DSS Unit5
DSS Unit5
DSS Unit5
SYST 542
Decision Support Systems
Engineering
Outline
Dialog Desiderata
• Minimize data entry
Intelligent defaults; Use previous run as template; Save standard user
preferences; Import data when possible
• Customize features
Frequently used commands at top level; Macro facility; Full/abbreviated menus;
Verbosity of help
Types of DSS
(relevant to dialog subsystem)
Human Factors in
HCI Design
• Human behavior is observable and human
performance is measurable
• Human factors is the study of how human
performance depends on system design
• Human factors engineering
– Makes use of accumulated knowledge of human factors
– Apply engineering design process to develop effective and
efficient human/system interaction
• Maxims:
– User should have to adapt as little as possible to interface
– Interface should be designed to be easy and natural to learn
Usability
Why Usability?
• Costs
– Initial cost of system is paid once
– Costs of lost productivity and error recovery are paid every
time the system is used
– Cost of user training and customer support can wipe out profits
• Market forces
– Users will switch to competitors with more usable systems
• Software engineering
– Traditionally the “important stuff” consisted of the system
functions
– Interface consumes an increasingly large share of project
resources
– Structured process of design for usability is essential for wise
use of resources
Usability Specifications
• A usability specification is a clearly defined and
measurable target for some attribute of value
• How to measure usability
– Develop representative benchmark tasks
– Identify what will be measured for each attribute of value
– Develop targets for the measures
• Examples:
– Not a specification: “System should be easy to use”
» Identifies the target but is not clearly defined or measurable)
– Acceptable specification: “Responses to ease-of-use questions on
user questionnaire must average at least 4 out on a scale of 1 to 5”
is a specification
» The questionnaire is part of the specification
» The questions define usability targets
Behavioral and
Constructional Domains
Behavioral Constructional
What is being Interaction component of Interface software (to
developed interface support interaction)
What view is adopted View of the user View of the system
What is described User actions, perceptions, System actions in
and tasks response to what the user
does
What is involved Human factors, scenarios, Algorithms, callbacks, data
detailed representations, structures, widgets,
usability specifications, programming
evaluation
The locale Where interaction Where interface software
designers and evaluators implementors do their work
do their work
The test Procedures performed by Procedures performed by
the user the system
(Hicks and Hartson, 1993)
SYST 542 Copyright © 2006, Kathryn Blackmond Laskey Unit 5 - 12 -
Department of Systems Engineering and Operations Research
Interface Development:
A Two-Part Process
• Part One: Interaction component
– Look and feel of the system
– Development occurs in behavioral domain
• Part Two: Interface software
– How the look and feel is instantiated in software
– Development occurs in constructional domain
• These parts interact
– Inherent conflict: better for the user may be harder for the programmer
– Available tools limit capabilities of interaction component
– The best toolkit can’t rescue a bad design!
• Design must involve:
– User interaction developer Avoid “human factors
– Interface software developer as peanut butter”
– Problem domain expert (spread over design after
– Technical expert it is otherwise finished)
Guidelines on Feedback
• Use informative feedback
– e.g., trash icon expands when item is dragged in
• Give the user appropriate status indicators
– e.g., clock with moving hands indicates lengthy operation
• Use user-centered wording in error messages
– “Operation failed - Error number 173” versus “There is not enough
memory to open application. Try closing an application”
• Use positive non-threatening wording in error
messages
– e.g., NOT “catastrophic error, logged with operator”
• Use specific, constructive terms
– “Illegal entry” versus “Inventory numbers range from 0000 to 9999”
• Make the system take the blame
– “Illegal command” versus “Unrecognized command”
SYST 542 Copyright © 2006, Kathryn Blackmond Laskey Unit 5 - 18 -
Department of Systems Engineering and Operations Research
Display Guidelines
• Maintain display inertia
• Organize the screen to manage complexity
– Minimize density
– Group related information
– Balance information and use plenty of white space
• Get user’s attention judiciously
– Only 2 levels of intensity on a single screen
– Use underlining, bold, etc. judiciously
– Use upper and lower case (takes less room and faster to read)
– Use intense attention getters (blinking) only when necessary
– Use of color:
» Be sparing on number of colors (no more than 4 colors)
» Should conform to user expectations (green = OK; yellow =
warning; red = problem)
» Provide alternative coding for users with color deficiency
Interaction Modalities
1. Menu selection
- easy to learn
- power users may become impatient
- good organization of menu hierarchy is essential
- follow menu standards (e.g., commands on “file” menu”)
2. Command language
- harder to learn (esp. nonintuitive or abbreviated commands)
- power users like flexibility
3. Forms
- intuitive
- often tedious (but good use of defaults can help)
4. Natural language
- most natural for inexperienced users
- technology still cumbersome
5. Hypertext
- intuitive
- easy to get lost in a complex web of links
- good site design & navigation guides are essential
6. Direct manipulation
- easy to learn and use
- harder to program (but toolkits help)
- difficult to do in web-based applications
Typed-Command Language
Design Guidelines
• Use a consistent rule of formation for entering
commands
• Choose meaningful, specific, distinctive
command names
• Apply consistent rules for abbreviating
commands
• Allow easy correction of typing errors
• Allow frequent users to develop macros
• Provide auto-complete when possible
Graphical Interface
Design Guidelines
• Use real-world analogies as much as possible
• Keep visual representation as simple as
possible
• Show different views of the same visual
object
• Use color sparingly and meaningfully
• Use video sparingly
Interface Levels
Intelligent Interface
• Dialog Management System has model of user dialog
preferences / needs
• Dialog adapts based on user, system state and world state
• Example determinants of user model:
- Expertise in problem domain
- Expertise in system
- Experience with computers
- ”Cognitive style" (analytical/intuitive)
• Example system/world characteristics affecting dialog:
- Time pressure
- Cognitive workload
- Precision required in result
- Interaction between user mdoel and system/world model
- User familiarity with problem type
Intelligent Interface:
Caveats
• Changing display formats and/or input modes in
real time can be confusing (and dangerous)
• Customization (under control of user) achieves
many of benefits of intelligently adapting
interfaces without many of the dangers
• Avoid high-tech for high-tech’s sake
• Actions taken by interface should be:
– Obvious or explained to user
– Easily grasped by user
– Reversible by user with a simple toggle
Evaluation Centered
Design for Usability
Requirements
User profile
Measurable Usability
Design Principles
Specifications
Artillery Approach to
Interface Design
Design/Redesign READY
Prototyping,
FIRE
Implementation
Evaluation
and Analysis AIM
• Hypertext tools
• Interface building tools
• Prototyping environments
• Spreadsheets
• Draw packages and slideshow
managers
1. Time to solution
- problem: type
- problem: novel / familiar
- user: inexperienced / experienced
2. Requests for assistance
3. Number of errors
4. Time to recover from error
5. Quality of solution
- measures may be objective and/or subjective
Usability Evaluation
• Form hypothesis
• Design study with human participants
• Collect performance data
• Analyze data
• Confirm or refute hypothesis
• Evaluate impact of results on design decision
In Summary...
References
Bailey, Robert W. Human Performance Engineering Prentice-Hall, 1996.
Hicks, D. and Hartson, H.R. Developing User Interfaces: Ensuring Usability Through
Product and Process. Wiley, 1993.
Kuniryski, M., Observing the User Experience: A Practitioner's Guide to User Research.
Morgan Kaufmann, 2003.
Mayhew, D.J. The Usability Engineering Lifecycle. Morgan-Kaufmann, 1999.
Tufte, E.R. The Visual Display of Quantitative Information. Cheshire, CT: Graphics
Press, 1983.
It’s not about human/computer interfaces, but no reference list on human factors is
complete without mentioning the Gettysburg Website:
http://www.norvig.com/Gettysburg/