• No results found

Integrating automation while preserving human control The guidelines and principles described in the previous sections are often

In document Designing the User Interface (Page 96-106)

Guidelines, Principles, andTheories

2.3.6 Integrating automation while preserving human control The guidelines and principles described in the previous sections are often

devoted to simplifying the users' tasks. Users can then avoid routine, tedious, and error-prone tasks and can concentrate on making critical decisions, coping with unexpected situations, and planning future actions (Sanders and McCormick, 1993). (Box 2.3 provides a detailed comparison of human and machine capabilities.)

The degree of automation increases over time as procedures become more standardized and the pressure for productivity grows. With routine tasks, automation is desirable, since the potential for errors and the users' workload are reduced. However, even with increased automation, designers can still offer the predictable and controllable interfaces that users often prefer. The human supervisory role needs to be maintained because the real world is anopen system (that is, there is a nondenumerable number of unpredictable events and system failures). By contrast, computers constitute aclosed system (there is only a denu-merable number of normal and failure situations that can be accommodated in hardware and software). Human judgment is necessary for the unpredictable events in which some action must be taken to preserve safety, to avoid expen-sive failures, or to increase product quality (Hancock and Scallen, 1996).

For example, in air-traffic con common actions include changes to alti-tude, heading, or speed. These actions are understood and can potentially be automatable by a scheduling and route-allocation algorithm, but the con-trollers must be present to deal with the highly variable and unpredictable emergency situations. An automated system might deal successfully with high volumes of traffic, but what would happenifthe airport manager closes run-ways because of turbulent weather? The controllers would have to reroute planes quickly. Now suppose that one pilot requests clearance for an emer-gency landing because of a failed engine, while another pilot reports a passen-ger needing treatment for a potential heart attack. Human judgment is necessary to decide which plane should land first, and how much costly and risky diversion of normal traffic is appropriate. Air-traffic controllers cannot just jump into the emergency; must be intensely involved in the situation as it develops if they are to make an informed and rapid decision. In short, many real-world situations are so complex thatit is impossible to anticipate and program for every contingency; human judgment and values are necessary in the decision-making process.

Box 2.3

Relative capabilities of humans and machines.Sources:Compiled from Brown,1988;Sanders and McCormick,1993.

Humans Generally Better Sense low-level stimuli

Detect stimuli in noisy background Recognize constant patterns in varying

situations

Sense unusual and unexpected events Remember principles and strategies Retrieve pertinent details withouta

prioriconnection

Draw on experience and adapt decisions to situation

Select alternatives if original approach fails

Reason inductively: generalize from observations

Act in unanticipated emergencies and novel situations

Apply principles to solve varied

Make subjective evaluations Develop new solutions

Concentrate on important tasks when overload occurs

Adapt physical response to changes in situation

Machines Generally Better

Sense stimuli outside human's range Count or measure physical quantities Store quantities of coded information

accurately

Monitor prespecified events, especially infrequent ones

Make rapid and consistent responses to input signals

Recall quantities of detailed information accurately

Process quantitative data in prespecified ways

Reason deductively: infer from a general principle

Perform repetitive preprogrammed actions reliably

Exert great, highly controlled physical force

Another example of the complexity of life-critical situations in air-traffic con-trol emerges from an incident on a plane that had a fire on board. The concon-troller cleared other traffic from the flight path and began to guide the plane in for a landing. The smoke was so thick that the pilot had trouble reading his instru-ments. Then the onboard transponder burned out, so the air-traffic controller could no longer read the plane's altitude from the situation display. In spite of these multiple failures, the controller and the pilot managed to bring down the plane quickly enough to save the lives of many-but not all-of the passengers.

A computer could not have been programmed to deal with this particular unex-pected series of events.

A tragic outcome of excess automation occurred during a 1995 flight to Cali, Colombia. The pilots relied on the automatic pilot and failed to realize that the plane was making a wide turn to return to a location that they had already passed. When the ground-collision alarm sounded, the pilots were too disori-ented to pull up in time; they crashed 200 feet below a mountain peak, killing all but four people on board.

The goal of system design in many applications is to give operators sufficient information about current status and activities so that, when intervention is nec-essary, they have the knowledge and the capacity to perform correctly, even under partial failures (Sheridan, 1997; Billings, 1997). TheU. S. Federal Aviation Agency stresses that designs should place the user in control and automate only to "improve system performance, without reducing human involvement" (FAA, 2003). These standards also encourage managers to "train users when to ques-tion automaques-tion."

The entire system must be designed and tested, not only for normal situations, but also for as wide a range of anomalous situations as can be anticipated. An extensive set of test conditions might be included as part of the requirements doc-ument. Operators need to have enough information that they can take responsi-bility for their actions. Beyond supervision of decision making and handling of failures, the role of the human operator is to improve the design of the system.

Questions of integrating automation with human control also emerge in sys-tems for home and office automation. Many designers are eager to create an autonomous agent that knows people's likes and dislikes, makes proper inferences, responds to novel situations, and performs competently with little guidance. They believe that human-human interaction is a good model for human-computer interaction, and they seek to create computer-based partners, assistants, or agents (Berners-Lee, Hendler, and Lassila, 2001).

The controversy is over whether to create tool-like interfaces or to pursue autonomous, adaptive, or anthropomorphic agents that carry out the users' intents and anticipate needs (Cassell et aI., 2000; Gratch et aI., 2002). The agent scenarios often show a responsive, butler-like human, such as the bow-tied, help-ful young man in Apple Computer's 1987 video on the Knowledge Navigator.

Microsoft's 1995 BOB program, which used cartoon characters to create onscreen partners, was unsuccessful; their much-criticized Clippie character was also Web-based characters (such as Ananova) to read the news have also faded. On the other hand, avatars representing users, not computers, in game-playing and three-dimensional social environments (see Section 6.6) have remained popular, possibly because they have a puppet-like theatrical quality.

To succeed in this path, promoters of anthropomorphic representations (see Section 12.3) of computerswillhave to understand and overcome the history of their unsuccessful application in the products mentioned above, as well as in bank terminals, computer-assisted instruction, talking cars, and postal-service stations. Hopeful scenarios include anthropomorphic pedagogical agents that

instruct, respond to, or guide students using natural-language interaction (Rickel and Johnson, 1997; Graesser et al., 2001; Moreno et al., 2001; and see Section 8.6.5).

A variant of the agent scenario, which does not include an anthropomorphic realization, is that the computer employs auser modelto guide an adaptive inter-face. The system keeps track of user performance and adapts the interface to suit the users' needs. For example, when users begin to make menu selections rapidly, indicating proficiency, advanced menu items or a command-line inter-face should appear. Automatic adaptations have been proposed for interinter-face features such as content of menus, order of menu items (see Section7.5.2for evi-dence against the helpfulness of this strategy), type of feedback (graphic or tab-ular), and content of help screens. Advocates point to video games that increase the speed or number of dangers as users progress though stages of the game.

However, games are notably different from most work situations, where users have goals and motivations to accomplish their tasks.

There are some opportunities for adaptive user models to tailor system designs (such as e-mail spam filters), but even occasional unexpected behavior has serious negative effects that discourage use.Ifadaptive systems make sur-prising changes, users must pause to see what has happened. Then users may become anxious, because they may not be able to predict the next change, inter-pret what has happened, or restore the system to the previous state. Suggestions that users could be consulted before a change is made are helpful, but such intrusions may still disrupt problem-solving processes and annoy users. Empir-ical evidence has begun to clarify that the more acceptable direction is content adaptation, such as allowing users to specify that more sports stories be shown in a newspaper web site (Kobsa,2004).

An extension of user modeling is the notion of recommender systems or col-laborative filtering in distributed World Wide Web applications. There is no agent or adaptation in the interface, but the system aggregates information from multiple sources in some (often proprietary) way. Such approaches have great entertainment and practical value in cases such as selecting movies, books, or music; users are often intrigued and amused to see what suggestions emerge from aggregated patterns of preferences or purchases (Riedl, Konstan, and Vrooman,2002).

The philosophical alternative to agents and user modeling is comprehensible systems that provide consistent interfaces, user control, and predictable behavior.

Designers who emphasize a direct-manipulation style believe that users have a strong desire to be in control and to gain mastery over the system, which allows them to accept responsibility for their actions and derive feelings of accomplish-ment (Lanier, 1995;Shneiderman, 1995). Historical evidence suggests that users seek comprehensible and predictable systems and shy away from those that are complex or unpredictable; for example, pilots may disengage automatic piloting devices if they perceive that these systems are not perfom1ing as they expect.

Another resolution of the controversy is to accept user control at the but consider agent-like or multi-agent programming to automate inter-nal processes such as disk-space allocation or network routing based on current loads. However, these are adaptations based on system features, not user profiles.

Since agent advocates promote autonomy, it seems they must take on the issue of responsibility for failures. Who is responsible when an agent violates copyright, invades privacy, or destroys data? Agent designs might be better received if they supported performance monitoring while allowing users to examine and revise the current user model.

An alternative to agents with user models may be to expand the control-panel model. Computer control panels, like automobile cruise-control mechanisms and television remote controls, are designed to convey the sense of control that users seem to expect. Users employ control panels to set physical parameters, such as the cursor blinking speed or speaker volume, and to establish personal preferences such as time! date formats or color schemes (Figs 2.2 and 2.3). Some software packages allow users to set parameters such as the speed of play in games-users start at layer 1 and can then choose when to progress to higher levels; often they are content remaining experts at layer 1 of a complex interface rather than dealing with the uncertainties of higher layers. More elaborate con-trol panels exist in style sheets of word processors, specification boxes of query facilities, and information-visualization tools. Similarly, scheduling software may have elaborate controls to allow users to execute planned procedures at regular intervals or when triggered by events.

2.4 Theories

One goal for the discipline of human-computer interaction is to go beyond the specifics of guidelines and build on the breadth of principles to develop tested, reliable, and broadly useful theories. Of course, for a topic as large as user-inter-face design, many theories are needed. Some theories are descriptive and explanatory; these theories are helpful in developing consistent terminology for objects and actions, thereby supporting collaboration and training. Some theo-ries are predictive; these theotheo-ries enable designers to compare proposed designs for execution time or error rates.

Another way to group theories is according to motor-task performance (point-ing with a mouse), perceptual activities (find(point-ing an item on a display), or cogni-tive aspects (planning the conversion of a boldfaced character to an italic one).

Motor-task performance predictions are well established and accurate for pre-dicting keystroking or pointing times (see Fitts's Law, Section 9.3.5). Perceptual theories have successful in predicting reading times for free text, lists,

for-aD

Turn On Zoom

-...

...

.

..

Figure 2.2

Mac

as x

system preferences for Universal Access features, which allow options to help vision-impaired users to see or hear what is on the screen. Zoom can magnify the contents of the screen, and the White on Black option gives the display higher contrast.The system can speak selected text and text underneath the mouse, and speech recognition allows users to launch applications as well as to execute applica-tion commands by simply speaking. Preferences can be set for many aspects of the user experience, from screen-saver settings, to the Dock (menu display), to keyboard and mouse settings. The bottom-left Finder screen allows users to see several levels of the directory hierarchies.

matted displays, and other visual or auditory tasks. Cognitive theories, involving short-term, working, and long-term memory, are central to problem solving and playa key role in understanding productivity as a function of response time (Chapter 11). However, predicting performance on complex cognitive tasks (combinations of subtasks) is especially difficult because of the many strategies that might be employed and the many opportunities for going astray. The ratio for times to perform complex tasks between novices and experts or between first-time and frequent users can be as high as 100 to1.Actually, the contrast is even

Figure 2.3

MicrosoftWindows XP Control Panel, showing how users can easily set regional and language options.

more dramatic, because novices and first-time users often are unable to complete the tasks.

Web designers have emphasized information-architecture models with naviga-tion as the key to user success. Web users can be considered asforaging for infor-mation, and therefore the effectiveness of theinformation scentof links is the issue (Pirolli, 2003). A high-quality link, relative to a specifc task, gives users a good scent (or indication) of what is at the destination. For example, if users are trying to find an executable demonstration of a software package, then a link with the text "download demo" has a good scent. The challenge to designers is to under-stand user tasks well enough to design a large web site such that users will be able to find their way successfully from a home page to the right destination, even if it is three or four clicks away. Information-foraging theory attempts to predict user success rates given a set of tasks and a web site, so as to guide refinements.

Another tool for understanding is a taxonomy, which can be a part of a descriptive or explanatory theory. A taxonomy imposes order by classifying a complex set of phenomena into understandable categories; for example, a tax-onomy might be created for different kinds of input devices (direct versus indi-rect, linear versus rotary, 1-,2-,3- or higher dimensional) (Card, Mackinlay, and Robertson, 1990). Other taxonomies might cover tasks (structured versus unstructured, novel versus regular) (Norman, 1991), personality styles (conver-gent versus diver(conver-gent, field-dependent versus independent), technical aptitudes (spatial visualization, reasoning) (Egan, 1988), user experience levels (novice, knowledgeable, expert), or user-interface styles (menus, form fiIlin, commands).

Taxonomies facilitate useful comparisons, organize topics for newcomers, guide designers, and often indicate opportunities for novel products-for example, a task-by-type taxonomy organizes the information visualizations in Chapter 14.

Any theory that might help designers to predict performance for even a lim-ited range of users, tasks, or designs is a contribution (Card, 1989). At the moment, the field is filled with hundreds of theories competing for attention while being refined by their promoters, extended by critics, and applied by eager and hopeful-but skeptical-designers (Carroll, 2003). This development is healthy for the emerging discipline of human-computer interaction, but it means that practitioners must keep up with the rapid developments not only in soft-ware tools, design guidelines, but also in theories. Critics raise two challenges:

• Theories should be more central to research and practice. A good theory should guide researchers in understanding relationships between concepts and gen-eralizing results. It should also guide practitioners when making design tradeoffs for products. The power of theories to shape design is most appar-ent in focused theories such as COMS or Fitts's Law; it is more difficult to demonstrate for explanatory theories, whose main impact may be in educat-ing the next generation of designers or guideducat-ing research.

• Theories should lead rather than lag behind practice.Critics remark that too often a theory is used to explain what has been produced by commercial product designers. A robust theory should predict or at least guide practitioners in designing new products. Effective theories should suggest novel products and help refine existing ones.

Another direction for theoreticians is to predict subjective satisfaction or emotional reactions of users. Researchers in media and advertising have recog-nized the difficulty in predicting emotional reactions, so they complement theo-retical predictions with their intuitive judgments and extensive market testing.

Broader theories of small-group behavior, organizational dynamics, and soci-ology are proving to be useful in understanding usage of collaborative inter-faces (Chapter 10). Similarly, the methods of anthropology or social psychology may be helpful in understanding technology adoption and oyercoming barriers to new technology that build resistance to change.

There may be "nothing so practical as a good theory," but coming up with an effective theory is often difficult. By definition, a theory, taxonomy, or model is an abstraction of reality and therefore must be incomplete. However, a good the-ory should at least be understandable, produce similar conclusions for all who use it, and help to solve specific practical problems. This section reviews a range of descriptive and explanatory theories, in preparation for the discussion of the object-action interface model in the next section.

2·4.1

levels of analysis theories

One approach to descriptive theory is to separate concepts according to levels.

Such theories have been helpful in software engineering and network design.

An appealing and easily comprehensible model for interfaces is the four-level conceptual, semantic, syntactic, and lexical model developed in the late 1970s (Foley et al., 1995):

1. Theconceptual levelis the user's "mental model" of the interactive system.

Two mental models for image creation are paint programs that manipulate pixels and drawing programs that operate on objects. Users of paint pro-grams think in terms of sequences of actions on pixels and groups of pixels, while users of drawing programs apply operators to alter and group objects.

Decisions about mental models affect each of the lower levels.

Decisions about mental models affect each of the lower levels.

In document Designing the User Interface (Page 96-106)