or subkingdom. To facilitate this, the system
could include the alternatives "Return to Genus," "Return to Order," "Return to
Phylum," "Return to Kingdom."
The top or root node of a hierarchical menu system is by its nature a landmark.
Similarly, the "Home Card" in stackware applications is a landmark. Consequently,
when users get lost in the system, they are more likely to reposition to the root node or
home card. Unfortunately, this can be very unproductive when a local search is required.
If one were in a department store looking for an electronic blender and came to a table
of electric can openers, he or she would not reposition the search by going out of the
store and starting over again. Instead one would back up to the level of electric kitchen
appliances and scan the selections from there. Unfortunately, too often users reposition
in computer menu systems by returning to the top for lack of better cognitive landmarks
(Norman & Chin, 1988; Norman, 1988).
Many complex office automation systems, electronic mail systems and the like contain
a number of focal points toward which users gravitate. A few highly familiar, distinctive
screens serve as landmarks to start and end local search processes. Systems which
present more global views of the environment make use of such landmarks. For
example, in the Rooms environment such landmarks are displayed graphically. The
more salient such landmarks can be made the better they will serve as focal points in
search processes. Repositioning to such points rather than all the way back to a root
node should greatly improve search performance.
9.3 Individual Differences in Search Behavior

Tremendous variability exists in performance, style of search, cognitive ability,


knowledge, and prior experience among users. This is particularly true in the area of
search behavior. The average time to find items in hierarchical data bases by different
users can vary by an order of magnitude. Researchers are interested in both
characterizing this variability (e.g., in what ways and to what extent do users vary?) and
determining its sources (e.g., what person variables affect search performance?).
9.3.1. Characterizing Differences. Individual differences can be conceptually divided
into inherent differences in perceptual ability, memory capacity, and cognitive
processing and acquired differences in specific knowledge of the subject matter domain
and general knowledge of problem solving strategies. In terms of characterizing
individual differences among computer users, inherent differences affect users' ability to
scan choices, perceive patterns, remember items and paths, and plan paths. Acquired
differences affect performance in that users learn information and strategies over
experience that facilitates performance. Research on the development of expertise helps
to characterize the differences between novices and experts.
Forward Search versus Backward Search. Larkin (1980) found that novices and experts
search for solutions to geometry proofs and physics problems in quite different ways.
Experts tend to reason from the givens to the goal in a forward search. Novices on the
other hand, reason from the goal to the givens in a backward search. Larkin speculates
that the direction of search is the result of the subjects record of past experience. In the
past, particular configurations of information resulted in patterns of successful
inference. These patterns may have originally been discovered in backward search, but
once discovered, subjects begin to transform them to forward production rules.
Although Larkin's studies were on geometry and physics problems, the idea clearly
generalizes to search in difficult hierarchical menu structures. In general, hierarchical
menu structures promote forward search; however, when novice users are more familiar
with the target item than they are with the forward path, backward search may be used.
If novices are searching for an explicit target item, they may initially try to think
backwards up the tree, "What do I select to get X? If Y leads to X, what do I select to
get Y?" In general, this line of reasoning is time consuming and fraught with problems.
However, with experience, the user may acquire forward production rules that start at
the top of menu hierarchy. Search, and the reasoning processes that support it, are then
performed in the same direction as the intended hierarchical structure of the menu.
Recognition of Recurring Patterns. Studies show that experts tend to perceive recurring
patterns much more than novices. Experts are more likely to see clusters of items, to
chunk things into larger perceptual units, and to pick up on the overall organization of
things. Experience results in a large repertoire of patterns that can be applied to current
problems.
Simon and Gilmartin (1973) estimate that chess masters have acquired something on the
order of 50,000 different chess patterns. These patterns are quickly recognized during
play, and this accounts for the superior memory performance of experts over novices
when asked to reconstruct board positions. Similarly for computer programming,
experts show better memory. It is argued that the development of programming
expertise depends on the acquisition of a large number of patterns or templates
(Soloway, 1980). Programmers associate these templates with the goal of the program.

Given a goal, they can generate the appropriate templates; and given a novel program,
they infer its function from the templates that it contains.
In menu search, expert users, no doubt, perceive recurring patterns of menu structure,
common menus, types of menu screens, and paths through menu structures. Experts are
able to recognize the intent of menus, identify potential paths for search, and search
chunks of menu structures rather than individual items. Extensive familiarity with
computer menus allows experts to direct search more efficiently by eliminating large
sections of the menu hierarchy and inferring possible locations from past experience.
Well-designed interfaces promote rapid expertise by enhancing the commonality of
menu patterns and screens across the whole interface.
Planning. People differ greatly in the degree to which they plan before they act.
Planners work out solution and contingency plans in great detail before they attempt
implementation. Others jump immediately into action letting trial and error guide them.
In a way, menu selection appeals to the trial and error method. However, trial and error
as a method of search becomes impractical (a) when the menu system is very extensive
and (b) when computer response time is very slow. In these cases, prior planning is
imperative. By formulating a plan, the user accomplishes much of the search mentally
rather then overtly. The plan may eliminate unfruitful branches, determine the most
direct path to the target, and incorporate backup search procedures if the item is not
found on the first try.
Planning ability depends greatly on the user's knowledge of the system and on the user's
cognitive ability to transform, manipulate, and process the mental elements that
represent the system. Planning requires a certain degree of expertise in the system
structure and the tendency to think out a course of action in depth rather than pursue a
breadth of immediately available alternatives.
9.3.2. Predictors of Search Performance. Direction of search, recognition of patterns,
and degree of planning behavior help to characterize differences between expert and
novice users in terms of the acquired knowledge. The next question is whether there are
inherent differences among users that predict search performance in complex
hierarchical menus.
Vicente, Hayes and Williges (1987) conducted an extensive study on individual
differences in the ability to find information in a hierarchical arrangement of files. A
large number of candidate factors were investigated which are listed in Table 9.3. The
six spatial abilities were assessed using the Kit of Factor-Referenced Cognitive Tests
(Ekstrom, French, and Harmon, 1976). Reading rate, vocabulary, and comprehension
were assessed using the Nelson-Denny Reading Test (1973). The demographic variables
were assessed by simply asking the subjects. Abstractness was assessed by the Abstract
Orientation Scale (O'Connor, 1972) and field dependency was assessed using the
Embedded Figures Test (1977). Anxiety was assessed using the State-Trait Anxiety
Inventory (1983). Finally, information processing rate was assessed by giving a choice
reaction time test among 2, 4, or 8 alternatives and calculating the slope of the Hick's
Law function for one, two, and three bits of uncertainty (Wickens, 1984).

Table 9.3
Candidate Person Variables Investigated by Vicente, Hayes and Williges (1987).

Spatial
o
o
o
o
o
o

Flexibility of closure
Perceptual speed
Spatial orientation
Spatial scanning
Spatial visualization
Visual memory

Verbal
Vocabulary
Reading rate
Comprehension
Demographic
o Sex
o Computer experience
o Computer courses
Cognitive Style
o Abstractness
o Field dependency
Other
o Anxiety
o Information-procession rate
o
o
o

Six person variables correlated significantly with the performance variable of time, total
number of commands and/or number of different commands (see Table 9.4). The
variable of time seemed to be the most diagnostic performance variable. A regression
analysis indicated that the best prediction equation for time included only the variables
of vocabulary and spatial visualization. Other variables did not contribute substantially
once these were taken into account. For example, computer experience had a correlation
of -.34 (p = .06) with time; however, when spatial visualization was partialled out,
computer experience had a negligible correlation with time. Either those with computer
experience gained a higher spatial visualization or those with higher spatial
visualization gained more computer experience. All that can be concluded is that there
appears to be a relationship between the two variables and that spatial visualization was
a better predictor.

Table 9.4
Correlations between Person Variables and Performance Variables Investigated by
Vicente, Hayes and Williges (1987).
Time

Number of
Number of
Total Commands Different Commands

Vocabulary

-.41*

-.42*

-.34

Comprehension

-.37*

-.35

-.26

Spatial scanning (1)

-.38*

-.34

-.33

Flexibility of closure

-.41*

-.30

-.25

Spatial visualization (1)

-.47**

-.42*

-.44*

Spatial visualization (2) -.57***

-.46*

-.46*

p < .05
p < .01
***
p < .001
**

The difference in performance between subjects with low and high spatial visualization
ability was quite dramatic. Spatial visualization accounted for approximately 25% of all
individual differences. Furthermore the magnitude of the difference is shown in Figure
9.7. A median split of the subjects into low and high groups of equal size reveals that
low visualization subjects took nearly twice as long as high visualization subjects.

Vicente et al. attempted to isolate the components of the search process that seemed to
account for the difference in times to locate information. They found that of 12 menu
commands available, subjects with low spatial ability tended to use three of them
significantly more than subjects of high spatial ability. One command was a procedure
to move up one level of the hierarchy (ZOOM OUT). Subjects with low spatial ability
tended to go to incorrect files and then had to back up the hierarchy. In addition, these
subjects used two commands for searching through the files (SCROLL UP and
SCROLL DOWN) significantly more often than subjects with high spatial ability.
Vicente et al. conclude that subjects with low spatial ability tended to get lost more
often both searching for the right file and searching for the right information in a file.
Subjects with low spatial ability may have had a harder time visualizing paths between
files and visualizing the location of information within files. Consequently, rather than
manipulating the structures mentally in order to plan and test paths, they did so directly
resulting in longer search times and a greater number of commands issued.
9.6. Summary
With the increasing complexity of menu selection in information retrieval systems and
in command and control systems, it can no longer be assumed that menu selection will
guide the user along an error free path. Consequently, when the first try doesn't work,
users must rely on strategies for redirecting search. The concern of the designer should
be to identify ways that the system can help to redirect and facilitate that search.
A major determinant of effective search is breadth of selection at the bottom of the
menu hierarchy. The resulting guideline is that menu structures should be designed so
that they are bottom heavy. Once the user has traversed down to the bottom of the menu,
a wide range of alternatives should be selectable. Users tend to redirect search to a level
that provides the greatest breadth of choice. Since search is generally redirected after a
failure at the bottom of the tree, it makes sense to provide breadth at the same level.
A secondary effect is that breadth at the top of the menu facilitates search. The opening
menu that provides a wide range alternatives is superior to a limited, focused menu.
Since search is often redirected to the top of the menu, it makes sense to provide a
number of alternative search routes at this point. On the other hand, menu breadth in
middle levels of the structure seems to hinder search. It is here that search may need to
be focused so as to reduce the probability path errors.
Menu structure determines the number of discrete frames in the system. It is suggested
that menus that minimize the total number of menu frames may facilitate search in that
the user has fewer frames to search and may have a greater likelihood of remembering
the critical menu frames that lead to the target item.
Users vary greatly in their ability to locate information in hierarchical menu structures.
As users gain experience with a system their search behavior improves. Expertise is
characterized by (a) a forward search from the given situation to the target item rather
than a backward search from the target back up the hierarchy, (b) the ability to
recognize recurring patterns in menu structures, and (c) the ability to plan out a search
path. Finally, the best predictors of search performance are (a) spatial visualization
ability and (b) vocabulary and comprehension abilities.

Chapter 10
Rapid Access Menus
It seems natural that highly practiced actions should require the least time and effort to
perform. Rapid action is due in part to the learning of automatic behavior on the part of
the user, but it is also due to the fact that people arrange objects in their environment for
fast and easy access. When an electrician or a carpenter begins a task, he or she makes
sure that the needed tools and parts are within easy reach. Less frequently used items are
left in the truck or back at the shop. In the same way frequently chosen menu items
should be easily and rapidly accessible to the user. Less frequently used functions may
be buried under layers of menus. There are many situations in which items are selected
so frequently or in rapid repetition that designers are challenged to minimize selection
time and effort. The question is "How?"
Previous chapters have dealt with the overall efficiency of menu structure and access.
These chapters and the research they have reported have assumed a more or less
uniform use of menu options. In reality, access of menu options is extremely uneven.
Some options are accessed with high frequency at the rate of hundreds of times per
session. Style and editing functions in a word processor; shapes, lines, and patterns in a
graphics package; and rows, columns, and functions in a spread sheet program are
selected with great frequency. Other items, however, are accessed only rarely though
they may nevertheless be vital to the operation. For example, options to open or close a
file may only be used once per session but are absolutely necessary. The differences in
frequency of use can be very drastic. Figure 10.1 shows the frequency of use of 49
options in the pull-down menu bar of MacWrite(TM) accessed by one user.

Laverson (1985) introduced the notion of a "menu utilization profile" to characterize the
uneven access of items in a hierarchical menu system. He hypothesized that the
efficiency of different rapid access methods would depend on the utilization profile. His
ideas need to be extended, however, since the differential access of items varies as
function of two important factors. The frequency of use may be either task specific in
that the particular task performed determines the frequency of use or user specific in
that the type of user determines the frequency of use. As an example of task specific
utilization profiles, the frequency of use of menu items in a word processor varies
substantially between the task of composing a paper and editing a paper. As an example
of user specific utilization profiles, the frequency of complex, technical items may
higher for experienced users and simple, direct items for inexperienced users of a
graphic program.
Two basic methods of rapid access have been explored. One is to arrange items in the
menu frame and/or hierarchy to minimize the distance from the initial menu state to the
location of high frequency targets. The second is to provide various forms of menu
"bypass," "jump-ahead," or direct commands that reduce the distance by defining
shortcuts through the menu space. In this chapter, studies will reviewed that bear on the
efficacy and importance of such approaches.
10.1 Location in the Menu
Although it may seem obvious that highly used options should be the most readily
accessible items, many systems bury these items in the middle or at the bottom of menu
lists and hierarchies. Such designs may be driven in part by the fallacy that menu
selection makes everything uniformly rapid and easy. The idea is that since menus are
inherently easy to use, all items must be easy to access. While this may be the
perception of novice users and some designers, experienced users all too quickly detect
the bottlenecks and frustratingly slow access to frequently required items.
10.1.1 Pull-down Menus. This is particularly true of pull-down menus. All items
appear to be easily and rapidly available. Consequently, the order of items in pull-down
menus is rarely designed around frequency of use.
Empirical results, however, indicate that access time depends on the location of items in
the pull-down menu. In one experiment, 24 items were presented in 4 different menu
configurations varying in the number and length of the pull-down menus (Norman &
Chin, 1988). The conditions were as follows: 3x8, 4x6, 6x4, and 8x3, where the first
number in each product is the number of pull-down lists and the second number is the
length of each list. In addition, prior knowledge of target location was varied by using
three different types of menus (see Figure 10.2). For array menus, items were simply 24
letter-number combinations. The letter indicated which pull-down list to access and the
number indicated the target item in that list. Array menus provided the user with
complete prior knowledge as to the location of target items before menus were pulled
down. For alphabetized menus, items were 24 common words each beginning with a
different letter of the alphabet. Pull-down lists indicated a letter range and items in each
list were in alphabetical order. Although the menus provided a degree of prior
knowledge as to location, it was somewhat more difficult and incomplete in comparison
to the array menus. Finally, for randomized menus, the items were the same 24 words,
but on each trial the words were cast in a different random order across all of the lists.

The random menus provided no prior information to the user as to location. In effect
this condition simulated the novice user on all trials having no experience.

Subjects were randomly assigned to one type of menu item and were tested on each of
the four menu configurations in a counterbalanced order. Sixteen subjects participated in

each of the three menu conditions. For each configuration, subjects were given a set of
practice trials and then tested on two replications of each of the 24 target items in a
randomized block order. On each trial the target item was displayed in a small window
just to the left of center on a Macintosh(TM) screen. Subjects used a mouse to pull
down and select the target item from the menu bar at the top of the screen. Times were
recorded from the onset of the target to the selection response. If the subject selected an
item that was not the target, it was recorded, a tone was sounded, and the target item
was recycled in the pool of targets to be presented.
Response times were fairly fast for the array menus, averaging about 2.6 sec and varied
significantly with target location (see Figure 10.3). Access times were fastest for the
first positions in each pull-down and increased linearly with position down the list.
Response times, however, did not vary with the position of the pull-down but only with
position of items in the list. Linear regression equations of access time as a function of
list position indicated that the time increment per item in the pull-down menu was 104
ms for the 3x8 condition, 147 for the 4x6 condition, 251 for the 6x4 condition, and 228
for the 8x3 condition. Consequently, although the lists were shorter in the 6x4 and 8x3
conditions, the pull-down time per item position was significantly longer than in the 3x8
and 4x6 conditions. Access times to the pull-down lists (as indicated by the intercept of
the regression lines) were fairly similar across conditions, and there was no significant
difference in overall response time among the four conditions. It would appear that for
highly predictable menus, the trade-off between list position and pull-down time cancels
out when items are accessed with equal frequency. However, if the designer knows that
some items will be more frequently accessed than others, they should be placed in a
broad menu at the top positions of the pull-downs to minimize access time.
Response times for the alphabetized menus were somewhat longer averaging about 3.2
sec (see Figure 10.4). For these menus, the first and last positions in each list tended to
show the fastest access times. The limits of the alphabetic ranges probably served as
markers that aided location for these items. This effect occurred both within a pull-down
list and across lists for the 3x8 and 4x6 conditions. The access times for the first and last
pull-downs are skewed such that time increased with list position for the first pull-down
(A-H), but decreased with list position for the last pulldown (Q-Z) with the exception of
the first position (Q). Overall access time decreased significantly as the breadth
increased and the lists were shorter. The reason for this also lies in the fact that broader
menubars display more alphabetic markers that aid in locating items. Consequently, for
alphabetic search, designers should increase the number of pulldown lists.
Finally for the randomized menus, response times were much longer, averaging about
4.7 (see Figure 10.5). Subjects seemed to search this list in a linear order viewing the
first pulldown from top to bottom, then the second pull-down, and so on until the target
was found. A multiple regression analysis of pull-down position and list position for
each condition indicated that the time increment for for processing each pull-down was
935 ms for the 3x8 condition, 479 ms for the 4x6 condition, 582 ms for the 6x4
condition, and 346 ms for the 8x3 condition. These differences are due to the time
required to visually search each pull-down list. The longer the list, the longer it took to
search. The increment for list position within a pull-down was 207 ms for the 3x8
condition, 249 ms for the 4x6 condition, 307 ms for the 6x4 condition, and 154 ms for
the 8x3 condition. These increments are be due to both search time and cursor
positioning time and reveal the magnitude of added time to locate items buried in a pull-

down. Finally, overall response time was somewhat faster for the 3x8 and 4x6
conditions. Apparently search within a few long pull-downs is faster than within a
number of short pull-downs.

While only minor differences on the order of .5 sec were found in overall performance
due to menu structure, major differences on the order of 2 sec were found due to
position in the menu. Consequently, the recommendation is to locate frequently needed
items in positions that show the fastest access times. The efficacy of menu location,
however, also depends on the user's prior knowledge as to the location of the item.
Novice users spend most of their time searching for the location of an item (as
simulated by the random menu). Frequently needed items should, consequently, be
placed in the pull-down locations searched first (in this case the top left-most pulldown). Experienced users spend most of their time in cursor movement (as simulated by
the array menu). Consequently, it doesn't matter in which pull-down a frequently needed
item is located, but it is important that it is in a top position.
10.1.2 Minimizing Distance/Maximizing Size. When items are selected using a
mouse, selection time is a function of the distance of the cursor to the target and the size
of the target according to Fitts' law (see Chapter 8). Consequently, rapid access may be
achieved by making items closer to the initial cursor position and larger in physical size.
Pull-down menus have the disadvantage in that the larger the target the greater the
distance to all but the first item in the list.
An innovative solution to this problem is the pie menu (Hopkins, Callahan, & Weiser,
1987). In the pie menu items are placed at an equal radial distance around the
circumference of a circle (see Figure 10.6). The starting or home position of the cursor
is at the middle of the circle rather than at the top of a pull-down list. Consequently, all
items are equidistant from the home position. The selectable area is a pie-shaped wedge
beginning at the center of the circle. Consequently, the distance to the target is very
short. Items may be increased in size by making the circle larger. Thus, pie menus seem
to have a number of advantages over linear pull-down menus.

In a recent study, performance using pie menus was compared with linear pull-down
menus (Callahan, Hopkins, Weiser, & Shneiderman, 1988). Three types of items were
used to see if performance on pie menus versus pull-down menus depended on the
organization of the items. It was thought that pie menus would be particularly good for
items that could be organized around a circle, such as compass locations (e.g., North,
NE, East, SE, South, SW, West, and NW). Pull-down menus may be more appropriate
for linear organizations of items (e.g., First, Second, Third, Fourth, Fifth, Sixth,
Seventh, Eighth). Finally, unclassified groupings of items were used (e.g., Center, Bold,
Italic, Font, Move, Copy, Find, Undo) with no prediction as to which would be more
appropriate. Five menus were generated for each type of organization and were
displayed twice in both the pie and pull-down formats. A completely within-subject
design was used in which subjects selected items in all of the menu types and formats in
a randomized order of presentation. Subjects had little or no prior experience using the
mouse. On each trial, a target item was displayed at the top of the screen. Item selection
involved three stages. The user invoked the menu by pressing the mouse button
(invocation), held the mouse button down and moved to an item which was then
highlighted (browsing), and released the mouse button to confirm the selection
(confirmation). Selection times were measured from the point when the mouse button
was pressed to when it was released.
Overall response times were significantly faster for pie menus (2.26 sec) than for pulldown menus (2.64 sec ), a performance advantage of about 15% . Although response
times for the unclassified items were longer than for the compass and linear types, there
was no interaction between menu format and organization of items. Pie menus were
uniformly superior across all types of items. Furthermore, fewer selection errors were
made using the pie menu; however, the difference was not statistically significant.
A closer analysis of results indicates that the advantage of pie over pull down menus is
due to the items in the lower half of the list. Response times for Items 1 through 4 in the
list were approximately the same for pie and pull-down menus. However, for Items 5
through 8, response times for the pie menu were considerably faster than for the pulldown menu (see Figure 10.7). Response times increased linearly for pull-down menus
from the first to the last item. For pie menus, response times are fastest for the top and
bottom points on the circle. Response times appear to increase clockwise around the
circle from the top position but decrease sharply at the bottom position where they again
increase clockwise around the circle until the top is reached.
Although the items are all equidistant from the home position in pie menus, response
times are not uniform. Visual search time probably accounts for this effect. Items in the
top and bottom positions of the compass are mostly quickly located. Search then
proceeds in a linear manner around the compass.

Pie menus offer a promising alternative to linear pull-down menus. However, it is not
yet clear when and how they should be used. Clearly they are limited in the number of
items that can be displayed around the circle and require substantially more space on the
screen. It is clear that cursor movement time is reduced, but it is not clear what happens
with visual search around a circle. Further research is needed to partial out visual search
time from movement time in such studies. In addition, it is not clear how experience
affects selection time with pie menus. In the study by Callahan et al., subjects were only
exposed to the same menu twice. Consequently, subjects had little prior knowledge as to
the location of target items. The real advantage of pie menus may be for highly
predictable or well-learned menus were visual search time is at a minimum.
10.1.3 Position in the Hierarchy. Hierarchical menus pose a greater problem for rapid
access. Each level down the hierarchy requires time and effort. If frequently needed
items are buried several levels down, the user must enter a series of menu selections
each time the item is required. Many systems place all target items at the same level in
the hierarchy for the sake of consistency. Unfortunately, this places all items at the same
level of effort.
A better approach may be to move frequently used items up the hierarchy and infrequent
items further down. Figure 10.8 shows a system in which primary functions are
accessible at the top level of the menu, secondary functions at the next level, and
tertiary functions are buried at the bottom. An enhanced telephone provides a good

example of such a system. Options to answer the phone, dial emergency numbers, and
disconnect are primary functions that are available at the touch of one button. Options to
enter telephone numbers into memory, set time and date, and set mode to pulse or touch
tone are secondary or tertiary functions that might require several levels of menu
selection.

Response times for functions at successive levels can be estimated using the log model
discussed in Chapter 7. Figure 10.9 (gray bars) shows an idealized graph of response
times for the menu in Figure 10.8. It can be seen that primary functions are accessed
faster than secondary functions and secondary functions are accessed faster than tertiary
functions. The combination of primary functions and first order categories at the first
level increases user response time due to the larger number of items. This problem may
be ameliorated, however, by the way in which the menu is laid out. For example, one
may place primary items in a separate window or on a separate keypad. If they are

cognitively distinct, the number of primary items npf and the number of first order
categories nfoc will not summate to a breadth of npf + nfoc.

Ultimately, one must consider the average access time over all menu items. If all items
are accessed equally often, the expected access time is just over 7 seconds. However,
when the menu utilization profile is factored in, a clear advantage in having primary
functions at the first level should emerge. Figure 10.9 (black bars) shows the case where
primary functions are accessed with .7 probability, secondary functions with .2
probability, and tertiary functions with .1 probability. The expected access time for this
utilization profile is only 5 sec. Thus, expected access time (5 sec) is more than halved
over a menu in which all items are at the third level (10.8 sec).
An additional advantage of varying position in the menu hierarchy is that one can
intentionally hide specialized functions and make them more difficult to access. The
idea is to place items that change important system parameters or could have major
negative consequences at the bottom of the hierarchy. Setting the date and time,
configuring the printer, specifying terminal emulation parameters, and reformatting the
disk are examples of items that might be hidden at lower levels of a menu hierarchy.
A number of researchers have proposed the idea of adaptive menus that seek to match
the menu utilization profile over frequency of use (e.g., Berke & Vidal, 1987). For pulldown menus, the system could reposition items in lists to reduce the distance that the
cursor must traverse to select high frequency items. In hierarchical menus, high

frequency items could percolate up the tree to reduce the length of the path. Although
adaptive approaches to rapid access appear promising at first glance, they may carry a
fatal flaw. While the system "learns" and adapts the menu to usage patterns, the user is
kept guessing as to location of an item. High speed automaticity on the part of the user
may be frustrated by a seemingly inconsistent system. A second problem, is that the
menu utilization profile may not be just user specific. It may vary drastically depending
on task. As soon as the system has adapted to the user browsing through messages in an
automatic message handler, the user may shift tasks and start composing messages. To
accommodate such abrupt changes in the menu utilization profile the system must have
a more sophisticated model of user behavior. Finally, there is yet no empirical research
supporting the idea self-adapting menus and their superiority over user controlled rapid
access methods.
10.2 Accelerating through the System
Rapid access may be accomplished by location, but often it is judicious to arrange the
menu in a semantic, logical, or even alphabetic order without regard to frequency of use
and then provide a jump ahead or direct access facility to a subset of high frequency
items. This approach is particularly valuable when the menu utilization profile is task or
user specific. When the designer cannot accommodate all profiles by menu location,
users can accommodate themselves by learning jump ahead commands. Direct access
menus allow the user to select frequently used items by a single command and by-pass
intermediate layers of menu selections. Direct access is memory mediated in the sense
that the distance from the initial state to the target is short circuited via a memory path
rather than a menu path. For example, access to an item in a videotext service that is
three or four levels down may be achieved by typing its command name (e.g., Stocks,
WPost, or Games). Furthermore, direct access may allow the user to completely bypass
the menu hierarchy. The user may enter a direct command at any point in the menu to
access any other function.
In the case of cursor-based and/or mouse-based menu selection systems, the user enters
a command mode typically by the selection of a special function key. A command line
prompt is displayed and the user types the desired command. Consequently, this form of
direct access switches the user out of menu selection and into a simple command
language as a mode of interaction. The empirical issues regarding command entry have
been covered in other texts and will not be repeated here. However, the interaction
between commands and menu selection is of great interest and is the subject of the
following sections.
10.2.1 Alternate Command Keys. The most abbreviated menu bypass commands are
single key (e.g., program function keys) or dual-key commands (e.g., Alt-keys or
Control keys). Access to menu functions may be facilitated by providing command key
selection in predominantly mouse-based menu systems. Often the reason for providing
keyboard selection is to eliminate the time that it takes for the hand to travel from the
keyboard to the analog input device (homing time). When a user is entering text on the
keyboard and must repeatedly make menu selections to change style, the use of
command keys can drastically reduce task time.
There are two basic problems with alternative commands keys: learning and relearning.
The user must learn the alternate command keys to make the menu selection. Learning

is typically facilitated by (a) listing key equivalents in the menu display and (b) by using
keys that are associated with the menu alternative such as the first letter of the menu
alternative. While incidental learning of the key equivalents is probably minor, the menu
itself provides an online help system for the user to find key equivalents when needed.
Alternative command keys pose a design problem when a number of them are needed
and when several menu names begin with the same letter.
However, some simple rules can be used to generate keybindings. Walker and Olson
(1988) describe three rules that result in easy learning and resistance to forgetting:
(1) Different function keys should be used for the highest level of command structure.
For example, the Esc key might be used for all system related commands, the Alt key
for all deletions commands, and the Control key for all other types of the actions.
(2) Provide a one-to-one mapping between a key press and an appropriate action or
object. For example, if there is only one save command (e.g., Save File), it might be
accessed with Esc S. Additional keys might be needed to specific different directions or
actions and different objects. For example, Alt FW might mean delete forward a word
and Alt BC mean delete back a character.
(3) The order of keybindings should follow the English pattern of VerbAdjective/Adverb-Object. For example, Alt BW might mean delete back a word.
Walker and Olson found that by using these rules they could create a set of keybindings
that were easier to learn and more resistant to forgetting than those provided by a
standard word processor. Furthermore, they note that the rules lead to keybindings that
are more extensible than rules proposed by others (Green & Payne, 1984). This is
extremely important as the complexity and functionality of software increases.
As users transfer among a number of different applications, they often encounter the
problem that key equivalents do not transfer. Control-U in one application may perform
an undo function and in another Control-U set the text input to superscript. As noted in
Chapter 7, transfer of learning may be impaired when lexical changes (renaming items)
are made from one application to another.
To the extent that designers can adopt standard key equivalents across applications for
high frequency items, there should be a positive transfer of performance. Unfortunately,
this is a near impossible design objective primarily because of the variability in user
specific and task specific menu utilization profiles. For one user /task the key
equivalents are fine, but for another the most frequently used menu items have no key
equivalents. The only solution may be to allow users to define their own key equivalents
in addition to, or as an alternative to, those provided by the application. At present there
is no major research on the issue of user defined key equivalents.
10.2.2 Direct Access vs. Type Ahead. When rapid access is required for all terminal
items or at least a number larger than the number of command keys available, access
may be provided by entering a command string. At least two types of command strings
can be used. One method is to provide a mnemonic name for the menu item for direct
access. In essence, this implements a vast, but unlisted set of options at each choice
point. The user must remember the full name in order to jump to that item.

An alternative to command entry is the type-ahead method in which the user enters a
number of sequential choices at one time. All of the choices are processed at one time so
that intervening menus are bypassed. Users may enter as many levels as they can recall.
If the user enters the entire path, the system implements that function. If the user enters
only a partial path, the system implements selections up to that point and displays the
next menu in the series. While the direct access method of jump-ahead is essentially allor-nothing, the type-ahead method allows partial jump-ahead.
The direct access and type-ahead methods were evaluated to determine which (a) takes
the least number of trials to learn, (b) produces the lowest error rates, and (c) receives
the greater approval by users (Laverson, Norman, & Shneiderman,1987). Thirty-two
subjects searched for targets in a hierarchical data base of college course information
clustered by academic division, department, and level (see Figure 10.10). In the direct
access condition, subjects learned to find targets using five letter names (e.g., HUCMO
for human and community resources, MAPST for mathematical and physical sciences;
see Figure 10.11). In the type-ahead condition, subjects learned to find targets using a
series of five letters normally selected along the path to access the target. Subjects
participated in both conditions in a counterbalanced order.
The results indicated that the direct-access method (a) required significantly fewer trials
to learn than the type-ahead method, (b) resulted in significantly lower error rates, and
(c) significantly reduced response time. Furthermore, subjective evaluations indicated
that subjects preferred the direct access method over the type-ahead method. Subjects
indicated that direct access commands were easier to learn, easier to recall, easier to use,
and resulted in greater overall satisfaction. Most subjects reported that they used rote
memory for learning and recalling jump-ahead commands. However, if subjects
attempted to derive the commands in the type-ahead method, they had to recall the
items chosen in the correct order. If subjects attempted to derive the commands in the
direct access method, they had to figure out the nomenclature of names.

Although the study by Laverson et al. favored the direct access method, it is not clear
whether the advantage of direct access over type ahead is due to the jump ahead method
or due to differences in the meaningfulness of the two sets of commands.
Meaningfulness is a very potent factor in the ability to commit information to memory.
A study by Jofre & Pino (1987) illustrates this point. They implemented a menu tree in
which the concatenation of selection codes produced a pronounceable strings of letters.
They note that in the Spanish language pronounceable strings can be easily constructed
by alternating consonants and vowels. Subjects that used the pronounceable codes
performed significantly better than subjects that used randomly generated codes.

Although Jofre et al. did not compare the type-ahead method with the direct access
method, it is clear that meaningfulness, or a strong correlate of meaningfulness (i.e.,
pronounceability) is an important factor in developing menu by-pass commands. It
would appear that whichever method can be implemented with greater meaningfulness
of the commands should be implemented. In general, direct access allows the designer
to generate commands with the highest meaningfulness.
10.3 Speed-Accuracy Tradeoff in Rapid Menu Selection
When users are forced to speed up on a task there is generally an increase in errors. This
is known as the speed-accuracy tradeoff. In menu selection this tradeoff is evidenced by
wrong selections. Selection errors are generally of two types: discrimination errors and
movement errors. Discrimination errors occur when the user selects an item that is
similar in physical or semantic features to the target, for example, selecting "Save"
rather than "Save As." Movement errors occur when the user attempts to select the
correct item, but misses it and selects another. Movement errors generally result in the
selection of an item that is one-off from the target, for example, one above or below in a
pull-down list or an item keyed next to the correct key on a keyboard (e.g., "v" or "n"
rather than "b"). On pull-down menus, the proportion of errors in timed tasks is on the
order of 2-4% with about 80% being one-off errors (Norman & Chin, 1988).
Time pressure may be forced on users by the environment or by the system itself. In
many cases, the user must complete a menu search before a deadline. In other cases the
system may institute a time out if the user has not responded within a set period of time.
When the menus are long, the user may be hurried scanning the list and making a
selection. With short menus, scanning time is reduced, but the user has to make more
selections and potentially more errors. It should be no surprise that empirical results
indicate a significant advantage for broad menus. Wallace (1988) investigated menu
search under time pressure in hierarchical menus of 256 items varying the breadth and
depth in three structures: 28, 44, and 162. While there was no significant difference in the
number of searches that timed out using the three menu structures, the narrow/deep
structure ( 28) resulted in 174% more errors than the broad/shallow structure ( 162).
Clearly, broad/shallow menus are required when users are under time pressure.
10.4 Summary
When users access menus hundreds of times per hour over extended periods of work,
they become highly proficient and demand rapid access to frequently used functions.
The way in which a menu is organized can go a long way toward decreasing access
time. For pull-down menus, frequently accessed items should be placed in the top
positions in pull-down lists. In other mouse-based systems, innovative menu design
such as pie menus can reduce access time by minimizing cursor movement and
maximizing size of the selectable area. The location of pop-up menus and the use of
other selection topologies such as grids may also reduce response time.
Access time may also be reduced by minimizing switching from one mode of input to
another. Many mouse-based applications provide alternate command keys to eliminate
homing time. In hierarchical menus, access time may be reduced by placing frequently
used items at higher levels in the menu tree and burying infrequent items at the bottom.
Unfortunately, there is often a conflict between frequency placement and logical

placement. Logically, a menu item may belong in a group of items four levels down the
hierarchy, but its frequency of use may suggest that it should be placed at the top of the
tree.
A solution to this problem is to provide rapid access via a jump ahead method. Jump
ahead may be provided by either a type-ahead method in which the user enters a series
of menu selections all at once or a direct access method in which the user enters a frame
name. Research favors the method that can provide the most meaningful string of
characters. In general, design favors the use of meaningful frame names for direct
access.
Despite the emphasis on rapid access, selection errors in well practiced menus tend to
be rare. Generally they are one-off errors in which the user inadvertently selects an item
next to the target item. It is only with extreme time constraints that errors appear with
any great frequency.

Chapter 11
Clustering of Menus
It has been asserted in previous chapters that menu structure and organization have a
great impact on performance. It has also been asserted that menu organization should in
some way convey a meaningful mental model of the system. The question then is how
to generate good menus. Good menu organization can dramatically facilitate the search
process by taking advantage of the user's knowledge about relationships among items.
The menu may be organized by similarity, by hierarchical relationships, by
categorization, and by clustering of items. In Chapter 8 it was concluded that
organization is one of the primary factors driving the depth vs. breadth trade-off and that
menu organization is important both within and between menu frames.
In this chapter methods of organizing menus will be discussed. Several issues arise
regarding the source of organizing information. The first question pertains to whether
organizing information is inherent in the menu items or is imposed by the task. In the
first case, the database of items itself contains some sort of clustering information that
can be used to organize the menu. In this case, the object is to discover the inherent
organization from within. In a sense the menu items are self-organizing. Alternatively,
procedural knowledge may be inferred from tasks being performed that impose an
organization and sequencing of functions. In this case, the object is to discover structure
in the task that imposes organization from without. Menu items are organized by task
needs.
The second question is whether the organizing information should come from system
designers or system users. In the first case, designers organize menus and cluster items
according to their knowledge of the system. Designers are experts in how the system
works and are most knowledgeable about its functionality. Database experts organize
the items into clusters and categories according to their extensive knowledge about how
the database is constructed. For example, databases for medical information,

periodicals, and encyclopedic information are organized by those who have a vast
knowledge of the subject matter domain. If experts were the only users of such systems,
there would be little question as to who should organize the menu. Experts would
cluster items and create structures that reflected their best knowledge of the system or
database. Unfortunately, this is no small task in itself.
However, systems are in general not only used by subject matter experts but also by
day-to-day users of varying levels of familiarity with the system. The user's conception
of how a menu is organized or should be organized to perform a certain task may be
quite different from the designer's. Similarly for databases, the user's conception of how
information should be organized may be quite different from the scientific or technical
organization of the information. Designers of easy-to-use systems for consumer
products realize that the layout of controls should conform to user expectation rather
than internal machine efficiency. Consequently, it is imperative to elicit user
expectations and conceptions about how things work as basic input into the design of
menus. One way to tap the information about how to organize a menu is to look at
access of items in a current system. Frequency of access and the order in which items
are selected provide hard data that can be used to organize a menu system.
11.1 Knowledge Representation
What kind of knowledge is used to organize the menu? Cognitive psychologists make a
distinction between procedural knowledge and declarative knowledge (Anderson,
1980). Declarative knowledge essentially consists of known facts about the world. For
example, knowing that "run" is the first item on the menu is a fact . Declarative
knowledge tends to be static and can easily be expressed verbally. Procedure
knowledge, on the other hand, consists of the production rules about how to perform a
task. Production rules consist of a condition and an action. When the condition is met,
the action is performed. For example, knowing how to start the program by selecting
"run" is procedural knowledge. The condition is wanting to start the program; the action
is selecting "run." Because procedural knowledge is more action oriented, it is more
difficult to express verbally.
Menu systems are composed of both declarative and procedural knowledge. The
categorical structure of the system generally reflects declarative knowledge. The
hierarchical structure of the categories, such as the animal kingdom shown in Figure
8.1, is factual information. The properties of the objects dictate their location in the
menu structure. Consequently, menus of objects rely heavily on declarative knowledge.
Action oriented menus rely on procedural information. An item is an appropriate action
given a particular condition. The user, for example, may select "stop" if the program is
running. The conditional nature of items is conveyed in the hierarchical ordering of the
paths in a network menu. Consequently, menus composed of functions and procedures
contain information about the ordering of actions and rely heavily on procedural
knowledge.
Both declarative and procedural knowledge may be represented in different types of
data structures. Figure 11.1 shows four types of data structures investigated by Durding,
Becker, and Gould (1977). Sets of items tend to be organized in terms of hierarchies,
networks, lists, or tables. The hierarchical structure of a book for example, is

represented in the table of contents, the network of communication between friends may
be represented in a graph, etc. The inherent organization within a set of terms should be
apparent to the user and should be structured in the appropriate way. It is hypothesized
that the greater the congruency between the inherent organization of the data and its
representation by the computer, the easier it will be for the user to comprehend and use
the information.

A series of experiments by Durding, et al. showed that when subjects were given the
terms shown in Figure 11.1 they systematically organized them on the basis of the
semantic relationships inherent in them. The utility of these structures was demonstrated
in a second experiment. It was shown that given skeleton structures of the appropriate
type, subjects could efficiently fit items into the structure. Finally, they showed that
subjects had difficulty in preserving relations when they had to organize the items into
inappropriate structures. The lesson to be learned, is straight forward. The inherent
structure of the items conveyed by their semantic relations should be conveyed by their
organization on the screen.
Consequently, it is important to capture the inherent organization in the items displayed.
From a design perspective, the question then is how to capture the appropriate
knowledge to organize the menu. The next section discusses procedures for eliciting
such information for hierarchical structures.
11.2 Hierarchical Clustering Methods
Imagine that a person has an unorganized set of menu items. How can they be
organized? One easy method is that of clustering. But clustering may proceed in either a
top-down or bottom-up manner. The approaches are illustrated in Figure 11.2. In the
top-down approach the designer thinks of first order categories. Then each category is
further divided into subordinate categories and so on until the actual menu items are
categorized. In the bottom-up approach the designer thinks of all of the menu items first.
Similar items are clustered together in groups. Then groups of items are further
clustered into larger groups and so on until all groups are combined.

The top-down approach is conceptually driven in that the person has a set of concepts in
mind that serve to generate categories. Lindsey and Norman (1977) note that top-down
processing of information helps to structure expectations about incoming data. Topdown processing emphasizes the differences between pieces of information. Items are
discriminated from one another along categorical boundaries and conceptual
dimensions. On the other hand, bottom-up processing is thought of a data driven in that
inspection of the items results in grouping and clustering. Bottom-up processing
emphasizes the similarities among items. Items are grouped into larger and larger
categories depending on common aspects.
The children's book Benny's Animals and How He Put Them Together by Selsam
(1966) illustrates top-down and bottom-up processing when thinking about animals. In
the story Benny takes a large pile of pictures of animals and begins to group them in a
bottom-up process. Benny put birds, butterflies, and bats in one pile because they all

had wings. In another pile he put worms and snakes because they were long and thin.
Obviously, Benny was focusing on surface similarities.
The next day Benny's father took him to see Professor Wood at the museum. Professor
Wood looked at the piles and proceeded to explain how the animals are grouped by
underlying structure not by looks. He provides a top-down conceptualization by saying
that the first distinction is whether an animal has a backbone. After this is done, the pile
of animals with backbones is divided into fish, amphibians, reptiles, birds, and
mammals; and the top-down process continues until all of the pictures have been
classified. The professor is obviously emphasizing fundamental distinctions.
The tendency to consider a system from the top-down or bottom-up approach probably
depends on one's expertise and perspective. From the perspective of computer
programming, current thinking advocates a top-down stepwise refinement of processes.
The main program loop is first considered. Then processing is subdivided into higher
level modules which are in turn broken into smaller and more refined components. High
level distinctions help the programmer structure the program. However, from the user's
perspective of working on a particular task, top-down conceptualization may not be
productive. The user's thinking is at the level of specific commands and operations
rather than at higher level conceptual processes. Although Benny's clustering of animals
has no scientific merit, it may be superior for many search tasks (e.g., find pictures of
animals to illustrate flight.)
The greater the knowledge of surface detail and the range of specific items, the more
likely it is that a person organizes the system by bottom-up clustering. The greater the
knowledge of system wide perspective, the more likely it is that a person organizes the
system by top-down categorization. But it has been noted that users of most menu
systems are forced to consider the system from a top-down manner due to the
hierarchical organization of menus (Somberg, Boggs, & Picardi, 1982). High level
categories are presented to the user over and over on every traversal down the menu
tree. Low level items are generally hidden and the user may never be aware of their vast
number.
The question is whether menus should be generated using a top-down approach or a
bottom-up approach. Chin (1986, 1987) directly compared the top-down and bottom-up
clustering procedures. Twenty-five commands for an automatic teller machine were
listed on cards. Some cards contained a brief description of the command. Subjects
sorted the cards in either a top-down or bottom-up task. In the top-down group, subjects
inspected all of the cards one at a time. They were then asked to construct hierarchical
trees by first dividing the deck of cards into meaningful groups. Next they were asked to
name each groups and list them in a meaningful, logical order. These groups were then
further subdivided and the newly created groups were labeled and listed in a
meaningful, logical order. This process was continued until the terminal nodes were
reached.
In the bottom-up group, subjects inspected all of the cards spread out on a table. They
were then told to form a large number of small groups of commands. Next they were
asked to name each group and to list the commands within each group in a logical order.
Clusters were then aggregated into larger groups. The larger groups were assigned

names and the subordinate groups were listed in a meaningful order. This continued
until all groups were joined at a root node.
It was predicted that the bottom-up sorting task would emphasize similarities among
commands and result in larger terminal clusters than the top-down task. As expected the
bottom-up task resulted in an average of 3.74 items at the terminal group which was
significantly greater than the average of 2.35 for the top-down task. It was also
predicted that the top-down task would result in greater menu depth. This was also
confirmed. Consequently, the top-down and bottom-up methods tap different aspects of
menu organization which result in different hierarchical structures.
Clustering data were aggregated across subjects using a hierarchical cluster analysis to
create a menu tree based on the groups. Figure 11.3 shows the dendrogram resulting
from the top-down sorting task and Figure 11.4 for the bottom-up task. The bottom-up
sorting reveals a major division between object-oriented commands (e.g., "$60 Cash",
"$80 Save") and action-oriented commands (e.g., "Checking to Savings", "Deposit to
Savings"). The top-down sort reveals greater breadth at the top with 5 groups, cash
withdrawal, save amount, payments, checking and savings account functions, and
process commands.

Each dendrogram shows the hierarchical structure as well as the degree to which items
are closely joined. Groupings are tighter to the extent that they occur closer to the left
and looser to the extent that they are delayed and occur more to the right. Consequently,
the items "$60 Save" and "$80 Save" are tightly clustered as compared to the commands
"Checking to Savings" and "Savings to Checking." Inspection of the two dendrograms
reveals some interesting differences. First, top-down clustering results in looser groups
than bottom-up clustering. Again, in top-down clustering it is hypothesized that subjects
look for dissimilarities; whereas, in bottom-up clustering they attend to similarities.
Second, the top-down task resulted in more terminal nodes (17) than the bottom-up
(13). Bottom-up sorting yields a smaller number of terminal nodes containing a larger
number of items than top-down sorting.

The conclusion suggested here is that both the bottom-up and top-down sorting tasks
should be used. Each captures an important aspect of the menu structure that can be
effectively combined to generate the menu. Bottom-up sorting results in a tighter
structure with greater breadth at the bottom of the tree while top-down sorting results in
greater breadth at the top of the tree. Integrating the results from the two types of sorts
as well as rating data on frequency and order, Chin generated a menu with two levels as
shown in Figure 11.5.

Although clustering procedures have been experimentally tested in only small menu
systems, in principle it can easily accommodate larger numbers of items. One of the
virtues of clustering is that the clustering task itself can be partitioned into smaller tasks
for different teams to work on. Clustering methods form the basis of top-down design of
large systems and the categorization of large knowledge databases.
11.3 Semantic Space
A second approach to menu organization is to lay out items in physical space. Menu
items are essentially placed at coordinates in space whose dimensions represent
psychological factors . The coordinates may be found directly by asking subjects to
place the items in a physical space or indirectly from a multidimensional scaling of

similarity measures. The dimensions of the space are assumed to have semantic
meaning and serve as an organizing principle for users. Furthermore, the spatial
representation may in some way capture the user's cognitive structure of the task or
knowledge base.
The general methodology for determining an organization is first to obtain subjective
estimates of the relatedness of all pairs of items. Measures of relatedness are then
treated as distances in an n-dimensional space. Second, the obtained distance matrix is
analyzed using a multidimensional scaling technique. Finally, the resulting
multidimensional representation is translated into a physical layout or structure of the
menu items.
McDonald, Stone, Liebelt, & Karat (1982) used a multidimensional scaling of items to
design menus for a text editor. Users experienced with text editing made similarity
ratings of editing functions. Menus were then designed so that similar items were closer
together in lists. Performance of novice users was tested on the semantically organized
menus and for comparison purposes on random menus. Although novices made fewer
errors on the semantically organized menus than on the randomized menus, the
difference was small. It could be that cognitive structures of the experienced users were
not of great use to the novice users who may have organized the functions differently.
Menus may be laid out according to different semantic spaces based on the type of
psychological distance among items. For example, items may be related because they
are similar in type or because they frequently occur together. The utility of a particular
menu layout depends on the task to be performed. Tasks may require users to pick
groups of similar items (e.g., documents on the related topics, inventory items in the
same department) or complementary items (e.g., paint brush tool and a particular color,
font and point size). In an experiment by McDonald, Dayton, and McDonald (1986)
subjects rated pairs of food items on the basis of similarity ("How similar are these
foods?") and on the basis of co-occurrence ("How well do these two foods go
together?"). The ratings were analyzed using nonmetric multidimensional scaling. The
menu items were placed at the resulting coordinates with boxes placed around them to
serve as selectable areas on a touch screen. The space between the items was then
reduced while preserving the ordinal relations among the items within and between
clusters. Although the items were clustered, they did not use the keyboard are
efficiently. Layouts were scattered and irregular in comparison to the standard tight
rectangular arrangement of keyboards.
Nevertheless, the results confirmed the utility of the menu organization. Subjects using
the frequency layout and the similarity layout were able to perform selection tasks faster
than subjects using menus that they had personally arranged. Furthermore, subjects
using the frequency layout performed better filling orders with complementary items
(e.g., Hamburger, French Fries, and Coke). Subjects using the similarity layout tended
to perform better filling orders with similar items (e.g., Coke, Root Beer, and Iced Tea);
however, this difference was not significant.
In a similar experiment, McDonald, Molander, and Noel (1988) replicated these
findings using rectangular menu layouts. A simulated annealing analysis was used on
the previous similarity and frequency ratings to lay out the 24 food items into a 4 by 6
rectangular array (see Figure 11.6). In addition, color codes were assigned to five

similarity and frequency clusters. Four menu layouts resulted: (a) frequency layout with
redundant color coding of complementary clusters, (b) frequency layout with color
coding of similarity clusters, (c) similarity layout with redundant color coding of
similarity clusters, and (d) similarity layout with color coding of complementary
clusters.

The results confirmed the previous findings that performance is facilitated when
subjects used menus whose semantic space supported the particular task required.
Subjects using the similarity layout filled orders for similar items faster than for
complementary items and subjects using the frequency of co-occurrence layout filled
orders for complimentary items faster than for similar items. On the other hand, color
coding did not facilitate performance. It is likely in the present case that color reduced
the readability of the items and obscured the effect. The authors suggest that redundant

color coding may be beneficial particularly for the frequency layout by helping to
clarify complex organizations of items. But there is no indication that double semantic
coding (e.g., physical layout based on frequency of co-occurrence and color coding
based on similarity) facilitated performance in selecting multiple items.
These results strongly suggest that when designers organize menus, they need to take
into consideration the type of tasks performed by the users. It is likely that in real-world
applications menu layouts based on frequency of co-occurrence are in general superior
to layouts based on similarity. Although users may naturally cluster items based on
similarity, menu selections in most systems are highly contingent on other items
selected. This raises some question about the appropriateness of user derived semantic
structures. Ratings of item relatedness by the users may result in structures that are in
some sense meaningful, but not appropriate to the task at hand. Empirically derived
measures of frequency of co-occurrence performing a given task may be more
appropriate and are discussed in a later section.
Spatial structure may also be used to generate a hierarchical ordering of items. An
experiment on problem solving by Carroll, Thomas, Miller, and Friedman (1980)
illustrates this approach. The experiment required subjects to place 12 library
procedures in a two dimensional matrix while at the same time satisfying 24 functional
design requirements. The library procedures were hypothetical and listed only by letter
rather than explicitly (e.g., cataloging a book, shelving a book). Functional requirements
had to do with the facilitation of one procedure by another (e.g., cataloging a book
facilitates shelving a book), the priority of procedures (e.g., signing a book out has
higher priority than tidying up the reading room), use of resources (e.g., storing and
retrieving use the same people). One dimension of the matrix represented priority (from
high to low) and the other time (from earlier to later). Carroll et al. varied the amount of
prior information available to the subjects in four different conditions. In the
simultaneous condition, subjects received all 24 functional requirements on one page
and placed the 12 tasks in the matrix. In the explicit structures condition, subjects were
given a hierarchical description of the relationships among three procedure sets; then
they were shown 4 functional requirements and placed the 12 tasks; they were shown
another 4 and placed the 12 tasks a second time; and so on until all 24 requirements had
been shown and the subjects had placed the 12 tasks 6 times. In the implicit structures
condition, subjects were given the same functional requirements but without the
hierarchical description. Finally, in a non-structured condition, subjects received the sets
of functional requirements in a random fashion with no logical sequence.
Solutions differed in terms of the degree of hierarchical organization in the matrix.
Carrol et al. used a cluster ratio (the mean of between-cluster distances divided by the
mean of within-cluster distances) as a measure of hierarchical organization. The cluster
ratio also reflects the extent to which clusters are well-defined with a high similarity
among items within a cluster and high dissimilarity between clusters. The results
indicated that the explicit structures condition yielded the highest cluster ratio and the
nonstructured condition gave the lowest. The more knowledge about the functional task
requirements, the greater the hierarchical structure. Over the six solutions, the explicit
structures condition showed the greatest stability. The nonstructured condition showed
the greatest changes. Results such as these suggest that users can provide information
for organizing menus as long as they are knowledgeable about the functional
requirements.

In a second part of the study by Chin (1986), subjects rated ATM commands on three
dimensions: temporal order (first-last), frequency of use (seldom-often), and in/out box
metaphor (in-out). The ratings varied significantly among items. For example, "End
Transaction" was seen as last in order and often used. Deposit commands were on the
"in" side of the box and withdraw functions on the "out" side. The rating data were
subjected to the hierarchical clustering analysis and resulted in another dendrogram of
the 25 ATM commands. However, the logic of its clustering was not readily apparent.
A subsequent study by Chin and Norman (1988) specifically investigated the elicitation
of the both declarative and procedural knowledge in structuring menus for ATM
command and enhanced function telephones. Declarative knowledge was elicited by
having subjects place items on a large 14 x 10 grid. Items were clustered on the basis of
their proximity to one another. Procedural knowledge was elicited by having subjects
draw directional lines connecting commands. Procedural knowledge was added to the
structure by weighting distances in the multidimensional solution. While structures
resulting declarative knowledge were logical, procedural knowledge seemed to add very
little additional information.
Semantic clustering methods have often proved to be more work than they are worth.
They are generally limited to small sets of items; and the number of pairwise ratings
required in even moderate sets of items can be prohibitive. The dimensional solution is
too often without clear meaning or practical use. And the resulting hierarchical menu
tree may be a hodgepodge of noise. One of the main problems is the reliance on the user
to provide structure. When the user is highly knowledgeable about the items, it may be
possible to extract a coherent organization of items. However, this occurs in only
selected and usually trivial cases such as with food items. Less familiar items such as
the functions of a word processor or options in a communication program may be rated
by highly experienced users. However, the resulting semantic space may have little
utility to other users let alone novices. To make matters even worse, the menu items that
compose real-world systems are generally unknown or unfamiliar to potential users
prior to acceptance of the system. Menu items are often a product of system architecture
rather than having a life of their own. Consequently, users can only rarely contribute in
any meaningful way to the initial organization of the system. Organization of menu
items must rely on the semantic knowledge of the designer who is hopefully an expert
in the task domain. On the other hand, when menus are composed of well understood
concepts such as the tools in a graphics program (e.g., paint brush, pencil, text, etc.),
user knowledge may add to menu organization. When possible, semantic scaling should
be used by designers as an exploratory tool for deriving cognitive structures to aid in the
design of menus.
11.4 Expert vs. Novice Users
There are many situations in which knowledge about how items should be organized
exists prior to system design and is inherent in the database. In this case experts in the
subject matter domain can be used to generate the structure. On the other hand, there are
cases where the knowledge does not exist prior to design. In essence, the structure is a
result of the design and there are no experts except the system analyst. Prior to the first
design of electronic spreadsheets, graphics packages, and disk operating systems, no
potential uses had a good conception of what the menu items were, let along how they
should be organized. Knowledge about the system must be learned from the system

itself. Consequently, it is important that users experienced with the operations of the
system be used to organize the menu structure.
The difference between the knowledge of the expert and the novice is illustrated by a
study by Snyder, Happ, Malcus, Paap, and Lewis (1985). They used a clustering task to
structure a menu. Nine experts and ten novices looked at 43 MS-DOS commands
printed on cards with a brief definition and example. Subjects were asked to combine
them into any number of groups of any size. After this sorting, subjects were asked to
label the groups. If a group could not be labeled, a letter was assigned as the label for
the group. Subjects then subdivided the groups into smaller groups if they wished. This
method may be considered a hybrid of the top-down and bottom-up processes in that
subjects started with the total set to form groups in a bottom-up manner, but once these
groups were composed, they were subdivided in a top-down manner. Additional
relational information was collected by having subjects make pairwise similarity ratings
between the groups. An analysis the data was conducted to generate a two level menu
system. It was designed such that all commands could be reached by starting from one
of several dominating nodes at the top and traversing one link. The networks generated
by novices included 71 links and 11 dominating nodes. The networks of experts were
composed of 75 links and 10 dominating nodes. But the striking difference between the
novices and experts was that only 28 links and one dominating node were the same
between the two networks. In effect, experts had maintained 28 links that the novices
created, broke 43 old links, and added 47 new ones. These findings suggest that a
fundamental restructuring of the internal mental model of how systems are organized
occurs with experience.
11.5 Frequency of Use
Many users are not concerned with the overall clustering of items or the semantic space.
Rather they are only interested in following a relatively small number of paths through
the menu structure. Such paths are solutions to user requests such as "Show me how to
print this document? "Show me how to change the clock?" When the user is performing
such tasks via menu traversal, the structure of the menu should minimize the number of
selections required to go from one function or object to another as discussed in Chapter
10. In hierarchical menus, this is accomplished by a placing frequently selected items at
the top of a hierarchy and by placing infrequently selected items at more remote
locations at the bottom of the menu.
11.5.1 Command Frequency. When hierarchical menus are constructed for ordered
directories there is no semantic structure on which to base the hierarchy. In such cases,
one may dynamically generate the menu according to the frequency of access in order to
minimize the expected number of nodes traversed. Often the display has a fixed menu
size of M items. The question is how to divide up the list for optimal performance.
Witten, Cleary, and Greenberg (1984) present top-down menu splitting algorithms. The
best of their algorithms splits a list of ordered items into M parts which have
approximately equal total probabilities. The first split is made as close as possible to
1/M of the total probability. The second split is made as close possible to 1/(M-1) of the
remaining probability after the first split and so on. Parng and Goodman (1987)
extended this work and compared a bottom-up algorithm and a two-way algorithm. The
bottom-up algorithm creates a subtree that yields a minimum sum of M adjacent access
probabilities. The two-way algorithm combines the top-down and bottom-up approaches

by alternating between the top-down menu splitting procedure and the bottom-up
subtree building whenever it is appropriate. The top-down algorithm was designed to
balance the probabilities in the trees. The bottom-up algorithm was designed to generate
full menu trees in which all of the menus are of maximum size. Parng and Douglas
found that the two-way algorithm was somewhat superior to the top-down. The bottomup algorithm was the worst in terms of the average number of selections to reach a
target item.
Menu structure based solely on frequency is not likely to capture or convey either
declarative or procedural knowledge. The only advantage is efficiency in errorless menu
traversal. Unfortunately, since the menus may contain little in the way of semantic
structure, it is likely that users will easily get lost.
11.5.2 Command Transitions. In network menus where the user may be cycling back
and forth between items, the distance between adjacent items should be as short as
possible. For example, in a word processor , the path between the options to cut and to
paste should be as short as possible. Typically, however, the user must select the text, go
to a list of editing options and select the option to cut. Then the user must back out of
the menu to select an insertion point and then go back to the list of editing options and
select the paste option. When hierarchical structures are used in networks they often
require the user to go down the tree to an item, climb back out, and then go back down
to select the item in the same region of the tree. Although command keys can be used to
overcome this sort of problem, a less memory demanding approach would be to
temporarily elevate the most likely items to the top. Or to allow the user to reenter the
tree at the same point where it was left. The last menu frame, becomes the default
starting frame.
The design problem is to identify typical paths through the menu. A task analysis can
help as discussed in Chapter 3. The task analysis, however, is generated by
knowledgeable users and relies on their ability to anticipate the types of tasks
performed. This approach represents rational design. Unfortunately, rational design
often misses reality. The designers simply may not foresee an important task that users
frequently perform. However, empirical methods can be used to identify such tasks and
their paths through the menu. Given an existing menu and sufficient data, one may
identify frequently traversed paths. Price (1982) gives a good example of how path data
may be used in the evolution of a system. She describes a CAD system using very broad
command menu including 276 items. In the original system, 120 selections were
displayed in the top and right margins of screens. Several "levels" of the menu were
displayed and users could move from one to another. Price collected data over
approximately 200 hours of interaction and recorded over 22,500 commands. A data log
file contained a complete record of commands. Data were summarized in tables listing
the frequency of occurrence of commands following other commands. In essence, these
tables constituted a large command transition table listing the number of times one
command followed another command.
The initial tables revealed patterns for the most frequent commands that were more or
less context independent (e.g., commands to refresh the screen and to expand, contract,
or shift the current view). Due to the pervasive nature of these commands, the frequency
tables were recomputed with these commands ignored. The new tables indicated that for
many commands it was possible to identify only a small group of commands that were

likely to follow. Price notes for example that the "GET" command occurs 2238 times
and was followed by 43 different commands. However, the 12 most frequent commands
following "GET" occurred 95% of the time. Over all commands, an average of only 7
commands accounted for 95% of the commands to follow.
These results were used to design a new system with three primary menus: a constant
menu, a dynamic menu, and an menu of menus. The constant menu contained the most
frequent context independent commands, as well as, the help command. The constant
menu contained a total of 11 commands. Dynamic menus were constructed on the basis
of the command transition frequencies. Of the 276 commands, 88 resulted in a change
of the dynamic menu. There were 31 such dynamic menus containing from 2 to 22
commands. In addition, there were 14 commands that were followed by one of a small
predictable group of commands or the same command. These 14 commands temporarily
added 1 to 3 items to the current dynamic menu. Finally, the menu of menus was used to
access any command that did not appear on either the constant menu of the dynamic
menu. It consisted of a hierarchical menu of 24 command categories containing from 3
to 26 commands per category. Once a command was selected from the menu of menus,
the dynamic menu displayed the list of commands most likely to follow the selected
command. Selection of commands from the constant menu left the dynamic menu
unchanged.
The new menu was tested in a simulation using the original data log file. The design
indicated that only 11% of the menu selections would require the use of the menu of
menus. 37% of the commands could be selected from the current dynamic menu, 50%
of the commands would be selected from the constant menu, and the remaining 2% of
commands were user defined macros. The average dynamic menu contained 13
commands, the constant menu 11 commands, and one command to bring up the menu of
menus. Thus a total of 25 commands were displayed on average.
The generation of menus from command transitions captures the procedural knowledge
of the system. Although a command language may allow the user to follow any
command with any other command, the procedural knowledge about the system dictates
what sequence is actually appropriate. It is suggested that menus should convey
procedural knowledge about the system in the way that they are displayed. Hierarchical
menus do this automatically. In broad pull-down menus, however, procedural
information is often missing and the user does not know in what order selections must
be made in order to perform a task. Well designed menus convey procedure as well as
breadth of choice.
11. 6 Summary
Menus are inherently data structures that contain knowledge about the domain of items.
Menu design rests heavily on the elicitation of that knowledge from users and its
incorporation in the organization of menus. Three approaches to menu organization
were presented. The clustering approach is a relatively simple procedure for generating
hierarchical structures. The top-down variant of clustering starts with the total set and
successively subdivides items according to some organizing principles. The bottom-up
variant starts with forming a number of clusters of items and then forming clusters of
clusterings.

The second approach is to extract a semantic space from user assessments of similarity
or relatedness among items. This approach has been used for hierarchical structures but
it is probably best suited for organizing items within single menu frames. The third
approach is to use observed frequency and sequence information to structure the menu
in terms of efficiency. This approach may be devoid of semantic knowledge about the
menu since it is based only on frequency of use.
All three approaches have considerable merit in eliciting relational information from the
users that can be used to organize menus. Each method captures a different aspect of
organizing knowledge and must be used appropriately in the design of real systems.
Whatever the organizing principle, it must fit the task to be performed by the user.
It is clear that the quality of organization depends on the amount of knowledge of the
individuals organizing the menu. It is important that designers solicit input from
knowledgeable users rather than just any users and to remember that menu organization
should be congruent with the way in which users think about the system.
The organization and layout of menus is extremely important in design. It determines
not only the superficial "look and feel" of the system, but its very essence. Menu
organization contains the declarative and procedure knowledge that drives the system.
Consequently, the challenge is to generate and organize the system according to
principles of efficient menu design and at the same time project a knowledge structure
that in some meaningful way guides the user through the system.

Chapter 12
Prototyping and Evaluation of Menu Selection Systems
After following all of the guidelines, incorporating a cognitive theory of control, and
involving the users in the clustering of menus, the designer still has to see if it flies. It is
too easy to miss the obvious, forget the fundamentals, and overlook the inconsistencies.
Published guidelines and research results take us a long way toward good design.
However, they can never close the gap between generalization and application. Isa,
Ogden, and Wolfe (1986) note, "The only way that an interface can be evaluated is
through user testing of that particular implementation." (p. 69). One must prototype the
system and evaluate the result. Prototyping is cost effective to the extent that it is rapid,
easy, and provides informative results. Prototypes vary from simple paper mockups or
story boarding to full blown implementations. The fidelity of the prototype to the final
system is of great concern. The type of computer screen and keyboard layout may be
critical while system timing may not be. Prototyping provides the opportunity to
discover flaws while it is still possible to change the design. Issues and examples of
prototyping menu selection systems will be presented in this chapter.
Prototyping must be supported by a careful analysis of the results. Analyses should be
based on the measures presented in Table 1.1. Performance measures are important and
have been emphasized in previous chapters. User evaluations are of particular
importance in prototyping and will be stressed in this chapter. Evaluations of a system

vary from open ended questions and informal comments to standardized questionnaires
and performance measures. This chapter will consider issues in user evaluation and
present several approaches.
12.1 Prototyping Systems
Prototyping is not a new idea, and its place in the life cycle of a system is extremely
important. But for prototyping to be useful in the development of a computer system, it
must be relatively fast and easy to implement and change. Menu selection systems are
particularly good candidates for prototyping since it should be easy to change them
without greatly affecting the rest of the software. For that matter, when complete fidelity
is not required, it is often possible to prototype only the menus without any further
program functionality. This is particularly the case with videotext, bibliographic,
database, and help systems.
Prototyping a menu selection system requires an initial idea of three major aspects of
the system: (a) the menu structure (composed of the selectable items and clustering), (b)
screen layout (composed of graphics and text supporting the menu items), and (c)
screen-to-screen transitions (composed of input and output dynamics). The menu
structure can be prototyped as a database of items and often drawn as a network or
hierarchical graph.. Alternative structures can be compared in terms of depth and
breadth and expected access times for items of different frequency. Screen layout can be
drawn either on paper or on the screen itself. Alternative layouts can be compared sideby-side. The entire set of screens completes the static prototype of the system. However,
screen-to-screen transitions which require user input must be prototyped in a dynamic
emulating environment. Figure 12.1 outlines the three levels of prototyping associated
with the three aspects of menu selection systems: structure, layout, and dynamics.

Prototyping should be done at the structural and layout level using the tools of graphs
and storyboarding. However, it is essential in the final analysis to prototype the dynamic
system at least at a superficial level. Dynamic prototyping can be done in the native
programing language of the destination system. However, it is generally better to use a
rapid prototyping system or a system that supports user interface management.
Prototyping efforts suffer when menus are written into the program code rather than in a
separate driver with an easily modifiable file of menus. Without a separation of the
menu driver from the rest of the program code, programs have to be revised and
recompiled for each change in the menu. The advantage of current user interface
management systems is that they allow the designer to modify menus and menu
organization at the same time without necessarily changing the functionality of the

program. Changes to screens, additions of items, and links can be made more or less onthe-fly.
For menu prototyping to be cost effective, the system must allow fast and easy
implementation and revision. It should provide an authoring system that allow the
designer to generate the structure, screen layout and dynamics in a quick and simple
format.
Dynamic prototyping can be done on a fully functional system using a user interface
management system (UIMS) or on just the "front end" of the system using a menu
driver or a UIMS that presents the menus to the user but may not necessarily access
actual functions that have been selected.
One of the earliest experimental systems capable of prototyping menus at the dynamic
level was ZOG first begun in 1972 (Akscyn & McCracken, 1984). The ZOG system and
its predecessor KMS use the basic constructs of frames and links. Frames are screen
sized workspaces (see Figure 12.2). Links relate individual items in a frame to other
frames.

In recent years user interface management systems (UIMS), windowing systems, and
specialized menu drivers have have facilitated the rapid prototyping of menu selection
systems. Examples of commercial packages include HyperCard(TM), X-Windows(TM),
and NeWS(TM) and a host of hypermedia and hypertext systems (Smith & Weiss,
1988).
The one thing that most dynamic prototyping systems lack is an experimental testing
and evaluation environment. Systems should be able to emulate real world tasks and

record performance. Without this ability prototypes provide no measurable or


quantifiable means of evaluation.
One system, the Menu Selection Prototyping System (MSPS) developed at the
University of Maryland (Norman, 1984; Norman, Mantel, & Wallace, 1988), is a menu
driver that can be used to (a) prototype menu systems, (b) emulate task environments,
and (c) record the behavior of the users and the system. MSPS works by accessing a
source file containing the menu system. The file consists of a set of menu frames with
directives. Each frame consists of a screen display and a set of allowable response
options with associated pointers to other frames or to procedures (see Figure 12.3).
Certain frames in the file can be used to present tasks to the user. The tasks generally
involve accessing particular target items or series of items. Other frames can be used to
check for successful completion of tasks and to provide feedback. The file also contains
a set of timer values to simulate system response time (interval between the user
response and the presentation of the next menu frame) and time out intervals (maximum
time between presentation of a menu frame and the user response).

The MSPS writes a journal file in which records each frame presented, the response
option selected, and the user response time (interval between presentation of the frame
and the user response). These data allow analyses on
* user response time per screen or item
* user response time to perform overall tasks
* selection errors per screen or item
* selection errors in performing a task
* frequency of access to menu items

* patterns and co-occurrences of menu selections.


These data can be analyzed to determine problem areas in the menu system: (a) items
which may be misinterpreted, (b) high frequency items that should be made more
accessible, and (c) the need for reorganizing or reclustering items. MSPS has been used
in various versions since 1983 in a number of laboratory studies as the experimental
workbench for menu research.
Finally, it should be added that usability testing of prototypes should also be supported
by video, verbal protocols, and subjective evaluation. Video taping captures user access
to auxiliary material (manuals, forms, notes, etc.), vacillation between alternatives, and
signs of confusion and/or frustration that cannot be captured using software. Verbal
protocols capture the step-by-step thought processes involved in performing a task.
They may reveal the need for addition menu items, paths, and user guidance. User
evaluation and reaction to the prototype is important and is addressed in the next
section.
12.2 Guidelines for Menu Design
At some point it necessary to bridge the gap between the theory and research of menu
selection on the one hand and the direct application of results to real problems on the
other. The translation of theory and results into guidelines and standards is necessary so
that software designers have a target to aim for. Standards and guidelines documents
provide a concise summary that aid in the development of human/computer interfaces.
Several standards and guidelines documents have been produced in the area of
human/computer interaction (e.g., Smith & Mosier, 1986; MIL-STD-1472C, 1981).
These documents have helped to avoid catastrophic problems as well as minor
frustrations that user have with the interface and at the same time facilitate performance.
There are, however, a number of dangers in setting forth such documents. The
specification of guidelines and standards are always suspect due to the problems of
generalizability and applicability discussed in Chapter 5.
First, it is possible that a standard or guideline has resulted from theory or research
results that do not generalize beyond the specific assumptions of the theory or the
conditions of the study. Such a standard or guideline may be irrelevant or simply wrong.
Additional research is required to clear up such problems.
Second, standards and guidelines may be incorrectly interpreted and/or incorrectly
applied by designers. It is too easy to read a standard or guideline at only the superficial
level without having a deeper understanding of its intent, implications, and limitations.
Without such understanding, standards and guidelines may be applied in a way never
intended by their originator. The application of a guideline is often an issue of
interpretation, and the conformance to a standard is often an issue of degree.
Consequently, the blind application of guidelines can be a major problem.
Third, standards and guidelines documents generally do not address the problem of
importance or tradeoffs of design options. Some standards and guidelines are essential;
others are of minor importance. While all of the standards and guidelines may promote
principles of good design, some will have little impact on performance and user

evaluation of the system. Consequently, designers need to prioritize standards and


guidelines. Furthermore, a number of standards and guidelines interact. The application
of one may limit the application of another. Designers need to be aware of such
tradeoffs and must be able to strike the right balance between them.
Fourth, the application of guidelines and the conformance to standards is often a matter
of opinion or expert evaluation. Some guidelines are objective in the sense that it is
clear whether a system meets the guideline or not (e.g., "Items in a list should be leftjustified.") Other guidelines define metrics that can be objectively empirically assessed
and either set criteria to be passed or optimized (e.g., such as by measuring
performance). Others are judgment calls and depend on the subjective metrics of an
evaluator (e.g., " Items should be given meaningful labels.")
Finally, standards and guidelines may overly restrict the design space, preclude
innovative solutions to problems, and lead a premature standardization on less than
optimal designs. The problem is that theory, research, and technology are still moving
targets. Standards and guidelines cannot be considered as final documents, only as
current iterations.
With these problems accepted as caviots and disclaimers, Appendix A is offered as a
checklist for menu design. The checklist is presented as a series of questions that should
help designers to make sure that they have addressed as many aspects of menu design as
possible. The items were intentionally written in a general form without specifying a
specific design option but rather encouraging consideration of design issues. Each item
has cross reference to a section in the text to allow the reader to gain a deeper
understanding of the issue. When reviewing a system, designers should go through the
list and check off whether or not each item has been satisfactorily meet.
12.3 User Evaluation
Evaluation of a prototype cannot rest totally on designers and experts. It is important to
solicit input from the user community itself. Experts cannot always be trusted to
represent the best interests of the users. A study by Lee, Whalen, McEwen, &
Latremouille (1984) confirms this admonition. They had experts design the top index
page for an electronic shopping and information retrieval system. A second group of
experts ranked the menus produced by the first group for ease of use. Virtually no
correlation was found between the rankings of the experts (r = .08). However, when a
group of representative users ranked the menus there was high agreement among them
as to which menus would be easier to use (r = .49). Furthermore, performance measures
were highly correlated with user predictions (r = .72). Users were the best judges of
menu design and best predictors of future performance.
Certainly it behooves the designer to consider seriously evaluation of systems by users.
The questions is "How?" It is an easy thing to make up a few questions and solicit
ratings from users. It is not so easy to validate the subjective measures and interpret the
results relative to known user populations. Although a number of questionnaires have
been developed to measure subjective satisfaction with computer systems, few have
focused on the user interface. Those that have been developed have been highly specific
to particular systems, limited in their application across different systems and users, and
limited to one shot experiments rather than refined over a number of applications.

Reviews of these questionnaires have been critical and have cited the problems of (a)
lack of validity (Gallagher, 1974), (b) low reliability, (Larcker & Lessig, 1980; Ives,
Olson, & Baroudi, 1983), (c) insufficient sample sizes, and (d) nonrepresentative
populations (Bailey & Pearson, 1983).
12.3.1 Standardized User Evaluation of Interactive Systems. What has been needed
has been a generic questionnaire, developed and applied over a number of applications,
standardized on a wide variety of users, with proven reliability and validity.
Shneiderman (1987) originally proposed a "generic user evaluation questionnaire for
interactive systems" with the idea that interactive systems share a set aspects that can be
assessed relative to one another. Furthermore, each aspect can be broken down into
more and more specific aspects.
This questionnaire, now called the Questionnaire for User Interaction Satisfaction
(QUIS) has been repeatedly used, refined, and validated over a number of studies (Chin,
Diehl, & Norman, 1988; Chin, Norman, & Shneiderman, 1987). The current version of
the QUIS measures six aspects of the user's overall reaction to the system and 21 system
attributes (see Figure 12.4). The system attributes are clustered into four major
categories: the screen, terminology and system information, learning, and system
capabilities. In addition, the QUIS includes indicator variables supporting the 21 system
attributes. The QUIS is hierarchically organized so that the ratings of the indicator
variables impact upward on the system attributes, which in turn impact the overall user
reactions (see Figure 12.5). This approach to psychological scaling is rather novel since
it involves a hierarchical model rather than merely a set of independent scales. The
hierarchical structure reflects the model of both the inherent structure of the system and
the way in which users organize their attitudes about the system. Consequently, items in
the QUIS have been organized according to a hierarchical format.
Several version of the QUIS have been developed. The long version is shown in Figure
12.4. A short version has been used extensively that omits the indicator variables and
greatly reduces the number of items to be rated. Both paper and pencil and online
versions exist.
|Click Here for Information on the QUIS|

The generality of the QUIS was developed by having different user populations evaluate
different systems using the questionnaire. Additional sections have always been added
to the QUIS to characterize the user and the software being evaluation. Users included
(a) undergraduate students, (b) computer professionals, (c) computer hobbyists, and (d)
novice users. Systems have included (a) programming environments, (b) bibliographic

retrieval systems, (c) disk operating systems, and (d) word processors. Furthermore, the
conditions under which the questionnaire was administered have varied considerably.
Conditions included have (a) strictly controlled laboratory studies in which subjects
were exposed to systems for a short time, (b) less rigorous studies in which subjects
used systems on a more or less casual basis, and (c) field studies in which conditions
and demands varied widely. Over repeated applications items and scales were revised
and reworded to produce a more robust version.
The reliability of the QUIS was established by measuring the intercorrelation among
items. Cronbach's alpha, which quantitatively measures reliability on a 0 to 1 scale, was
consistently in the .89 to .94 range over a series of studies. Thus, the overall reliability
of the QUIS is quite high.
The validity of the QUIS was measured in two ways. Internal validity was established
by substantiating the hypothesized hierarchical organization of the QUIS. Ratings on
indicator items were correlated with higher level system attributes and system attributes
were correlated with overall ratings of satisfaction. Data over several studies both
supported the hierarchical structure as a whole and helped to eliminate inconsistent
items.
External validity was established by using the QUIS to compare different systems. For
example, in one study (Chin, Diehl, & Norman, 1988) users were asked to rate one
system that they liked and one that they disliked. All of the overall reactions to the
system differed greatly between the liked and disliked systems, except for the difficult
vs. easy rating. It is probable that the difficulty in using a system depends more on the
functionality of the program rather than on satisfaction with it. System attributes having
to do with learning (operating, exploring, and performing tasks in a straight forward
manner) and system capabilities (speed, reliability, correcting mistakes, considering
experience of users) also differed between liked and disliked systems. In another part of
that study a comparison was made between a command line system (MS-DOS(TM))
and menu driven applications (e.g., WordStar(TM), Lotus(TM), DBase(TM), etc.).
Again, all of the overall reactions to the system differed greatly between the two types
of systems, except for the difficult vs. easy rating. The menu driven applications were
rated much more favorably. Furthermore, 18 of the 21 system attributes were rated more
favorably for the menu systems. These results lend strong support to the external
validity of the QUIS.
Finally, the diagnostic power of the QUIS to detect problem areas has been confirmed
by a usability study of a menu system for home control (Wallace & Norman, 1988). The
system was not being compared to an alternative so no differences could be obtained.
However, items scoring exceptionally high or low relative to the mean of all the
responses helped to reveal the strengths and weaknesses of the system. The QUIS
indicated that like many commercial systems, home control by menu selection was
perceived as wonderful and satisfying but rigid with inadequate power. In addition,
particular items indicated that additional system feedback and user guidance was
needed.
The QUIS has proven to be useful as a generic instrument for assessing interactive
systems. As such it taps a number of system attributes related to menu selection. The
system attributes of particular relevance to menus systems are

* Organization of information on screen


* Sequence screens
* Use of terms throughout the system
* Messages on the screen which prompt user for input
* Tasks can be performed in a straight-forward manner
However, there are additional attributes specific to menu selection that need to be
assessed. These are addressed in the next section.
12.3.2 Evaluation of Menu Selection. Few studies have specifically investigated
ratings of menu selection systems or attributes that specifically pertain to menu
selection. Recently, Norman (1988a) described five basic factors along which menu
systems can vary. These factors attempt to capture the basic dimensions of menu
systems that users are sensitive to and are described to users as follows:
Display and Response Time. Systems vary in terms of how long it takes for the menu to
be displayed on the screen and how long it takes for the system to respond once an item
has been selected. A very poor system keeps the user waiting; whereas, a very good
system displays the menu quickly and implements the selection quickly.
Path Efficiency. Systems vary in terms of the efficiency of the path to the goal. Very
poor systems appear to lead one along an endless garden path; whereas, a very good
system quickly home in on the goal and does not ask for redundant or irrelevant input.
Clarity of Menus. Systems vary in terms of the clarity vs. vagueness of the choice and
the particular alternatives. In a very poor system it may not be clear what sort of choice
is being made and what the options denote. This may be because of the brevity of the
menu or poor wording. In a very good system, the user knows the implications of each
choice and he know what each option does.
Sense of Direction Toward Goal. Systems vary in terms of the sense of movement in the
direction of the goal. In a very poor system users may get lost in the maze and not know
whether they are getting closer or further from the goal. In a very good system, users
have a sense of control and accomplishment as they progress.
Recovery from Errors. Systems vary in terms of their capability of allowing the user to
recover from errors easily and quickly. A very poor system is "unforgiving." If a wrong
choice is made it takes considerable time and effort to restart or return to the point of
error. In a very good system, the user can quickly undo the error and start where the
error had occurred.
Users are asked to rate how good or poor the system is on each of the five factors. Each
rating is made on a line mark scale as shown in figure 12.6. Users are instructed to make
their mark toward the left end of the line marked "very poor" to the extent that they
dislike the system and toward the right end marked "very good" to the extent that they
like the system.

Norman (1988) reports rating data on 229 users. Three different menu systems were
evaluated: (1) a hierarchical organization of 256 items in a merchandising catalog, (2) a
prototype of a popular time sharing system, and (3) an online card catalog. In addition, a
number of computer science students rated various menu systems that they were
familiar with. Figure 12.7 shows the profiles for these four groups by plotting the mean
ratings on the 5 menu factors.

Both the merchandising catalog and time sharing system received the highest ratings for
display and response time and recovery from errors. Both of the these systems had very
fast response times and allowed the users to backup the tree or move immediately to the
top with one command. Path efficiency was rated lower on both systems. Both of these
menus were 4 levels deep. and users made frequent path errors when searching for
targets. Furthermore, the wording of these menus left much to be desired as indicated by
the low ratings on clarity of menus and sense of direction toward goal. The group rating
the online card catalog gave much lower rating for response and display time and
recovery from errors. Finally, the group rating a variety of familiar systems showed a
similar pattern, except that response and display time was much superior.

These results indicate that the menu rating scales are able to diagnose the weaknesses
and strengths of systems. Users seemed particularly positive about fast response times
and the ability to recover from errors in some systems. None of the systems fared
particularly well in terms of path efficiency, clarity of menus, or sense of direction
toward the goal.
Users were also asked to rate the menu systems on 5 combinations of two factors at a
time as well as to rate the systems overall as shown in Figure 12.6. These ratings were
needed to test the internal reliability of the ratings and also to assess the relative
importance of the five menu factors. It was expected that a rating on the combination of
display and response time and clarity of menus would depend on the ratings of the
single factors and that the ratings of the combinations would lean in the direction of the
most important factor of the two. A factor analysis was conducted to determine how the
menu factors and combinations loaded on the extracted factors. Table 12.1 shows the
factor loadings for a varimax solution.
Table 12.1
Factor Analysis of 5 Factors Using the Varimax Procedure
Rating Scale Factor 1 Factor 2 Factor 3 Factor 4 Factor 5
Time
Path Efficiency
Clarity
Direction
Recovery
TXC
PX R
CXD
DXR
RXC
PXT
Overall

0.93
0.27

0.83

0.24
0.55

0.84
0.88

0.54
0.26
0.26
0.70
0.31

0.37
0.90
0.43

0.38
0.34

0.72
0.30
0.78
0.46
0.74
0.36
0.66

0.68
0.40
0.38
0.22
0.30

0.65
0.46
0.68
0.24

It can be seen that each of the five menu factors loads highly on one factor. These
factors basically correspond to the 5 menu factors that were initially rated. Ratings of
the combinations of factors tend to load highly on the two factors composing the
combination. This result supports the idea that the ratings were reliable and reflect the
underlying factors. Moreover, the loadings on the combinations reveal something about
the relative importance of the 5 factors to the users. Whenever clarity was one of the
factors in the combination, it tended to load most highly, indicating that ratings were
most affected by this factor. Furthermore, the overall rating of the systems loaded most
highly on the factor corresponding to clarity. Clarity was the most important factor to
the users.

As a general finding, these results suggest that menu prototyping and evaluation should
concentrate on the wording of menus. Each menu and each menu alternative should be
evaluated and changed based on its clarity and meaningfulness to the user.
12.3.3 Menu-by-Menu Evaluations. The wording of menu alternatives is often an
agonizing chore to designers. The questions are: What do we call this function? What do
we call this group of functions? Language is limited; terms are ambiguous; and
consistency an unachievable ideal. Much of the problem is that naming is best done by
the knowledgeable user rather than the omniscient designer. It is interesting that in the
Genesis account of creation, Adam (the user) was given the task of naming the animals
(Genesis 2:19-20). Whatever, he called them became their name. In a similar way, it
might be suggested that users have an input to the names of menu alternatives because
they are the ones who must call them by name. While no current systems make use of
this feature, some user interface management systems allow the user to build their own
menus or change the wording of existing menus. These features, however, are generally
not for the novice user and require considerable knowledge of the system.
A more practical approach would be to start with an initial set of names for menu
alternatives and let the users rate the suitability, clarity, and meaningfulness of the
names and then enter suggested names or changes in wording. Thus, the users would
have an of editorial role in producing the menu system. Ratings can be used to evaluate
a number of aspects of menu frames as well as the traversal of those frames. Listed
below are four different types of ratings that can be used in a menu-by-menu evaluation.
Each type of rating is illustrated in Figure 12.8.

Ratings of Individual Terms. Given a particular menu, users can be asked to rate the
meaningfulness, explicitness, and familiarity of parts of the menu. For example, they
could be asked to rate the meaningfulness of the choice: "Select the type of
registration:" and their familiarity with the items: "passive, "passive-fixed", "dynamic."
The ratings will be a function of both the subject matter knowledge of the user as well
as the clarity and specificity of the passages. One would expect large differences
between experienced and novice users; however, well-written menus may help to
attenuate differences by educating novice users as to the meaning of the alternatives.
Ratings of Prior Probabilities. Given a target function or object to be located in the
menu structure, users can be asked, "What is the probability that you will find the target
given that you select Alternative i? These ratings assess the subjective probability that a
particular path leads to the goal. To the extent that the probability is high on the correct
alternative, the menu conveys the proper expectations to the user of where paths lead.
Norman & Chin (1988) used these sorts of ratings in a pilot study to test the
comparability of different menus used in their experiment on the effect of menu

structure. Subjects were shown a target item and the first frame in the menu tree. They
rated the probability that each alternative would lead to the target with the restriction
that the probabilities sum to one. The subject was informed of the correct choice, moved
to the next menu along the path, and asked to rate the probabilities for alternatives at the
next level. This continued until the target was one of the menu items. These data helped
to diagnose poorly worded menu frames and particularly hard to find targets.
Ratings of Screen Layout . Users can be asked to rate the way in which menus are
displayed on the screen. These ratings should include (a) how well organized the items
are, (b) how meaningful and useful the organization is to the user, (c) how easy it is to
locate desired items on the screen, and (d) how confusing or cluttered the screen
appears. Screen layout is highly subjective issue and should follow the principles of
artistic design as well as. Additional ratings might include artistic aspects such as (a)
balance, (b)
Ratings of the Screen-to-Screen Transitions. The way in which a system moves from
screen to screen can create either an impression of discontinuity or of graceful progress.
Discontinuity can occur when transitions are abrupt either visually or in terms of
context. Some screen transitions seem to inch along by conveying too small a sense of
change. Such an impression can frustrate the user. Other transitions may seem to move
to a new galaxy in that they move too far with no sense of context or continuity. Users
can rate screen-to-screen in terms of (a) step size, (b) sense of progress, (c) smoothness,
and (d) maintenance of a sense of context.
To rate all of the above aspects of all screens on even a small system might be
excessive. Fortunately, most real world systems use only a limited number of screen
layouts and types of transitions. Meaningfulness of terms and probability ratings,
however, may pose a problem if the menu includes a large number of items and is
hierarchical. One possibility would be to rate only a sampling of the total number.
Alternatively, users could be given the capability of annotating items or features of
menus that were particularly problematic. Nevertheless, menu-by-menu ratings should
prove extremely useful in evaluating prototypes of menu selection systems and should
be a standard part of usability testing.
12.4 Summary
Prototyping is an essential element in design and evaluation. Prototyping of menu
selection systems should allow for quick and easily modifiable mockups. More and
more software tools and user interface management systems make it possible to alter the
human/computer interface more or less independently from the application program
underneath. However, few systems support an experimental workbench for prototype
evaluation by generating tasks and monitoring user performance. MSPS, however, is
one system that does and has been successfully used in a number of studies.
Prototyping must be supported by user evaluation. While user satisfaction has been
acknowledged as important, empirically tested instruments to assess user evaluation
have been lacking. The QUIS was developed and tested over a number of studies to fill
that need. The QUIS provides both ratings of overall satisfaction and ratings of specific
system attributes that help to diagnose the strengths and weaknesses of the system.
Other scales have been developed to assess factors more directly related to menu

selection. These reveal that the most important factor of design from the user's
standpoint is clarity of the menu items. Finally, menu systems should be subjected to
menu-by-menu evaluations by users. Embedded ratings scales provide a tool for user
feedback.
Prototyping and evaluation is essential in the design of menu selection. To many, the
design of a menu selection system seems to be a trivial process of merely specifying the
items and writing menu frames. Prototyping and user evaluation may seem superfluous.
On the contrary, menu design is neither trivial or obvious. Designers can only make
informed guesses. The initial design must be prototyped and iterated several times in
response to user evaluation.

Chapter 13
The Future of Menu Selection
Some have suggested that menus are merely an interim solution to the problem of
human/computer interaction. Menus are regarded as only a stage in the metamorphosis
of novice users into expert users. Or perhaps they are a way station on the road between
command language and direct manipulation of the "soft machine," a malleable interface
that takes on the shape and characteristics of the device that it emulates.
Some may feel that research should wait until the interface settles down. Findings today
may not be relevant tomorrow. However, it is argued that although the implementation
of the human/computer interface may change dramatically in the future, the theory and
principles of cognitive control grounded in the user will not. While the technology
driving the computer display and input devices undergoes evolution, the psychological
processes driving user behavior is fixed. Although users vary among themselves, learn
new ways of doing things, and adapt to the interface over time, they basically come in
only one configuration with no revisions.
Furthermore, the concept of menu selection and underlaying cognitive processing is not
likely to be supplanted by a new technology but rather further entrenched in new
designs. Whatever metaphor one projects, whether the restaurant menu, the desktop,
soft machines, or beyond, all involve the organization and activation of objects and
require the fundamental processes of attention, comprehension, selection, choice,
traversal of functions, and search on the part of the user to establish cognitive control
over the interface.
Rather than diminish, it is expected that the impact of menu design will increase in the
next generation of systems. Furthermore, the need for well designed menus will increase
as more of our work becomes computer mediated and as more of our files become
computer accessible. The complexity of the computer environment will approach, if not
surpass, that of the physical environment in which we operate. Advanced menu
selection, navigation, and direct manipulation are required for the user to operate with
control in such an environment.

In this chapter a number of new directions in menu selection will be explored.


Projecting the future development of a technology is not without its embarrassing
pitfalls. Nevertheless, it is worth taking the shot. It is expected that menu systems will
move far beyond the current generation as high performance workstations become the
norm. Innovations in menu selection design will continue to reshape the
human/computer interface. A number of new types of menus will be discussed. It is
expected that menu systems will be provide a number of new capabilities to the user in
an effort to enhance their power and adaptability. Systems will continue to grapple with
the problem of when to use menu selection as the mode of interaction, but it is expected
that systems will provide a better integration among alternative modes of interaction.
Finally, one must think about the future of research on menu selection. A number of
fundamental research issues are yet outstanding that need to be addressed in the coming
years.
13.1 Menu Generations
To project the future it is instructive to plot the past. Menu selection has come through
several generations up to this point in time. Surveying a number of systems, one can
date the software by the stereotypic way in which menus are implemented. Listed below
are three generations of menus. As is the case with most technologies, a later generation
rarely supplants a former generation, but rather it coexists for an extended period of
time. Furthermore, one cannot conclude that later generations are necessarily better than
former generations. Older tools may get the job done just as effectively as new ones.
First Generation: Menus are characterized as lists of options. They have been displayed
one by one on slow terminals or rapidly on a fast workstations and personal computers.
Selection is generally by a keyboard response such as a letter or number or function key.
The first generation is typified by videotext services, electronic bulletin boards, and
programs designed for novices.
Second Generation: Menus are characterized by pull-down and pop-up lists. Selection is
generally made by cursor keys, a mouse, or by touch screen. The second generation is
typified by applications such as WordPerfect and Lotus 1-2-3. The second generation
sought greater speed and ease of access, thus securing a greater market among
experienced users.
Third Generation: Menus are characterized by selecting and moving icons representing
objects or tools. Selection is made by clicking, double clicking, and dragging objects
using a mouse or some other pointing device. The third generation is typified by the
desk top metaphor and direct manipulation.
Several trends are discernible in the progression from one generation to the next. The
first trend has been increased speed and flexibility. Faster user response time, alternative
selection methods, and increased number of items were the driving force of leading to
the second generation. The second trend has been the addition of graphics and metaphor
to the selection process. The third generation was motivated by an analysis of the user
task and the need for a usable mental model to support the task.
Looking to the fourth generation, there are three formidable problems that must
overcome. First, it must provide fast access to extremely large numbers of items.

Second, it must allow complex formulations of processes and commands. Third, it must
provide new methods for user customization. The next section explores some of the
innovations that hope to make this possible.
13.2 Innovations in Menu Look and Feel
Menu interfaces convey a sense of look and feel. Users immediately see what they look
like and quickly gain a feeling for how they work. But it is more than a superficial issue.
The "look" of menu displays must convey choice information in a concise, information
rich form that allows the user to efficiently scan and select items with a minimum
number of errors. The "feel" of a menu must allow the user access to large numbers of
objects with minimal movement and effort on the part of the user.
A number of innovations are being explored which increase the field of view of menu
options and extend the power of selection to the user. These innovations are exciting,
but it will remain to be seen which approaches accomplish that goal in a way that is
compatible principles of cognitive control.
13.2.1 Nonlinear/Spatial Menus. Conventional menus list items in a linear array. A list
has the characteristics of having a beginning, an end, and hopefully a meaningful
ordering among the items. The beginning and end items are special and serve as
anchors. Other items have president,/successor relationships that help the user to locate
items and structure the list. Many sets take advantage of linear order, but many other
cases suggest nonlinear layouts of items that convey different relationships among
items.
Rectangular layouts convey multiple dimensions and classes of related items. In
addition to the row and column location (a linear ordering), rectangular menus convey
similarity and neighbor relations (nonlinear diagonal orderings). For example, the
periodic table of elements (see Figure 13.1) arranges items in rows according to their
period (number of shells of electrons) and according to their atomic number (number of
protons). Vertical columns of elements are related groups of elements that have similar
properties.

Other sets of items are best represented with a cyclical order, for example, hours on a
clock face or months of the year. Such orders convey cyclical orders in which, for
example, January comes both before and after December. Circular menus can convey
other relationships too. The color wheel conveys complementary relationships between
colors. The circle of fifths conveys multiple sequences of whole-tone and semi-tone
scales. Figure 13.1 displays examples of such nonlinear/spatial layouts of menus.

In other cases, items have a traditional or standard graphic layout that is familiar to the
user. Graphic menus faithfully represent these layouts on the screen. Figure 13.3
illustrates the layout of the states and zip codes. Other examples abound in cartography,
schematics, illustrations, and diagrams that can be used to organize menu items in a way
that uses and strengthens the user's prior visual organization of information.

Nonlinear /spatial menus have two advantages. Visual recognition and spatial memory
is a powerful and efficient means that users have for locating of items on the screen. The
graphic representation conveys a context for choice and structure for visual search.
A second advantage is that nonlinear /spatial menus may be arranged to facilitate
selection time. Research on pie menus demonstrates the reduction in selection time that
can be achieved by reducing the mouse or cursor movement distance from home to the
desired item (Callahan, Hopkins, Weiser, & Shneiderman, 1988). In this case the
starting point for the mouse was in the middle of the circle. Slight movement in any
direction served to highlight an item for selection. Rectangular and other spatial layouts

may also have an advantage in that they allow for diagonal movement across items.
Linear menus, such a pull-down menus, only allow for city block movement in which
the user can only move across or down at a time. Finally, nonlinear/spatial menus may
be able to make the most efficient use of space. Response time is also a function of the
physical size of the target. Important or frequently accessed items can be given a larger
selection area.
Nonlinear/spatial menus are beginning to have a great impact in human/computer
interaction as graphic interfaces become available. Despite their availability, a potential
designer should show some restraint in their use. It is easy to overdo a good thing and
confuse the user with unfamiliar and complex graphics. There must be a balance of
simplicity and functionality.
13.2.2 Analog Menus. Input of numerical values has been a constant problem in
human/computer interaction. Values have had to be input via the keyboard or numeric
keypad. Menu selection has not been an acceptable mode since the selection of digits on
the screen is no better than key input. However, with pointing devices such as the mouse
or touchscreen, analog menus allow the user to input apparent continuous values. This
innovation has two forms. One is accomplished by moving the cursor and clicking on a
scale. The other is done by using the mouse to click on and drag a marker along a scale.
Generally feedback is given to the user. The feedback may be a numeric display or a
spatially translated effect such as seeing a geometric form rotate or a manuscript scroll
to a relative position. One of the obvious difficulties with analog menus is granularity.
One solution has been to shift from macro movement to micro movement of the mouse
using a gear shift key to change the ratio of translation.
Analog menus are rapidly being incorporated in the next generation of menu design and
are replacing other modes of input. It is expected that they will fulfill an important role
in increasing the cognitive control of users over the interface.
13.2.3 Power Pointing. Current selection devices provide only a limited channel for
selection. The keyboard is limited by the number of keys. Cursor/arrow keys are limited
by the number of key presses required. The mouse and other input devices are more
powerful and versatile for selection by pointing since they provide a direct spatial
mapping of x-y hand movement to the selection of items laid out on a 2-dimensional
screen. However, the movement capabilities of the user are not limited to two degrees of
freedom. Maximally, the user has six degrees of freedom in which to move a pointing
device: the 3-dimensional x, y, and z coordinates and the axises of pitch, roll, and yaw
rotation. Hand controllers and data gloves have the capability of sensing the full
compliment of movement.
To a large extent this movement can be mapped to the screen using three dimensional
representations in space. One mouse dimension may be used to zoom through layers and
the other two to scan across. The axises of rotation may be used to rotate objects on the
screen. Selectable items may graphically displayed on the surface of three dimensional
objects (e.g., rotating a lunar globe to select landing sites).
Added degrees of freedom may also allow the user to input gestures. Gestures are
stereotyped movements that have specific meaning. For example, a squiggle or twist
over an item on the screen may be used to delete the item, a "Q" shaped movement may

be used to quit an application, a twist in one direction or another may sling an item in
different directions. Exploration of these features may add tremendous power to many
applications that support high resolution graphics.
13.2.4 Apparent Menus. Menu systems that involve control of processes and functions
generally have a build-in interdependency among items. For example, Function C
cannot be selected until either Function A or B have been selected. Hierarchical menus
build this interdependency into the structure and present items only when they are
appropriate for selection. The inherent interdependency of items, however, is buried in
the hierarchy menus and is not always apparent to the user. Menus which display all
functions at the same time use some mechanism such as graying out items to indicate
that they are not active given the current state. Unfortunately, the interdependency that
activates or de-activates them is generally not apparent to the user. The user is left to
hunt forever, it would seem, to find the right combination to activate a desired item.
A major innovation is needed in making the inherent interdependency among items
apparent to the user. One possibility would be to have the user select de-activated items
in order to access context dependent help information about that item. Such information
might inform the user as to what is necessary to activate the item. For example,
selecting the function "Align Objects" would inform the user that two or more objects
must first be selected in order to perform the function. This approach may be sufficient
for simple interdependencies but not for complex network relationships.
A second approach would be to graphically display relationships using a schematic
diagram. Figure 13.4 shows a hierarchy of functions and how a static diagram (second
panel) might convey some of the relationships. Unfortunately, this diagram is complex
and insufficient.

A third approach is a combination of the first two. The user would select a de-activated
item which would then display a trace back through the items in the network showing
possible paths to achieve that function (see the third panel of Figure 13.4). If the user
wants to perform several functions in a series, the desired functions could be selected
and the system would trace a route through a necessary series of functions to perform
the desired subset of functions.
The point is to find ways of using the dynamics and graphics of the interface to reveal
the structure inherent in the system to the user. This is a challenge to designers;
however, it is essential if the menu interface is to provide true transparency and ease of
use.
13.2.5 Simultaneous/Linked Menus. Conventional menus generally incorporate only
one menu hierarchy. However, it happens that often one needs to traverse the same

menu tree in two or more independent passes or one needs to traverse two or more
different menus in linked passes. The first case is desirable if one needs to compare or to
link different nodes of the same menu tree. For example, if one wants to compare
different citations in bibliographic database or to create cross references. One
innovation would be to open multiple windows to a menu system and to provide tools to
perform link, copy, compare functions between them.
The second case is desirable if traversing one menu is related to traversing another
menu. Traversing a menu driven help system provides information to the user about
traversing a menu control system. In control systems, operations in one menu system
may conditionalize a second menu system. Furthermore, menu systems may be
embedded in other menu systems. This sort of complexity will be required if menu
systems are to perform complex jobs in command formulation and programming.
Finally, menu systems may be used to alter or adapt other menus. User adaptable menus
are an important innovation as seen in a following section, but to implement
adaptability, additional menus may be required to operate on top of the menu being
adapted.
13.2.6 Vast and Fast Menus. Research on menu depth and breadth suggests that broad
organized menus result in faster performance and fewer errors than deep menus. The
problem is that in order to access data bases with large numbers of items, depth has
been required. Advances in large, high resolution screens, however, makes it possible to
display menus that have 50-200 items per screen. The MacIntosh(TM) Finder program,
for example, can display over 50 folders in its hierarchical file system. Pull-down
menus can display 150 or more options. Numbers such as these can provide access to
125,000-8,000,000 items with only three menu selections. If screens are graphically
organized, selection times per screen may be relatively fast.
The difficulty in achieving vast and fast menus is in generating menu structure and
graphic layout of vast menu frames that conveys the inherent structure of the database.
This can be an extremely laborious task, particularly at the lower levels of the hierarchy.
Furthermore, it may be in vein since many menu frames may be only rarely visited.
Some systems may overcome this problem by providing a self organizing algorithm.
Others may allow the user to organize and even to prune menu frames based on need.
Innovations are clearly needed to help the user organize the growing mass of documents
and tools in the electronic media.
13.2.7 User-Constructed/User-Adaptable Menus. Storage and retrieval of information
is often handled via user constructed menus. Users may create folders and using direct
manipulation or conventional menus store files in the folders. Such hierarchical filing
systems are essentially menu driven but are constructed by the user.
Similarly, users may organize tools or functions for access via menus. And to an
increasing extent software designers are giving users the ability to customize or build
their own menu structures. On the one side, this ability allows the user to create an
efficient system tailored to their needs. On the other side, it places a burden on the user
to become the designer. The trade-off is an important one and users must gauge the
extent to which they want to invest their own time constructing or adapting a menu
system versus using a fixed off-the-rack system. To make matters worse, user design

may result in a morass of redundancy, over-complexity, and sheer idiosyncrasy. Users


may not be good designers. They will require considerable guidance to avoid irrational
design.
The challenge is to design a user-designable system that avoids the pitfalls of bad
design. Such a system must impose the principles of good design in the same way that a
syntax-directed editor imposes correct statement construction on programmers. For
example, a menu builder system may assess the discriminability of item labels, the
organization of items in the frame, and the structure of the network and alert the
user/designer when problems occur.
User adaptable menus provide five primary tools for redesign as listed below:
Rename. Users should be able to change the name or other designating information of
menu items so as to add to its meaningfulness.
Delete. Users should be able to delete items. Deletion may be of terminal items or
whole branches in a hierarchy. Pruning the menu system of unused items can greatly
simplify the interaction.
New Node. Users should be able to create new menu items or frames that will serve as
new groupings of items.
Copy. Users should be able to create copies of items. Copies may be of terminal items or
whole branches in a hierarchy. Copies can be placed anywhere in the menu system to
provide multiple access to frequently needed items at different locations in the system.
Link. Users should be able to create links from any item in the menu system to any other
item. Links provide new pathways that can be used to create fast access to frequently
used items or to link related items.
Construction of customized menus can also be accomplished by the tools listed above.
The difference is that the user would begin with a library of items that could be
assembled into a custom menu. The tool kit would first have to provide users with
access to the library of items. Second, it must provide tools for organizing, editing, and
assembling menus. Figure 13.5 shows a schematic of such a process. The left side of the
figure shows the library access of objects available to the user. Tasks will not be
performed using the library menu structure. It is only used when the user is selecting a
menu or an item for inclusion in the user-designed menu system. Once the menu or item
is located via navigation through the library, it is picked and marked for inclusion in the
new menu. On the right side of the figure, the user builds a menu structure for a
particular task. The user locates the desired point in the new system and puts the
selected menu or item at that point. Other editing features are needed to create new
menu frames (nodes), new links between items, and clusters of items. Working menus
are pieced together and customized from stock software.

User-constructed and user-adaptable menus allow users complete freedom to do what


they want. But freedom can be time consuming and full of pitfalls. User-constructed and
user-adaptable menus require a great amount of time, effort, and knowledge on the part
of users. It may unreasonable to expect users to bear such a great burden of design.
Ultimately, it will again be the designer and the human/computer interaction specialist
who will be the one to use the menu tool kit.
13.3 Limits to Menus
The number and variety of interaction styles available to the designer for
human/computer interaction is steadily increasing. Command languages have long
dominated human/computer interaction and have provided a powerful but error prone
environment to users willing to spend the time to learn the syntax and semantics of the
language. Form fill as an interaction style has been implemented for low level data entry
tasks. Although it minimizes learning time, it lacks power and in most cases flexibility.
Menu selection has an advantage over command language in that it greatly reduces the
amount of syntactic and semantic knowledge required on the part of the user. It has an
advantage over form fill when data entry is limited to a relatively small set of values.
However, menu selection can't do it all. There are times when command language is
clearly required and times when keyboard and form fill are more efficient.

The question is, "What is the optimal interaction style?" The answer depends on the
type of user, the degree of cognitive control required, the point in the dialogue, and the
type of task being performed. Time critical situations may call for a high degree of userdirected control. Passive learning situations may call for a low degree of user-directed
control and active learning situations may require a constant shifting of control between
the user and the system. As experience, mental workload, stress, and time pressures
change one expects corresponding changes in the way the user interacts with the system.
Consequently, interaction is not static. There are ever changing demands on the user and
the system.
If interaction is not static, then it stands to reason that the mode and form of that
interaction should not be fixed. The interface should be constructed so as to facilitate
the changing needs of the user and the task. The appropriateness of menus as the mode
of interaction will vary.
13.3.1 Early in the Learning Process. It is often argued that menus are most
appropriate for novice users, but that experienced users prefer command languages.
Certainly, menus are an aid to the novice in that they do not need to recall commands.
However, it must be remembered that users do not remain novices for long and there
may be a point at which the user may wish to switch to command input. The question is
whether users starting with a menu selection system are hampered later on in learning a
command language. If there is negative transfer from menus to command language, it
would suggest that users should not start with menu selection. On the other hand, there
may be a graceful transition from one mode to the other.
Streitz (1987) provides empirical evidence that menus do provide positive transfer to
command language learning. In an experiment one group gained experience using a
menu selection system for editing text. A second group gained experience using a
command language with a help window for editing text. Two additional groups were
given no prior experience. All four groups then participated in the learning phase in
which texts were edited using the command language only, with menus, or the help
window as a help device. Learning curves were assessed for a limited set of commands
and subjects were tested on their knowledge over the all of the commands available. No
difference was found in the slope of the acquisition curves for the two groups with prior
experience on menus versus commands. However, the menu group fared better in their
overall knowledge of the functionality of the system. Subjects in the command language
condition learned only a limited number task specific functions. It would appear that
menu selection promoted a greater breadth of system knowledge.
Menus are not only appropriate for novice users who are expected to remain novices,
they are also appropriate for novice users who are expected to become experienced
users. This suggests a radical rethinking of many user training programs. Rather than
starting training on the command language, users may begin working productively
using menus. This allows them to actively gain an understanding of the functionality of
the system through its use. Commands may be introduced at later stages as users master
the concepts. This approach encourages active exploration on the part of the user and
may promote a deeper understanding of system functionality and a broader range of use.
13.3.2 At Transition Points. Human/computer interaction is often characterized by
intense periods of focused interaction (e.g., designing in a graphics application or

entering data in a text editor) and transitions from one task to another (e.g., terminating
one application and moving to another). Transition points involve important decisions
and actions (e.g., what to name a file, what to do next, where to locate the next file).
Such points are characterized by changes in the type and degree of cognitive control.
Exiting and entering applications require considerable structured control. The initiation
and shut down of a system may be a demanding task involving check lists and
sequencing of events. Menus are likely to aid in structuring the task and providing user
guidance.
13.3.3 At Different Mental Workloads. Menu selection is often viewed as a more
casual, relaxed mode of interaction; whereas, command language is a formal, fast paced
mode used under stress. When the all the alarms are going off, users may not be in the
appropriate mental state to wait for a menu display, scan the options, and make
selections. Instead they want to blurt out commands as fast as possible to control the
situation. Menus that are several layers deep are a particular problem. Broad menus may
display the needed items, but the under stress the perceptual scanning and selection
process may be impaired. Menus may accommodate stress by providing large, dominant
alternatives that can serve as panic buttons or they can allow the user to input direct
commands.
Mental workload, stress, and other situational factors vary greatly during interactive
sessions using a computer. How should mode vary during such changes? A study by
Eberleh, Korfmoacher, and Streitz (1987) and reported by Streitz (1987) investigated
the use of direct manipulation versus command modes under different levels of mental
workload. The task was to work with a graphics program. Sixty subjects learned both a
complex but fast method of interaction using a command code and a simple but slow
method using direct manipulation. After all of the subjects met the learning requirement,
one group of 15 subjects had to use only the command code, another group of 15 had to
use direct manipulation, and a third group of 30 subjects had the choice of either
method. The situation was varied in the same way for all three groups. They were
subjected to a time pressure condition, an office noise condition, and a neutral control
condition. Mental workload was measured using a dual task paradigm in which the user
performs an primary task but has to respond to a secondary task when it is presented.
Reaction time to the secondary task and the number of omissions gives a measure of
mental workload on the primary task (Wickens, 1984). It was found that mental
workload was not closely tied to any one mode but depended on the compatibility of the
interaction mode and the situation. Overall, there were more omissions with command
language than with direct manipulation; however, under time pressure, command
language led to fewer omissions that direct manipulation. It would appear that when
working quickly under time pressure, command language requires less mental effort
than direct manipulation. Results from the third group indicated that under time pressure
subjects chose to use the command mode (68%) significantly more often than direct
manipulation (32%). The implication is that under time pressure, menu selection may
not be as appropriate as command codes. This result must be taken with caution;
however, as much depends on the way in which direct manipulation is implemented.
Perhaps the best solution in terms of cognitive control is to provide users with both
modes of interaction and let them decide which is appropriate. A further analysis of the
third group indicated that 60% of the subjects switched between the command and

direct manipulation modes depending on the situation while 20% primarily used the
command mode and 20% primarily used direct manipulation.
13.3.4 Flexibility. It may be that one cannot direct design toward the "best" mode of
interaction. Instead, the interface might allow users to individually arrange their
interaction style, sequence of subtasks, and screen layouts so to best suite their needs
and preferences. Ulich (1987) extends the "principle of differential work design"
applied in organizational psychology to human/computer interaction. The point is that
different people may for different reasons prefer different tasks or work structures. The
"principle of differential work design" is that there should be an optimal development of
personality in interaction with the work activity in the context of individual differences.
Consequently, he suggests that dialogue sequences in software should leave various
modes of procedure open. The program sequence should have as few preset stages as
possible allowing users to work in a way best suited them.
Menu systems have varied tremendously in terms of how much flexibility has been
afforded to the user. At one extreme menus may present a rigid, fixed flow of
interaction. All work proceeds in a predetermined sequence of menus and the user
cannot vary that order. In some cases, such structure may be required by the logic of the
task. In others it may be capricious, based on an arbitrary selection by the designer of
one of many possible ways of doing the task. Moreover, the interaction may be
unforgiving, in that if one component is incorrect, it is difficult if not impossible, for the
user to correct the error.
At the other extreme, menus may provide extreme flexibility. Pull-down event driven
menus may allow the user to perform a set of procedures in any order. Errors may be
corrected at any point by retracing back to the point of error. Menus themselves may be
open to modification and restructuring by the user. Such a system allows users to set up
the organization and sequence of menus according their preferences and work styles.
A study by Aschwanden and Zimmermann (1984) cited by Ulich (1987) supports the
contention that such flexibility is desirable. Two groups of 15 female subjects were
compared using two different types of dialogue to perform the task of handling a
customer order. One type was highly rigid and the other highly flexible. The flexible
dialogue allowed the user to control screen layout, choice of procedures and modify
keyboard functionality. No significance difference was found in the time to perform the
task; however, the rigid dialogue resulted in a greater number of gross errors than the
flexible dialogue. Furthermore, it was found that (a) users did in fact make use of the
greater flexibility afforded them by the dialogue; (b) the increased use of the flexibility
did not result in decreased performance or additional strain; and perhaps most
importantly, (c) the individualized work procedures stimulated the user to become
innovative in that they offered numerous suggestions for improvement of the system.
13.4 Research on Menus
It is obvious that interest in menu selection has generated considerable amount of
research. The content and direction of this research reveals the major issues and
emphases. Although some lines of research have dealt with fundamental questions,
much of the research has had a tendency to dwell on detail. Detail is important since
seemingly minor design issues can have large effects on performance and subjective

impressions. There is no end of additional design details that need to be studied.


Moreover, whole new cases of details will need to be addressed as new innovations in
menu design are explored.
The results of these studies can be divided into two classes: enduring results and
technology dependent results. The former are more or less independent of technological
advances. They deal with the general principles that are cut across all designs (e.g.,
complexity, functionality) or they involve psychological processes in the user that will
always be the human part of the interface (e.g., mental models, visual scanning).
On the other hand, technology dependent results will be obsolete when the technology
changes. This is not to say that this type of research lacks importance, only that its value
is time dependent. Such results often help to drive technological improvement. For
example, the work on screen readability of older VDUs has helped to motivate the
development of high resolution workstations.
It is anticipated that great changes are in the wings for menu selection. Research is
needed more than ever to support this development.
What is particularly exciting is that research on human/computer interaction contributes
to the development of cognitive psychology in an unprecedented way. The
human/computer interface taxes all of the cognitive aspects of the human and requires a
greater understanding human processing capacities than ever before. Research in this
area will consequently be doubly fruitful, adding both to the technology and to the basic
understanding of human cognitive processing. Menu selection in particular will
contribute to theories of attention, problem solving, decision making, memory, and
intelligence.
13.5 Summary
Menus have come a long way. But there is still a long way to go before menu selection
as a mode of interaction reaches its maximum potential. The thrust of current and
foreseen innovation is to provide a control surface to the user that (a) is spatially
organized, (b) accommodates selection in both discrete and continuous sets, (c) conveys
visually apparent relationships, (d) provides maximum degrees of freedom in selection,
(e) is vast and fast, (f) allows complex forms, and (g) is user adaptable.
Advancements in these areas has already placed menu selection as prime candidate for
control of the human/computer interface. Furthermore, trends in the development of
different modes of interaction suggest that menu selection is headed in the right
direction. The development of command language as a mode of interaction came first
from within the computer community and has only recently been extended to the user in
market place by simplification, training, and sometimes use of natural language. It has
moved from a versatile and powerful mode to limited application. In contrast, menu
selection was developed first for the novice user and later extended to the more
experienced and demanding computer literate community. Its versatility and power are
constantly being enhanced.
Moreover, interfaces have in the past been characterized as being of one mode or
another. Currently, applications find it necessary to shift modes as needed. The

intelligent construction of the human/computer interface makes the best use of each
mode as tasks shift between sequencing and control on the part of the user to computer
directed requests for data input. Menu selection is perhaps the most versatile of modes
for this purpose, accommodating novice to experienced users, running at low to high
workloads, and providing transitions between tasks and environments. Consequently,
designers are using menu selection as the principle base of operations; and only when
needed, do they digress to other modes.
In conclusion, it must be realized that the human/computer interface is a rapidly
changing surface. It is not clear what it will ultimately be. But it is becoming clear that
it is extremely important. Indeed, the balance of power of the computer rests at the
human/computer interface. In the years to come research and development of the
interface will be a major thrust in bringing about the next wave in computer revolution
of society. Menu selection is on the crest of that wave.

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Appendix A
Checklist for Menu Design with Cross-References to Sections in the Text
Menu Structure:

* Does the menu structure match the task to be performed by the user? (2.1, 11.5.2)
* Does the apparent system complexity/functionality match the user/task need? (3.3)
* Does the system state transition diagram optimize the user sub-task transition matrix?
(3.3)
* Does the system inform the user as to whether selections merely move from node to
node in a menu structure, request the display of information, or have the effect of
executing procedures or entering data or changing parameters? (3.4)
* Does the system take advantage of menu selection as a metaphor? (4.3.1)
* Does the structure of the menu adequately embody the procedural and declarative
knowledge of the database? (11.1)
* If the menu structure represents the organization of a database, is it organized
according to an appropriate data structure (e.g., hierarchy, network, list, table)? (11.1)
* If a clustering method was used to generate the structure of the menu, did it extract
groupings from a top-down or bottom-up approach that adequately matches the way in
which the user searches the database? (11.2)
Application Menus:
* For command menus, does the order of selecting commands, operands, and options
match the cognitive processing of the user? (3.5)
* For command menus, does the system adequately handle the changing availability of
commands depending on the state of the system? (3.5)
* Has the menu structure been designed minimize menu traversal by taking into
consideration command transitions required by the task? (11.5.2)
* For decision menus, are the contingencies of the decision tree properly represented in
the menu hierarchy? (3.6.1)
* For decision menus, are all of the relevant factors involved in the decision accounted
for? (3.6.2)
* For decision menus, is the rule for combining attributes appropriate for the user?
(3.6.2)
* For information menus, is the menu structure appropriate for the way in which users
desire to search the database and their familiarity with the database? (3.7)
* For category menus, does the menu structure contain the appropriate scope and
refinement proper classification of instances? (3.8)

* For category menus, does the order of defining attributes agree with either order of
importance to the user, or a prescribed or natural order? (3.8)
Sequencing of Menus:
* Does the processing of a single menu frame follow the expected sequence of actions?
(2.1.1)
* If sequential linear menus are used, do they match the user's expectations of sequence
or do they provide sufficient flexibility in changing the sequence? (2.1.2)
* If simultaneous menus are used, is it necessary for the user to see and select from
several menus at once and are the items organized in a way that facilitates selection?
(2.1.3)
* If connected graph menus are used, do they convey a sense of control over the flow of
actions and do the paths match the flow of control required by the task? (2.1.5)
* If event trapping menus are used, do they provide the necessary background control
over system state, options, and parameters required by the foreground task? (2.1.6)
* If pull-down menus are used, do they position high frequency items in locations that
minimize user selection time? (10.1.1)
Hierarchical Menus:
* If hierarchical menus are used, do they convey a sense of stepwise refinement and
take advantage of the ideas of branching and funneling? (2.1.4).
* If hierarchical menus are used and transmission time is not a problem, does it
adequately take advantage of breadth to minimize total user response time and
navigational errors? (8.4)
* If hierarchical menus and transmission time is slow, does the menu structure minimize
total system time plus user response time? (8.6)
* If hierarchical menus are used, is a wide breadth of choice given at the top of the
structure to help minimize early navigational errors? (9.1.1)
* If hierarchical menus are used, is a narrower breadth of choice given in the middle to
help focus and reduce immediate navigational error? (9.1.1)
* If hierarchical menus are used, is a wide breadth of choice given at the bottom of the
structure to help reduce choice uncertainty revealing long lists of final options? (9.1.2)
* If hierarchical menus are used, is the structure designed so as reduce the total number
of menu frames? (9.1.3)
* If hierarchical menus are used, are high frequency and highly critical items located
near the top of the menu structure? (10.1.3, 11.5.1)

Menu Information:
* Does the menu layout convey an appropriate metaphor that facilitates user
understanding of the system? (4.3.3)
* Is the amount of information/explanation in the menu frame appropriate for
scan/reading time required? (6.1.1)
* Is the amount of information/explanation in the menu frame appropriate for the level
of experience/knowledge of the user? (6.1.1)
* If a menu requires several screens, has the information been appropriately divided
among the multiple screens? (6.1.1)
* Do menus create a meaningful linkage from one menu frame to the next? (2.2.1)
* Do menu frames provide adequate context information about what led up to the
current frame, the reason for the current selection, and the nature of the selection?
(2.2.1, 6.1.4)
* Does the menu frame provide a meaningful label that identifies the rationale for the
selection? (2.2.2, 6.2.1)
Item Information:
* Do the labels of the menu items provide meaningful, unambiguous information about
the items? (2.2.3)
* If the labels are brief phrases, are have they been written as verb phrases in parallel
construction? (6.2.2)
* Do the labels use familiar and consistent terminology? (6.2.2)
* Are the labels distinct from one another? (6.2.2)
* Do important keywords stand out? (6.2.2)
* If graphic images are used to represent items, are they highly distinctive and
recognizable? (6.2.3)
* If graphic images are used to represent items, is there a direct linking between the
item and its representation? (6.2.3)
* The label assist in the association of a functional requirement and the menu item?
(7.2.1)
Selection Response Information and Location:
* Does the menu frame provide necessary information about how the selection is
entered? (2.2.4, 6.3.1)

* When there is an insertion point on the screen for the selection response, is it located
in a position expected/preferred by the users? (6.3.2)
* When items are selected from within a body of text, is the item and selection point
embedded in the text rather than distal from the item? (6.3.2)
Information Format:
* Does the format of the menu convey the layout expected by the user? (2.2.5)
* Are the parts of the menu organized in a meaningful way? (2.2.5)
* Does the screen layout focus attention on the appropriate menu? (6.1.2)
* Does menu layout make effective use of perceptual grouping to organize items?
(6.1.3)
* Is the format of information constant from menu to menu? (6.1.7)
* Does the layout of the menu promote learning of the location of an item within the
frame? (7.2.1)
Selection Method:
* Is the mode of response to a menu consistent across menus? (2.3)
* Does it provide for verification prior to implementation? (2.3, 6.3.4)
* Is the mapping from menu item to selection response compatible? (2.3, 6.3.3)
* Does the spatial layout of items on the screen agree with the arrangement of keys on
the keyboard? (6.3.3)
* If the response mode requires a standard keyboard, are users familiar with the layout
of the keys? (2.3.1)
* If special function keys are used, are they meaningfully labeled? (2.3.2, 6.3.3)
* If special function keys are used, are they meaningfully arranged on the keypad?
(2.3.2, 6.3.3, 11.3)
* If virtual keypads are used on the screen, do they obstruct work? (2.3.3)
* If virtual keypads are used on the screen, do they provide adequate feedback that an
item is being pointed at? (2.3.3, 6.3.4)
* If response selection is accomplished by pointing, are selectable fields large and easy
to hit? (10.1.2)

* If response selection is accomplished by pointing, are selectable fields arranged in


such a way as to minimize selection errors? (10.3)
* Does the response mode minimize user selection time and frequency of selection
errors? (4.1.3)
* Does the system provide sufficient feedback to help the user evaluate the success or a
selection or determine whether an error has been made? (4.1.4)
* Does the system promote learning of the associate between the menu item and the
response code? (7.2.1)
* Does the system promote learning of the motor selection response? (7.2.1)
Learning and Transfer:
* Does the system promote learning of the location of items in the menu structure?
(7.2.1)
* Does system design capitalize on prior learning and experience of the intended users?
(7.3)
* Does the system avoid lexical changes (relabeling) from prior learning and experience
with prior versions of the system? (7.2.1)
* Is the system designed to facilitate transfer of learning from one area (e.g.,
application) to another? (7.2.1)
* Does the system provide training or assistance that allows the user to study the global
organization or map of the menu structure? (7.4)
* Does the system provide training or assistance that makes effective use of appropriate
metaphors? (7.4.3)
* Does the system avoid giving the user help information that appears excessive,
superfluous, or distracting? (7.5)
Search Facilities:
* Does the menu system allow for a variety of user search styles? (4.2.2)
* If hierarchical menus are used, does the system provide options to redirect search to
the beginning of the menu (top) and one level up (previous)? (9.2.1)
* If hierarchical menus are used, does the system provide cognitive landmarks that can
be used in redirecting search? (9.2.3)
* Does the system provide a menu by-pass facility to facilitate speed of performance?
(10.2)

* If the system provides alternate command keys, have they been assigned to facilitate
learning and not conflict with assignments by other software used? (10.2.1)
* If a system provides direct access to menu frames, does it use meaningful labels for
the menu frames? (10.2.2)
Menu Item Organization:
* Does the layout of the menu facilitate visual scanning by the user? (4.1.1)
* Does the set size and composition of menu items facilitate the user choice process?
(4.1.2)
* Does the number of items per frame and the number of levels optimize choice time?
(4.1.3)
* Has random or arbitrary ordering of menu items been avoided? (6.1.5)
* Are lists of menu items presented in a logical order to facilitate search? (6.1.5)
* Are lists ordered in such a way as to reveal structure and relationships among items?
(6.1.5)
* Does the order menu items agree with the user's expected ordering of items? (6.1.5)
* Does the layout of menu items adequately convey and take advantage of the semantic
space of the items? (11.3)

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