1 Task-based user interface principles Fraser Hamilton Brighton University
2 The story so far What are principles? S: “Laws” D: Attributes that contribute to usability E: Prescriptions to enable performance guarantees Why bother? To inform design decision making Steamline development. Reduce iteration. Reuse knowledge Reduce business risk. (More predictable.)
3 Remember this? Science Factors that matter: psychology, e.g. redundancy Design Guidelines, e.g. “Don’t use colour without…” Principles, e.g. flexibility, recoverability Engineering Users, Tasks, Machines, Performance. Highly specific advice
4 Bringing home the bacon Guide designers in making design decisions Know the consequences of decisions Relevantto design practice and usability Validatedconsequences should be known Predictive… predicted in this context (UTM) Scopedset of applicable design problems Prescriptiveinform design Operationaltechniques to apply them
5 Task based design Design decisions must be made What tasks are essential? Omitted? How should tasks be allocated? Structure: goals/subgoals, object relations Representation of objects How can we inform these decisions? Performance: learning, usage, improve task output Existing users and artefacts Current task model Envisioned task model User interface design
6 The Analysis-Design gulf TA produces descriptions The problem: How to use descriptions of user tasks to design systems Descriptions Systems goalsscreen layout taskswidgets objectscommand names
7 What you must know What are the principles? What is their theoretical base? How do they inform interface design? Scope: Users, Tasks, Machines (i.e. UTM) How do they improve performance? How were they validated? How easy would it be for designers to use them?
8 Task Knowledge Structures (TKS) Tasks activity, agents, state grouped by roles Fraser (Lecturer) ResearcherTutorConsultant Prepare lectures Visit students Hold supervision meetings Mark assignments
9 TKS: Objects Describe users’ knowledge of objects in a domain Items for sale Audiobook Book Magazine “Brighton Rock”“Noddy and the goblins” “Human Computer Interaction”
10 TKS: Goals Describe users’ knowledge of goals Hierarchy, control relations Take a book order Enter order details Send order to publisher Enter customer details Enter book details Get deposit
11 The principles Taxonomic categorisation Actions on same/similar objects chunk into a subgoal Sequential dependency Actions sequentially related chunk into a subgoal Easier recall of items, performance benefits
12 Results: Task times
13 Results: task errors
14 How good is the bacon? TheoryTKS + categorisation RelevantTA, structure, GUI design Validatedexperiments Predictivepredict learning difficulties Scopedexisting domain K. Gui PrescriptiveTA + P -> TM -> GUI OperationalHmm? What objects? Rep?
15 Unprincipled task model
16 Unprincipled design
17 Sequential dependency condition
18 Principled task model
19 Principled GUI