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The Humane Interface: New Directions for Designing Interactive Systems
by Jef Raskin

I agree with Prof. Raskin except that his focus is on a text word processor based interface.

I prefer a full screen grid / table / spreadsheet interface with the same kind of programmability behind it like a spreadsheet has.

For the fancy graphics (required to make an OS or GUI fun) I'd put an OpenGL translucent 3D graphic window over the full screen grid/table. The interface would fade between the two as user attention requires.

As HTML pages made from the TABLE tag prove, tables can easily store, display, reference, and edit text, grid, graphic, indented outline, list, form, and database information. Spreadsheets and the Python language also show how grids can store programming and syntax information as well.

Like a novel or a movie, an interface should tell a story... to enlighten. (Otherwise you wouldn't be looking at your computer monitor, would you.) They should also allow the content creator to create their own stories to describe what they request from their PC's. A model of the human mind, it's similarity and differences between individuals, should be as much a part of the programmers API as the rest of the current API's. A software application manipulates the human long term and short term memory as much as it manipulates RAM & disk memory. A software application transmits and receives through the eye and hand much as it transmits over a bus.

Also look at:

Don't Make Me Think: Common Sense Approach to Web Usability

by Steve Krug,

Computers As Theatre
by Brenda Laurel

The Writer's Journey : Mythic Structure for Writers
by Christopher Vogler
 

Here are my notes:

CONTENTS

PREFACE        xi

ACKNOWLEDGMENTS          Xiii

INTRODUCTION: The Importance of Fundamentals xvii

 

ONE Background 1

1-1 Interface Definition          2

1-2 Keep the Simple Simple    2

1-3 Human-Centered Design and User-Centered Design 3

1-4 Tools That Do Not Facilitate Design Innovation        4

1-5 Interface Design in the Design Cycle    5

1-6 Definition of a Humane Interface            6

 

TWO Cognetics and the Locus of Attention                9

2-1 Ergonomics and Cognetics: What We Can and Cannot Do 9

2-2 Cognitive Conscious and Cognitive Unconscious  11

2-3 Locus of Attention         17

2-3-1 Formation of Habits          18

2-3-2 Execution of Simultaneous Tasks               20

2-3-3 Singularity of the Locus of Attention         24

2-3-4 Origins of the Locus of Attention         27

2-3-5 Exploitation of the Single Locus of Attention         29

2-3-6 Resumption of Interrupted Work                31

 

THREE  Meanings, Modes, Monotony, and Myths                      33

3-1 Nomenclature and Notations        33

3-2 Modes             37

3-2-1 Definition of Modes                    42

3-2-2 Modes, User-Preference Settings,

and Temporary Modes                    47

3-2-3 Modes and Quasimodes           55

3-3 Noun-Verb versus Verb-Noun Constructions        59

3-4 Visibility and Affordances           62

3-5 Monotony . 66

3-6 Myth of the Beginner-Expert Dichotomy             68

 

FOUR Quantification      71

4-1 Quantitative Analyses of Interfaces               71

4-2 GOMS Keystroke-Level Model                     72

4-2-1 Interface Timings                   73

4-2-2 GOMS Calculations           76

4-2-3 GOMS Calculation Examples                 77

4-2-3-1 Hal's Interface: Solution 1, Dialog Box          78

4-2-3-2 Hal's Interface: Solution 2, GUI                      80

4-3 Measurement of Interface Efficiency               83

4-3-1 Efficiency of Hal's Interfaces      87

4-3-2 Other Solutions for Hal's Interface                 90

4-4 Fitts' Law end Hick's Law              93

4-4-1 Fitts' Law     93

4-4-2 Hick's Law   96

 

FIVE Unification 99

5-1 Uniformity and Elementary Actions                   101

5-2 Elementary Actions Cataloged 103

5-2-1 Highlighting, Indication, and Selection                 105

5-2-2 Commands   109

5-2-3 Display States of Objects   115

5-3 File Names and Structures       117

5-4 String Searches and Find Mechanisms          124

5-4-1 Search-Pattern Delimiters 127

5-4-2 Units of Interaction 129

5-5 Cursor Design and a Strategy for Making Selections 133

5-6 Cursor Position and LEAP 136

5-7 Applications Abolished 139

5-8 Commands and Transformers 143

 

SIX Navigation and Other Aspects of Humane Interfaces 149

6-1 Intuitive and Natural Interfaces 150

6-2 Better Navigation: ZoomWorld 152

6-3 Icons 168

6-4 Techniques and Help Facilities in Humane Interfaces 174

6-4-1 Cut and Paste 177

6-4-2 Messages to the User 178

6-4-3 Simplified Sign-Ons 183

6-4-4 Time Delays and Keyboard Tricks 184

6-5 Letter from a User 187

 

SEVEN Interface Issues Outside the User Interface 191

7-1 More Humane Programming Language Environments 192

7-1-1 System and Development Environment 192

7-1-2 Importance of Documentation in

Program Creation 194

7-2 Modes and Cables 195

7-3 Ethics and Management of Interface Design 198

 

EIGHT Conclusion 205

 

APPENDIX A: The One-Button Mouse History 207

APPENDIX B: SwyftCard Interface Theory of Operation 211

REFERENCES 215

INDEX 221


INTRODUCTION

When you want to set down an idea, you should be able to go to your computer or information appliance and just start typing: no booting, no opening the word can do something about them.

If a system's one-on-one interaction with its human user is not pleasant and facile, the resulting deficiency will poison the performance of the entire system that system might be in its other aspects.

ONE - Background

We must take into account common factors before we can deal with the differences among individual humans.

1-3 Human-Centered Design and User-Centered Design

Before exploring the application or even working to accommodate differences among individuals, interface designers can minimize their work by exploiting what is common to all humans with regard to interface-design requirements. After that is accomplished, the interface designers can accommodate the differences across individuals and groups, and, finally, they can satisfy the varying requirements of their tasks.

1-4 Tools That Do Not Facilitate Design Innovation

Where most of the users' time will be spent in routine operation of the product and where learning is only a small part of the picture, designing for productivity—even if that requires retraining—is often the correct decision.

1-5 Interface Design in the Design Cycle

Once the product's task is known, design the interface first; then implement to the interface design.

Users do not care about what is inside the box, as long as the box does what they need done.

As far as the customer is concerned, the interface is the product. 

1.        The system should treat all user input as sacred.

2.        A computer shall not harm your work or, through inaction, allow your work to come to harm.

3.        A computer shall not waste your time or require you to do more work than is strictly necessary.

1-6 Definition of a Humane Interface

An interface is humane if it is responsive to human needs and considerate of human frailties.

 

TWO - Cognetics and the Locus of Attention

Many human performance factors are independent of a user's age, gender, cultural background, or level of expertise.

2-1 Ergonomics and Cognetics: What We Can and Cannot Do

We must master ergonomics of the mind if we want to design interfaces that are likely to work well. The study of the applicable, engineering scope of our mental abilities, we’ll call cognetics.

2-2 Cognitive Conscious and Cognitive Unconscious

Cognitive Conscious vs. Cognitive Unconscious

Unconscious mental processes are those of which you are not aware at the time they occur.

By definition, you cannot experience, or be conscious of, any unconscious process.

The table tells us that the cognitive conscious is brought into play whenever you encounter a situation that seems new or threatening and whenever you have to make a nonroutine decision—that is, one based on what is happening in the here and now. Only when you are conscious of a proposition can you determine whether it is logically consistent. The cognitive conscious operates sequentially and can consider only one question or control only one action at a time. You can be conscious of only between four and eight distinct thoughts or things at once. Your conscious memory fades in, at most, a few seconds.

TABLE 2.1. PROPERTIES OF THE COGNITIVE CONSCIOUS AND THE COGNITIVE UNCONSCIOUS

PROPERTY

CONSCIOUS

UNCONSCIOUS

Engaged by

Novelty

Repetition

 

Emergencies

Expected Events

 

Danger

Safety

Used in

New circumstances

Routine situations

Can handle

Decisions

Nonbranching tasks

Accepts

Logical propositions

Logic or inconsistencies

Operates

Sequentially

Simultaneously

Controls

Volition

Habits

Capacity

Tiny

Huge

Persists for

Tenths of seconds

Decades (lifelong)

TABLE 2.1. PROPERTIES OF THE COGNITIVE CONSCIOUS AND THE COGNITIVE UNCONSCIOUS

PROPERTY of the CONSCIOUS

Engaged by: Novelty, Emergencies, Danger

Used in:    New circumstances

Can handle: Decisions

Accepts:    Logical propositions

Operates:   Sequentially

Controls:   Volition

Capacity:   Tiny

Persists:   Tenths of seconds

PROPERTY of the UNCONSCIOUS

Engaged by: Repetition, Expected Events, Safety

Used in:    Routine situations

Can handle: Nonbranching tasks

Accepts:    Logic or inconsistencies

Operates:   Simultaneously

Controls:   Habits

Capacity:   Huge

Persists:   Decades (lifelong)

2-3 Locus of Attention

Locus of attention is a feature or an object in the physical world or an idea about which you are intently and actively thinking.

We cannot completely control what our locus of attention will be.

Perceptions do not automatically become memories.

2-3-1 Formation of Habits

With repetition, or practice, your competence becomes habitual, and you can do the task without having to think about it.

Persistent use of any interface will cause you to develop habits that you will find yourself unable to avoid. Our mandate as designers is to create interfaces that do not allow habits to cause problems for the user. We must design interfaces that (1) deliberately take advantage of the human trait of habit development and (2) allow users to develop habits that smooth the flow of their work. The ideal humane interface would reduce the interface component of a user's work to benign habituation. Many of the problems that make products difficult and unpleasant to use are caused by human-machine design that fails to take into account the helpful and injurious properties of habit formation.

You cannot often break a habit by an act of volition.

2-3-2 Execution of Simultaneous Tasks

In the language of cognitive psychologists, any task that you have learned to do without conscious thought has become automatic.

Automaticity enables you to do more than one activity at a time: All but at most one of the tasks that you perform simultaneously are automatic. The one that is not automatic is, of course, the one that most directly involves your locus of attention. When you do two tasks simultaneously, neither of which is automatic, your performance on each task degrades—a phenomenon that psychologists call interference—compared to your performance on each task alone, because the two tasks compete for your attention. The more predictable, automatic, and unconscious a task becomes, the less it will degrade or compete with other tasks (Bears 1988, p. 33).

We humans apparently simulate the simultaneous accomplishment of tasks that require conscious control by alternating our attention between tasks, attending now to one then to the others (Card, Moran, and Newell).

Equally important as the fact that you cannot be conscious of more than one task at any moment is the realization that humans cannot avoid developing automatic responses. This idea is important enough to bear repetition: No amount of training can teach a user not to develop habits when she uses an interface repeatedly. That we form habits is part of our fixed mental wiring: habit formation cannot be prevented by any act of volition.

Any sequence of actions that you perform repeatedly will, eventually, become automatic. A set of actions that form a sequence also becomes clumped into a single action; once you start a sequence that takes less than 1 or 2 seconds to complete, you will not be able to stop the sequence but will continue executing the actions until you complete that clump. You also cannot interrupt sequences that take longer than a few seconds to execute unless the sequence becomes your locus of attention.

When you repeat a sequence of operations, making and keeping what you are doing your locus of attention is the only way to keep a habit from forming.

Any confirmation step that elicits a fixed response soon becomes useless.

If, for legal or other reasons, the user should never delete a file, it should be made impossible for such a deletion to be performed.

2-3-3 Singularity of the Locus of Attention

We speak of our attention only in the singular.

You can be more or less absorbed in the task that involves your locus of attention. The more intensely you are focused, the more difficult to transit to a different locus of attention, and the greater the stimulus needed to effect such a change. In the extreme case, when we are completely absorbed by a task, we cease to monitor our environment. You have probably experienced the absorbed state when you are reading a book, are thinking deeply about a problem, or are in the midst of a crisis that, as the expression goes, demands your attention. The use of a computer is often so stressful and difficult that a user will become absorbed in working on the computer system, and therefore distracted from the completion of tasks. Our goal is to leave the task as the locus of the user's attention.

Absorption in a task or a problem decreases the ease with which a person can change her locus of attention. On the other hand, such absorption—if it is confined to the task and if the system does not pull attention to itself—is essential to productivity. Systems should be designed to allow users to concentrate on their jobs. Interfaces should be designed as though the user will be so absorbed in her task that she may not respond to your attempts to communicate with her. An interface must work, whatever the user's state of absorption.

If the computer behaves unexpectedly while you are using an interface, you become less likely to see hints, help messages, or other user aids as you become increasingly agitated about the problem.

Make sure that the users cannot make interface operation errors, or that the effects of any actions are readily reversible rather than simply notifying users about the potential consequences of their actions. Most interface situations can be designed such that error messages are unnecessary.

2-3-5 Exploitation of the Single Locus of Attention

That people have a single locus of attention is not always a drawback. Magicians exploit this characteristic shamelessly. A good magician can fix the attention of an entire audience on one hand so that not a single spectator will see what the other hand is doing, although that hand is in no way concealed. If we know where the user's attention is fixed, we can make changes in the system elsewhere, knowing that the changes will not distract the user.

It takes a person approximately 10 seconds to switch contexts.

If the workflow is such that a user makes a particular context switch repeatedly, so that it becomes habitual, the user will make the switch in far less time.

2-3-6 Resumption of Interrupted Work

Usually, after dealing with an interruption to a task, you then return to the interrupted task. If the interruption lasts only a few seconds—within the decay time of short-term memory—no further stimulus is required to signal you to return to the prior task. After a longer break, however, your return to the interrupted task must be triggered, often by seeing your incomplete work lying before you.

This is the same as the worst case for an interface that always returns you to what you were last doing, because in the case of wishing to return to the task from which you left of you have to do no work at all.

When you open a document in an application, such as a word processor, you should be returned to the place where you were working when you closed or saved it.

 

THREE  - Meanings, Modes, Monotony, and Myths

3-1 Nomenclature and Notations

Content is the information that resides in a computer or other information - processing device and that has meaning and utility for you. Creation or alteration of content is the task that you intend to accomplish with the device. Any system shall not harm your content or, through inaction, allow your content to come to harm.

3-2 Modes

Modes are a significant source of errors, confusion, unnecessary restrictions, and complexity in interfaces. Many of the problems modes cause have been widely recognized; nonetheless, making systems truly modeless is an underused tactic in interface design. Before we can discuss methods for eliminating modes, we must understand them in detail, especially because even interface professionals have disagreed about what constitutes a mode (Johnson and Englebeck 1989).

To understand modes, we must first define a gesture. A gesture is a sequence of human actions completed automatically once set in motion. For example, typing a common word, such as the, is a single gesture for an experienced typist, whereas the typing of each letter would be a separate gesture for a beginning typist. Combining a sequence of actions into a gesture related to the psychological process is called chunking: the combining of separate items of cognition into a single mental unit, a process that allows us to deal with many items as though they were one (Buxton 1986, pp. 475-480; Miller 1956).

Most interfaces have multiple interpretations of a given gesture. For example, at one moment, tapping Return inserts a return character into the text, whereas at another time, tapping Return causes the text typed immediately prior to that tap to be executed as a command.

Modes are manifested by how an interface responds to gestures. For any given gesture, the interface is in a particular mode if the interpretation of that gesture is constant. When that gesture has a different interpretation, the interface is in a different mode. This definition gives us a useful initial view of what constitutes a mode; we will refine the definition later.

If you operate the controlling mechanism without separately verifying the state of the system, you cannot predict the effect that the operation will have.

Toggles are difficult to label. Use radio buttons rather than toggles; toggles work reliably only when the value of the state controlled by the toggle is your locus of attention and is visible, or is in short-term memory. Except when the state is the locus of attention—and it is usually not—toggles will at times cause users errors.

Another troublesome aspect of modes—one that causes computer users considerable exasperation—is exemplified by the way that the Caps Lock key found on most keyboards functions.

Expertise is no protection against modes; an expert has developed firm habits. Naiveté is also no protection. In the example of Vellum's cursors, the beginner has not yet established in his mind that it is necessary to change the cursor back after tracing. By the time a beginner has learned to do this step without having to think about it explicitly, he is an expert with respect

If the current state of the interface is not the user's locus of attention and if an interface has modes, the user will sometimes make errors because his locus of attention is not the current mode.

1.        Do not have modes.

2.        Make sure that the modes are distinctively marked.

3.        Make sure that the commands required by different modes are not the same, so that a command issued in the wrong mode will not lead to difficulty.

Of these three, only the first always prevents mode errors.

3-2-1 Definition of Modes

If the definition of a mode is based exclusively on the design of the interface, as our definition has been up to now, all users would make the same errors, albeit with different frequencies. They do not. A given interface feature can be modal for one user and not modal for another. A more complete definition of modes must incorporate how the user views the interface: A human-machine interface is modal with respect to a given gesture when (1) the current state of the interface is not the user's locus of attention and (2) the interface will execute one among several different possible responses to the gesture, depending on the system's current state.

An interface can be modal with respect to one gesture and not modal with respect to a second gesture. For an interface as a whole to be classified as not modal it must not be modal for any gesture.

Grouping commands into separate ranges, or what we usually call applications, can be an aid to understanding and using a complex interface, but there are ways to organize an interface that are less restrictive than are modes. A fully humane interface would consist of exactly one range.

When an interface is controlled by another machine, you might think that modelessness is of no importance, because machines have no problem remembering state; they just model it internally with a state of their own. However, if an interface is modal and the program operating it does not initially know the current state of the interface for example, if it connects to the system after the system is already running—the program, prior to operating any modal control, must be provided with a means for testing that state. Interface toggles are particularly troublesome in this regard, where consecutive invocations of the toggling mechanism cycle the control through a number of states before returning to the initial state (the cycle then repeats).

This discussion of programs that operate interfaces is relevant to human-machine interface design because you might want to construct a set of stored commands that can be played back with a single gesture, a macro, which is a rudimentary form of computer program. A macro cannot set a toggle into a specific state unless the macro first interrogates the system to determine the system's current state. We saw this problem in the example of the flashlight in the duffel bag. One solution is to have any multiple-option switch always reset to a specified initial state immediately after it is operated. Then, counting the number of invocations of the switch always informs the operator of the switch's current state. More than about five states is excessive if the switching is to be done by a person. As mentioned earlier, another solution is to use radio buttons.

We have not yet exhausted what harm modes do. Modes can put the computer, instead of the user, in charge of an interaction. This aspect is especially noticeable when you are forced to stop what you are doing to reply to a message box. Certain designers consider forcing the user to stop and to work in lockstep with a planned sequence to be an interface advantage, in that the system is "guiding" the user. There may be circumstances under which it is imperative that the user make a particular decision—if there is no user decision, there is no need for a dialogue at all—by a certain time or before doing another step in the sequence. In the first case, put up a count-down clock, but do not restrict the user from doing other operations with the system. In the second case, have a message stating that the decision must be made before the next step will be presented, but the system should not prevent the user from performing other operations that are not part of the programmed sequence. For example, what if the user needs to look up something in a file or do a calculation in order to answer the question? Guidance should be offered modelessly, so that the user remains in control of as much as possible of the system.

3-2-2 Modes, User-Preference Settings, and Temporary Modes

Facilities for setting user preferences constitute an example of modes and are a major source of user frustration.

3-2-3 Modes and Quasimodes

3-3 Noun-Verb versus Verb-Noun Constructions

3-4 Visibility and Affordances

3-5 Monotony

3-6 Myth of the Beginner-Expert Dichotomy

FOUR - Quantification

4-1 Quantitative Analyses of Interfaces

4-2 GOMS Keystroke-Level Model

4-2-1 Interface Timings

4-2-2 GOMS Calculations

4-2-3 GOMS Calculation Examples

4-2-3-1 Hal's Interface: Solution 1, Dialog Box

4-2-3-2 Hal's Interface: Solution 2, GUI

4-3 Measurement of Interface Efficiency

4-3-1 Efficiency of Hal's Interfaces

4-3-2 Other Solutions for Hal's Interface

4-4 Fitts' Law end Hick's Law

4-4-1 Fitts' Law

4-4-2 Hick's Law

FIVE - Unification

5-1 Uniformity and Elementary Actions

5-2 Elementary Actions Cataloged

5-2-1 Highlighting, Indication, and Selection

5-2-2 Commands

5-2-3 Display States of Objects

5-3 File Names and Structures

5-4 String Searches and Find Mechanisms

5-4-1 Search-Pattern Delimiters

5-4-2 Units of Interaction

5-5 Cursor Design and a Strategy for Making Selections

5-6 Cursor Position and LEAP

5-7 Applications Abolished

5-8 Commands and Transformers

SIX - Navigation and Other Aspects of Humane Interfaces

6-1 Intuitive and Natural Interfaces

6-2 Better Navigation: ZoomWorld

6-3 Icons

6-4 Techniques and Help Facilities in Humane Interfaces

6-4-1 Cut and Paste

6-4-2 Messages to the User

6-4-3 Simplified Sign-Ons

6-4-4 Time Delays and Keyboard Tricks

6-5 Letter from a User