Escolar Documentos
Profissional Documentos
Cultura Documentos
.
JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a wide range of
content in a trusted digital archive. We use information technology and tools to increase productivity and facilitate new forms
of scholarship. For more information about JSTOR, please contact support@jstor.org.
Management Information Systems Research Center, University of Minnesota is collaborating with JSTOR to
digitize, preserve and extend access to MIS Quarterly.
http://www.jstor.org
Human-ComputerInteraction
UnderstandingHumanComputer Interaction
for Information
Systems Design
By: James H. Gerlach
Graduate School of Business
Administration
University of Colorado at Denver
Campus Box 165
P.O. Box 173364
Denver, Colorado 80217-3364
Feng-Yang Kuo
Graduate School of Business
Administration
University of Colorado at Denver
Campus Box 165
P.O. Box 173364
Denver, Colorado 80217-3364
Abstract
Over the past 35 years, information technology
has permeated every business activity. This
growing use of information technology promised
an unprecedented increase in end-user productivity. Yet this promise is unfulfilled, due primarily to a lack of understanding of end-user
behavior. End-user productivity is tied directly to
functionality and ease of learning and use. Furthermore, system designers lack the necessary
guidance and tools to apply effectively what is
known about human-computer interaction (HCI)
during systems design. Software developers
need to expand their focus beyond functional requirements to include the behavioral needs of
users. Only when system functions fit actual work
and the system is easy to learn and use will the
system be adopted by office workers and
business professionals.
The large, interdisciplinary body of research
literature suggest HCI's importance as well as its
complexity. This article is the product of an extensive effort to integrate the diverse body of HCI
literature into a comprehensible framework that
provides guidance to system designers. HCI
Introduction
The user is often placed in the position of
an absolute master over an awesomely
powerful slave, who speaks a strange and
painfully awkward tongue, whose obedience is immediate and complete but
woefully thoughtless, without regard to the
potential destruction of its master's things,
rigid to the point of being psychotic, lacking sense, memory, compassion, andworst of all-obvious consistency (Miller
and Thomas 1977, p. 512).
The problems of human-computer interaction
(HCI),such as cryptic error messages and inconsistent command syntax, are well-documented
(Carroll, 1982; Lewis and Anderson, 1985;
Nickerson, 1981) and trace back to the beginning
of the computer revolution (Grudin, 1990). The
impact of problematic HCI designs is magnified
greatly by the advent of desk top computers,
employed mainly by professionals for enhancing
their work productivity. A faulty HCIdesign traps
the user in unintended and mystifying circumstances. Consequently, the user may not
adopt the system in his or her work because
learning and using the system are too difficultand
time-consuming; the business loses its investment in the system.
As concern about HCI problems grew, research
was conducted by both practitionersand scholars
to find solutions. Initially,researchers focused on
enhancing programming environments in order
527
Interaction
Human-Computer
to improveprogrammers'productivity.Withthe
proliferation of desk-top computers, it was
discovered that non-technical users were not
satisfied withthe same type of environmentthat
programmersused. Research has since expanded beyond technical considerations to investigating behavioral issues involvinghuman
motor skills, perception, and cognition for
developingfunctional,usable, and learnablesoftware. HCIis nowan importantscientificdiscipline
built upon computer science, ergonomics,
linguistics, psychology, and social science.
Today'ssystem designers are expected to apply
these interdisciplinary
principlesto improveuser
This is a formidable
satisfactionand productivity.
task because HCIdevelopmentis not an aspect
of software design that can be illuminatedby a
single design approach.Moreimportantly,there
is a lack of guidance in applying HCIresearch
findingsto design practice.Considera typicalinterface design based upon many decisions:
whichfunctionsand objects to include;howthey
are to be labeled and displayed;whetherthe interface should use command language, menus,
or icons; and how online help can be provided.
As will be discussed later, each of these decisions involvesconsiderationof complicated,and
sometimes conflicting,humanfactors. When all
decisions are considered at once, interface
design becomes overwhelming.Therefore,our
firstobjectivein writingthis articleis to separate
HCIdesign into majordivisions and identifythe
most relevantdesign goals and humanfactors.
In each division, design subtasks are analyzed
withinthe context of currentHCIresearch. The
intentof this classificationis to assist designers
in relatingthe researchfindingsto the HCIdesign
process.
Earlyresearch emphasized the developmentof
design guidelines. But, after attempts to both
writeand use guidelines, it was recognized that
when a design is highly dependent upon task
context and user behavior, the usefulness of
guidelines diminishes (Gouldand Lewis, 1985;
Moran,1981). The answer to this problemfor a
design is to modelthe behaviorof users
particular
doing specific tasks. The model providesa basis
for analyzingwhy a design works or fails. This
leads to the emphasis of understandingcognitive
processes employed in HCI;ModelHumanProcessor (Card,et al., 1983), SOAR(Laird,et al.,
1987), and Task Action Grammars(Payne and
Interaction
Human-Computer
Human-Computer Interaction
Expectation
-l Eva uationli j
AtiSystem
(
nterpretat^^r
Model:
^*Task
\Ii^^^-i*Metaphor/Abstract
analysis
-- --
model analysis
Interpretation
rwshX.X....?_Pcm~~;PFV~~?O~
Conceptual Design
Physical Design
Presentation
Language:
*Object representation
*Presentation format
*Spatial layout
*Attention and confirmation
*User assistance
Action Language:
*dialog style
*syntax
*protection mechanism
530
Human-ComputerInteraction
Cognitivemodeling
As previouslymentioned,developingthe system
modelrequiresa studyof user expectations.One
approachis to create prototypes,which provide
an environment for testing and refining the
system model. This, however, is expensive and
time-consuming.Alternatively,several cognitive
models can be used to analyze and clearly
describe user behavior.This type of theoretical
analysis can help designers select the best
design fromseveral alternatives,resultingin less
time needed for HCIdesign (Lewis,et al., 1990).
GOMS Model
531
Interaction
Human-Computer
Discussion
GOMS,SOAR,and formalgrammarscollectively provide guidance in the design of system
models and action and presentationlanguages.
Forexample,GOMSsuggests thatsystem model
design shouldbe guidedby analysisof user goals
in orderto identifymethods for achieving these
goals; SOAR demonstrates the importanceof
modeling user knowledge of the system model
forsolvingnew, difficultproblems;TAGindicates
how an action language's organizationaffects
user learning.
Itshouldbe notedthateach of these theoriescan
explain some, but not all, aspects of human
behaviorin HCI.Forexample, the GOMSmodel
can explainthe task of selecting an optionfrom
a listof choices, but itfailsto predicterrorsa person makes when using a line editor;TAGprovides a reasonwhyerrorsmightoccurbutcannot
predictmoment-by-moment
performance.Inaddition, psychological attributes, such as
preferenceand attitude,and cognitivefunctions,
such as mentalimageryand cognitivestyle, are
not considered in these theories (Olson and
Olson, 1990). The specificity of each of these
theories results in areas of uncertaintyin HCI
design, restrictingour abilityto apply them to
practice.A great need for integratingtheoryand
practice remains in HCIresearch.
Analysis of task
The work by Card, et al. (1983) and Norman
(1986)indicatesthatduringcomputerinteraction,
the user's mental activities center around goal
determinationand action planning. To ensure
Interaction
Human-Computer
Human-ComputerInteraction
534
Iterativesystemmodeldevelopment
methodologiesand tools
Task and metaphor analysis must be usercentered and iterative.Initialattempts produce
a crude system model; iterative design and
testing reworkthis crude modelintoa successful
system model. Forexample,questionnaireshelp
determinethe basic attributesof the user group
like age, computertraining,and education. Interviewscan be used to identifythe basic system
capabilities (Olson and Rueter, 1987). Other
usefulapproaches includepsychologicalscaling
methodologies and simulation and protocol
analysis.
Psychological Scaling Methodologies
To identifythe groupingof objects/methods,the
designer can solicit user similarityjudgmentson
Interaction
Human-Computer
Discussion
Much research is still needed if we are to
thoroughlyunderstandsystem modeldesign. Our
knowledgeof cognitive processes in HCIis still
limited,although recent emphases in this area
indicate an increasing awareness of its
significanceamong researchersand practitioners
(Olsonand Olson, 1990). One importantstrategy
is to applytheories likeGOMS,TAG,and SOAR
to study a broad range of computer tasks for
understandingmentalactivitiesinvolvedin solving routineand novelproblems.Anattemptat this
research has been underway;an Al programincooporatingmeans-ends analysis and multiple
problemspaces has been used to analyze user
task knowledge(Youngand Whittington,1990).
This analysis can alertthe designer to potential
problems of a proposed interface.
Another important strategy is to improve
psychologicalmethods for studyingusers' prior
knowledge and cognitive processes. The
methods may be applied to investigate how a
user forms a mental model of a system and to
evaluate the discrepancies between the user's
mental model and the system model. This provides feedback regardingthe qualityof system
modeldesign to designers,whocan then improve
their design strategies.
In addition, guidance is needed for applying
metaphorsto system model design. Whetheror
not system models are based upon metaphors,
users are likely to generate metaphoric comparisonson theirown (Mack,et al., 1983). What
happens if this comparisoncreates user confusion because of the discrepancy between the
designer's metaphorchoice and the user's own
comparativeidea? Strategiesare needed forportrayingmetaphorsso that the metaphoriccomparison is obvious but not distracting.There is
also a need for methodologies for evaluating
alternative metaphors. Carroll, et al. (1988)
hypothesizethatthe user transformsmetaphors
intoa precise understandingof the system model
via a three-stage process: (1) establishing a
metaphoriccomparison;(2) elaboratingaspects
of the metaphoriccomparisonmap meaningfully to the system model; and (3) consolidatingto
producea system model fromwhatwas learned
from each comparison. However, it is unclear
how this theory can be applied to analyze
metaphorlearnability.
Interaction
Human-Computer
Dialog style
Many conversation-based dialog styles have
been employed in HCI.In Table 1, these styles
are classified according to who inititates the
dialogsand choices availableforactionspecifications (Millerand Thomas, 1977). Recently,direct
manipulationstyles using pointingand graphics
devices have become popular;they differfrom
conversationalstyles in manyaspects (see Table
2) (Hutchins,et al., 1986; Shneiderman, 1987).
The system model,when designed in accordwith
user perceptionof howtasks are conducted,may
suggest the dialogstyle. Forexample,the "form"
style is the naturalchoice for a system involving
database inquiries because forms are widely
used for storingdata manuallyand, as a consequence, become the metaphorfor that system.
But choosing a dialog style often requiresconsidering human factors other than the system
model. The tasks may be complex, suggesting
that no single style is sufficient.Forexample, accounting applicationinterfaces are often a mix
of forms,menus, and commandlanguages, each
tailoredto specific task requirements.User difference also plays an importantrole. Performance on relatively low-skill,computer-based
Interaction
Human-Computer
Free-Response
Database language
Commandlanguage
Data mnemonics
Text (word)processing
Question/freeanswer
Formfilling
System-guided
Forced-Choice
Expertsystem questions
Input-in-the-context-of-output
Question/forcedanswer
Commandmenu selection
Data menu selection
Embedded menu
Accelerated menu
Direct ManipulationStyle
Asynchronusdialog, which enables the
user to enter parts of an instructionin
virtuallyany order
Direct manipulationof objects
Interaction
Human-Computer
Human-ComputerInteraction
Protection mechanisms
The majorityof beginners act recklessly; they
make littleeffortto read user manualsto acquire
system knowledge.A surveyshows thattrial-anderrorlearningis mostwidelyused (Hiltzand Kerr,
1986). A majorconcern, therefore, is to ensure
that the action language protects the user from
being penalized for tryingthe system.
One commontechnique forthis is to providethe
user with an "undo" function that reverses a
series of actions. Anotheris to promptthe user
to reconsider planned actions that can lead to
damaging, irreversibleresults, such as deleting
a file.
A third, more interestingapproach is "training
wheels," which encourage novices to explore
system features duringthe initiallearningstage
while protectingthem fromdisaster (Carrolland
Carrithers,1984). They block invocationof nonelementarysystem features and respond witha
message stating that the feature is unavailable.
The "trainingwheels" approacheffectivelysupports exploratory learning by reducing the
amountof time users spend recoveringfromtheir
errors. But they do not help the learneracquire
system concepts needed forperformingtasks not
attempted previously(Catramboneand Carroll,
1987). Research is needed to study what users
learnor do not learnfromtheirmistakes.Another
interestingquestionis the effect of combiningthe
abstract model and the "trainingwheels" approach for providingthe user with an interface
for learningthe system model. We hypothesize
this combination will result in deeper user
understandingof system concepts.
Discussion
An importantissue of action-language design
concerns trade-offsbetween efficiencyand consistency. Keystrokeconsistency may increase
learnabilityfor novices but decrease efficiency
Presentation Language
Design
The last section of the HCIframeworkconcerns
presentation language design. An important
design objectiveis for interfacedisplaysto guide
user actions (Bennett, 1983). This objective requiresselecting representationsthatfitthe user's
task knowledge;the formatof data producedby
the system must satisfy task needs and preferences. A display's layout is to be organized so
thatthe collectivepresentationof variousoutputs
eases user perceptionand interpretation.
Presentationsalso convey feedbackto attractthe user's
attentionand confirmuser actions.Finally,online
assistance must be designed to help users learn
system operations and correct their errors.
539
Interaction
Human-Computer
Objectrepresentation
If the presentation is to adequately reflect the
metaphorson whichthe system model is based,
the designer must choose a displayappearance
that assists users in establishingthe analogy between that displayand the metaphors.A familiar
appearance enables the user to recognize and
interpretthe representationeasily. Examples of
this principleare found in the spreadsheet-like
interfacesof 1-2-3and the electronicdesk top of
Star.
Icons can represent much informationand be
easily differentiated(Blattner,et al., 1989). An
icon can be a concrete picture replicate of a
familiarobject,such as the trashcan icon in Star.
System concepts having no pictoralreplicates
can be depicted by abstract icons composed of
geometric shapes and figures. Concrete and
abstract icons may also be combined to create
hybridicons, e.g., Ix for deleting a character.
Unlikeconcrete icons, abstractand hybridicons
must be taught to the user. Once learned,
however,they are effective on conveying important system concepts.
Presentationformats:table vs.
graph
Presenting results in graph or table formatsto
satisfy both user decision style and task requirements is of great interest to designers of
decision support systems. When the task requires a large volume of data, graphs are more
effectivethantables forallowingthe user to summarizethe data (Jarvenpaaand Dickson, 1988).
Graphsare also good fortasks (such as interpolation,trendanalysis, and forecasting)that require
identificationof patterns from large volumes of
data. Conversely,ifthe task requirespinpointing
data withprecision,tables are better.Tables also
outperformgraphsforsimpleproductionscheduling decisions. Butforcomplexdecisions, graphs
are superior(Remus, 1984; 1987). Finally,combininggraphand table formatscan resultin better decisions, albeit with slower performance,
comparedto using eitherdisplayalone (Powers,
et al., 1984).
Ourunderstandingof the cognitiveprocesses involved in handling tables and graphs is still
limited.Johnson and Payne (1985)and Johnson,
Spatiallayout
User productivityis enhanced when all needed
informationis readily available. To display as
much informationas possible in a limitedarea,
the designer should consider informationchunking, placementconsistency, and the use of windows and 3-D displays.
Chunking
The display, partitioned into well-organized
chunks that match the user's expectations and
naturalperceptionabilities,providesa basis for
the user to select and evaluate actions (Mehlenbacher, et al., 1989). Chunks can be identified
using the psychologicaltechniques discussed in
the system model section. The layout can be
organizedfollowingGestalt principles:the prirnciples of proximityand closure suggest enclosing each chunk of objects in a separated area;
the principleof similaritysuggests usingthe same
font or colorforobjects of the same chunk.Also,
spatial consistency of chunks is important
because memorizationof location is effortless
(Mandler,et al., 1977); labels can be used with
chunking to improve recognition and recall
(Burns, et al., 1986; Jones and Dumais, 1986).
Placement Consistency
One wayproposedto reducethe timein searching
menu items is arrangingmenus accordingto fre-
Interaction
Human-Computer
quency of use (Witten,et al., 1984). Butthis approach may have only a short-termadvantage
over a menuwithfixedconfiguration;it mayeven
cause slower performancebecause the mental
effort for searching the menu increases with
change and the user becomes disoriented
(Somberg, 1987; Trevellyanand Browne,1987).
Inthe long term, a fixed configurationfacilitates
searching betterthan, or as well as, a dynamic
menu. The fixed configurationlends itself to
memorization,and, therefore,menu selection is
effortless once it is learned by the user.
Windows and 3-D Displays
A window is a clearly defined portion of the
screen that provides a workingarea for a particulartask. Windowinghas several benefits. Using multiple windows enables the user to
simultaneouslyperformmultipletasks that may
be unrelated.The content of the unfinishedtask
in a windowis preserved so the user can easily
continue that task later. Windowsalso serve as
visible memorycaches for integratinginformationfrommultiplesources or monitoringchanges
in separate windows.These benefits collectively enable windowingto supportseparate butconcurrenttask execution.
A drawbackof windowingis thatoperatingmultiple windows demands higher cognitive processes, i.e., memory, perception, and motor
skills. Overuse of windows can cause information overloadand loss of user controlsuch that
the user may employ an inefficient search
strategy in scanning multiple windows (Hendrickson, 1989). Window manipulationis also
shownto be difficultforthe user, probablycaused
by the complexity in arrangingwindows (Carrolland Mazur,1986). Users performtasks more
slowly, althoughmore accurately,withwindows
(Hendrickson, 1989). Thus, operations for
managingwindowsshouldbe simplified.Thewindow design should employconsistentplacement
and avoid overcrowded window to ease user
perceptionand memory load.
Also, 3-D displays can be used to accommodate
and condense a large volume of data (Card,et
al., 1991). A 3-D displayis dividedintomany3-D
rooms, each used for a distinctapplication.The
user can manipulateobjects in the 3-D space to
differentiateimages, investigateforhiddeninformation, and zoom in for details.
Attentionand confirmation
Video and audio effects are useful in drawinga
user's attentionto importantsystem responses
and confirminguser actions. Bothare important
for helpingthe user judge the status of his or her
actions.
People typicallyhave an orientingreflexto things
that change in their visual periphery. Hence,
videoeffects such as color,blinking,flashing,and
brightnesscontrastcan stimulateuser curiosity
for critical information(Benbasat, et al., 1986;
Morland,1983). Audio effects can be used to
complementvideo effects or reveal information
difficultto represent with video (Gaver, 1986;
1989). In addition,audio feedback can reduce
space needs and synchronize user input with
system response (Nakatani,et al., 1986).
Often there is delay between user actions and
system presentations.Inthis situation,confirmatory feedback, such as immediate cursor
response and changing shapes and shades of
icons, is useful (Bewley, et al., 1983; Gould, et
al., 1985).Similarlyusefulare progressindicators
to display the percentage of work completed.
Graphic-based progress indicators, like a
percent-donethermometeror a clock, are considered fun to use (Myers, 1985). Progress indicatorsalso aid in conductingmultipletasks. For
example, a user informedthat a long time is required for printinga document may decide to
spend that time editinganotherfile or retrieving
a cup of coffee.
Both visual and auditory cues are shown to
motivate users to explore unknown system
features(Malone,1984).Incorporating
bothvideo
and audiofeedback may have significantimpact
on user learningand satisfaction.Auditoryicons,
or "earcons,"provideintuitiveways to use sound
for presenting informationto users (Blattner,et
al., 1989; Gaver, 1986; 1989). Likevisual icons,
auditoryicons can be constructed by digitizing
naturalsounds with which the user is familiar;
abstract auditoryicons can also be created by
composing a series of sound pitches (Blattner,
et al., 1989). Forexample,in SonicFinder(Gaver,
1989), a wooden sound is used foropening a file
and a metal sound for opening an application,
while a scrapingsould indicatesthe draggingof
an object. The research in this area could focus
on creating game-like interfacesthat are fun to
541
Interaction
Human-Computer
User assistance
Three types of informationhave been shown to
be valuable for providinguser assistance (Carrolland Aaronson1988;Kierasand Bovair,1984).
One is "how-to-do-it"informationthat defines
specific action steps for operatingthe system.
Another is "what-it-is-for"information that
elaborateson the purposeof each step;this helps
users associate steps withindividualgoals. Third
is "how-it-works"informationthat explains the
system model;this is usefulforadvancedtroubleshootingand creativeuse of the system. Allthree
can be used in writingonline
types of information
errormessages and user instructions.
ErrorCorrection
When novices make errors and are uncertain
aboutwhatto do next, they often lookforinstructions from the system message (Good, et al.,
1984).Thus,errormessages shouldpinpointcorrective, "how-to-do-it"informationand state
"what-it-is-for"
(Carrolland Aaronson, 1988). In
addition, immediate feedback on user errors
facilitateslearningbetterthan delayed feedback
because a user can easily associate the correct
action withthe exact pointof error(Catrambone
and Carroll,1987). The style of errormessages
is also important:they should reflect users'
words, avoid negative tones, and clearlyidentify
the portionof the action in error(Shneiderman,
1987).
Online Manuals
When users knowthe task they wish to perform,
brief "guided explorationcards" (Catrambone
and Carroll,1987) help users performbetterthan
long manuals. Specific "how-to-do-it"information can be includedfor novices to do complete
tasks quicklyinthe begkRning
(Carrolland Aaronson, 1988; Catrambone,1990). In addition, instructionsdescribinggeneral rulesof the system
modelencouragenovicesto inferunstateddetails
of the interface,resultingin betteruser learning
of the system (Black, et al., 1989).
The GOMSmodeldescribed earliercan be used
to create online manuals (Gong and Elkerton,
Discussion
In the past 10 years, engineers have created
sophisticated video and audio technologies for
computer input and output. New technologies,
likeVirtualRealityand Speech I/O,willlikelybe
integratedinto normalpresentations. To effectivelyapplythem, we need to better understand
how they affect the user in performingwork.
Studies have shown that while auditorymemory
has less storage capacity than visual memory,
it retainssignals morethantwiceas longas visual
memory(Cowan,1984). These differences in attention and memory phenomena must be examined withinthe context of human-computer
interaction.Whatis the impacton user cognitive
process given that only limited capacity is
availableformotionand perception?Howshould
the variousdevices be integrated?Whatare the
costs and benefitsintermsof hardware,software,
user training,and actualuser performance?Providingguidance in designing video and audio interfacesis challengingbutcriticalin HCIresearch
in the near future.
Windowingoffersmanyadvantagesin actionand
presentationlanguage design that have yet been
explored. For example, one way to implement
multi-styleinterfacesis to alloweach style to be
operated in a separate window.Or, to adapt to
a user's patternof menu usage, a windowforthe
most recentlyused menuoptions,anotherforthe
most frequentlyused options, and a thirdforthe
Human-ComputerInteraction
regularmenu options can be used in combination. Windowsare ideal for user assistance: error messages, online manual, or confirmatory
feedback can be located in windowsseparated
from workdialogs. Complex tasks can also be
supportedby allowingsubtasks in separate windows or 3-D rooms. Again, research is needed
to study how windowsand 3-D rooms can be effectivelyappliedforthese variouspurposes. The
central issue is to understandhow they can impactthe user's cognitiveprocesses, as discussed
in the work by Card, et al. (1991).
Finally,there is a need for research in online advising. Researchso farhas shownthatonlineadvising, even that providedby an expertusing the
Wizard-of-Oztechnique, is of limiteduse forthe
novice user (Carrolland Aaronson, 1988). The
difficultissues to be addressed are what information should be given and when, what ideas
should be leftto user inference, and how to use
motivationalfeedback to make learning enjoyable. Studies could also explore the use of
video and audio feedback in assisting the user.
Conclusion
Interfacesare complex, cybernetic-likesystems
that can be builtquicklybut are difficultto build
well. Theircomplexities necessitate the decompositionof the entire user-interfacedesign problem intosmall, manageablesubproblems,along
witha reexaminationof theirinterrelationships
into a whole. The frameworkpresented in this article serves this purpose; it organizes research
findingsintothree majordivisions:system model,
actionlanguage,and presentationlanguage.This
articlereviewscurrentHCIresearchfindingsand
illuminatestheir practicalimplications.The aim
of this workis to enable HCIdesign practiceto
become more systematic and less intuitivethan
it is today.
Throughoutthe literaturetwo majorphilosophies
of interface design and research can be identified.One is that interfacedesign is often driven
by technologicaladvancement;research is conducted to address problems that occur after a
design is implemented. This generated the
mouse, voice, windows,and graphics.The other
is thatwe stillknowlittleaboutthe psychological
make-upof the user. The workon the psychology
of HCIby Card,et al. (1983) and Norman(1986)
provide a solid theoretic beginning; much
543
Human-ComputerInteraction
Acknowledgements
We are indebtedto the anonymousreviewersfor
theirconsiderableeffortin reviewingthis article.
We are particularlythankful to the associate
editor,JudithOlson, forher insightsintothe field
of HCI.Theirmanyrecommendationscontributed
significantlyto this article's development.
References
Barnard,P.J. "CommandNames," in Handbook
of Human-Computer
Interaction,M. Helender,
(ed.), Elsevier Science Publishers, Amsterdam, 1988, pp. 181-199.
Barnard,P.J., Hammond,N. V., Morton,J., Long,
J.B., and Clark,I.A. "Consistencyand Compatibilityin Human/ComputerDialogue," InternationalJournalof Man-MachineStudies
(15), 1981, pp. 87-134.
Benbasat, I., Dexter,A.S., and Todd, P. "AnExperimental Program Investigating ColorEnhancedand GraphicalInformationPresentation:An Integrationof the Findings,"Communicationsof the ACM (29:11), December
1986, pp. 1094-1105.
Bennett,J. "Analysisand Design of the User Interface for Decision Support Systems," in
BuildingDecision SupportSystems, J. Bennett (ed.), Addison-Wesley, Reading, MA,
1983, pp. 41-64.
Bewley, W.L., Roberts, T.L., Schroit, D., and
Verplank,W.L."HumanFactorsTestinginthe
Human-ComputerInteraction
Carroll,J.Mand Aaronson,A.P. "Learningby Doing with Simulated IntelligentHelp," Communications of the ACM (31:9), September
1988, pp. 1064-1079.
Carroll,J.M.and Carrithers,C. "TrainingWheels
in a User Interface,"Communicationsof the
ACM(27:8), August 1984, pp. 800-806.
Carroll,J.M. and Campbell,R.L. "SofteningUp
Hard Science: Reply to Newell and Card"
Human Computer Interaction (2:3), 1986,
pp. 227-249.
Carroll, J.M. and Kellogg, W.A. "Artifactas
Theory-Nexus:HermeneuticsMeets TheoryBased Design," Proceedings of CHI'89,
Human Factors in Computing Systems,
Austin, TX, 1989, pp. 7-14.
Carroll,J.M., MackR.L.,and Kellogg,W.A. "Interface Metaphors and User Interface
InDesign," in Handbookof Human-Computer
teraction,M. Helander,(ed.), ElsevierScience
Publishers, Amsterdam,1988, pp. 67-86.
Carroll,J.M. and Mazur,S.A. "Lisa Learning,"
IEEEComputer(19:11), November1986, pp.
35-49.
Carroll,J.M. and Olson, J.R. "MentalModels in
Human-ComputerInteraction,"in Handbook
of Human-Computer
Interaction,M.Helander
Elsevier
Science
Publishers, Amster(ed.),
dam, 1988, pp. 45-65.
Carroll,J.M. and Thomas, J.C. "Metaphorand
the Cognitive Representationof Computing
Systems," IEEE Transactionson Systems,
Man, and Cybernetics (12:2), 1982, pp.
107-116.
Catrambone,R. "Specific Versus General Procedures in Instructions,"
HumanComputerInteraction (5:1), 1990, pp. 49-93.
Catrambone,R. and Carroll,J.M. "Learninga
Word Processing System with Training
Wheels and Guided Exploration," Proceedings of CHI + GI 1987 HumanFactors
in Computing Systems, Toronto, Ontario,
1987, pp. 169-174.
Cohen, P.R., Dalrymple, M., Moran, D.B.,
Pereira,F.C.N.,Sullivan,J.W., Gargan,R.A.,
Jr., Schlossberg, J.L., and Tyler, S.W.
"SynergisticUse of DirectManipulationand
NaturalLanguage," Proceedings of CHI'89
Human Factors in Computing Systems,
Austin, TX, 1989, pp. 227-234.
Cowan,N. "OnShortand LongAuditoryStores,"
PsychologicalBulletin(96), 1984, pp. 341-470.
diSessa, A.A. "A PrincipledDesign for an In-
Interaction
Human-Computer
Human-ComputerInteraction
J. "Testing a WalkthroughMethodologyfor
Theory-BasedDesign of Walk-Upand Use Interfaces,"Proceedingsof CHI'90HumanFactors in Computing Systems, Seattle, WA,
1990, pp. 235-242.
Lewis,M.W.and Anderson,J.R. "Discrimination
of Operatorin ProblemSolving:Learningfrom
Examples,"CognitivePsychology(17), 1985,
pp. 26-65.
Lohse, J. "ACognitiveModelforthe Perception
and Understandingof Graphs,"Proceedings
of CHI'91 Human Factors in Computing
Systems, New Orleans, LA, 1991, pp.
137-144.
Lotus Development Corporation.Lotus 1-2-3,
LotusDevelopmentCorporation,Cambridge,
MA, 1989.
Mack, R.L., Lewis, C.H., and Carroll, J.M.
"Learningto Use WordProcessors:Problems
and Prospects,"ACMTransactionson Office
InformationSystems (1:3), July 1983, pp.
254-271.
Maclean, A., Young, R.M., and Moran, T.P.
"Design Rationale:The ArgumentBehindthe
Artifact,"Proceedings of CHI'89HumanFactorsin ComputingSystems, Austin,TX,1989,
pp. 247-252.
Malone, T.W. "Heuristics for Designing Enjoyable User Interfaces:Lessons fromComputer Games," in Human Factors in
Computing Systems, J.C. Thomas and M.
Schneider (eds.), Ablex, Norwood,NJ, 1984,
pp. 1-12.
Mandler,J.M., Seegmiller, D., and Day, J. "On
the Encodingof SpatialInformation,"
Memory
Cognition(5), 1977, pp. 10-16.
Mayer,R.E. "The Psychology of How Novices
LearnComputerProgramming,"Computing
Surveys (13:1), March1981, pp. 121-141.
McDonald,J.E. and Schvaneveldt, R.W. "The
Applicationof User Knowledgeto Interface
Design,"in CognitiveScience and ItsApplication for Human-ComputerInteraction, R.
Guinden(ed.), LawrenceErlbaumAssociates,
Hillsdale,NJ, 1988, pp. 289-338.
Mehlenbacher,B., Duffy,T.M., and Palmer J.
"Finding Informationon a Menu: Linking
Menu Organizationto the User's Goals,"
Interaction(4:3), 1989, pp.
Human-Computer
231-251.
Miller, L.A. and Thomas, J.C., Jr. "Behavior
Issues in the Use of InteractiveSystems," InternationalJournalof Man MachineStudies
Interaction
Human-Computer
Learning,AutomaticAttending,and a General
Theory,"PsychologicalReview (84:2),March
1977, pp. 127-190.
Shneiderman,B. Designing the User Interface,
Addison-Wesley, Reading, MA, 1987.
Somberg, B.L. "A Comparisonof Rule-Based
and Potentially Constant Arrangements of
ComputerMenuItems,"Proceedings of CHI
+ GI 1987 Human Factors in Computing
Systems, Toronto,Ontario,1987, pp. 255-260.
Trevellyan, R. and Browne, D.P. "A SelfRegulatingAdaptiveSystem,"Proceedingsof
CHI+ GI 1987 HumanFactorsin Computing
Systems, Toronto,Ontario,1987, pp. 103-107.
Waren, Y. "Mental Models in LearningComputerizedTasks," in Psychological Issues of
Human Computer Interactionin the Work
Place, M.Frese, E. Ulich,and W. Dzida(eds.),
Elsevier Science Publishers, Amsterdam,
1987, pp. 275-294.
Weimer, D. and Ganapathy,S.K. "A Synthetic
VisualEnvironmentwithHandGesturingand
Voice Input,"Proceedings of CHI'89Human
Factors in ComputingSystems, Austin, TX,
1989, pp. 235-240.
Witten,I.H.,Cleary,J., and Greenberg, S. "On
Frequency-BasedMenu-Splitting
Algorithms,"
International
Journalof Man-MachineStudies
(21), 1984, pp. 135-148.
Wixon,D., Holtzblatt,K., and Knox,S. "Contextual Design: An Emergent View of System
Design," Proceedings of CHI'90HumanFactors in Computing Systems, Seattle, WA,
1990, pp. 329-336.
Young, R.M."The MachineInsidethe Machine:
Users' Models of Pocket Calculators,"International Journal on Man-MachineStudies
(15), 1981, pp. 51-85.
Young, R.M. and Barnard, P.J. "The Use of
Scenarios in Human-ComputerInteraction
Research: Turbo-Chargingthe Tortoise of
CumulativeScience," Proceedings of CHI +
GI 1987 Human Factors in Computing
Systems, Toronto,Ontario,1987, pp. 291-296.
Young, R.M.,Barnard,P., Simon, T., and Whittington,J. "HowWouldYourFavouriteUser
ModelCope withThese Scenarios?" SIGCHI
Bulletin(20:4), April1989, pp. 51-55.
Young, R.M. and Whittington,J. "Using a
Knowledge Analysis to Predict Conceputal
Errorsin Text-EditorUsage," Proceedings of
CHI '90 Human Factors in Computing
Systems, Seattle, WA, 1990, pp. 91-97.
Interaction
Human-Computer
549