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for Kieras and Polson (1985) to specify further what production
language style underlies these production analyses, and further,
whether this style can be argued to be consonant with a the-
oretically reasonable mode} of the architecture in which human
information processing operates.
The chief limitation of the GOMS analysis is that it considers
only error-free performance. This is a serious limitation since even
skilled users spend at least a quarter of their time making and
recovering from errors. In GOMS, goals are very specific to task
situations; they are not currently in a general form (Card et al.,
1983~. This is not a limitation in principle, however, since GOMS
is a deliberate simplification of Newell and Simon's (1972) general
problem solver, a mode! that is general enough to describe any
goal-directed behavior. Robertson (1983) suggests how error and
error recovery could be incorporated into a GOMS-like analysis.
Rumelhart and Norman (1982) present a performance analysis
of skilled typing that takes the description of errors as a primary
concern. The treatment of errors in their analysis raises an im-
portant issue. In order to describe the occurrence of some kinds
of errors, they were forced to change the assumption of how in-
formation is stored in memory. The analysis was fundamentally
altered in order to qualitatively predict the typical errors for the
task. This raises the question of whether GOMS, in which only
error-free behavior was analyzed, embodies a representation that
can be generalized to real performance that includes errors.
APPLYING WHAT WE KNOW OF THE USER'S
KNOWLEDGE TO PRACTICAL PROBLEMS
The foregoing discussions have reviewed various representa-
tions of the user's knowledge of a system. We have described
them in terms of the theoretical representations posited and some
of the cognitive processes included in each type of analysis. It
seems safe to conclude that while the area of research on users'
mental representations is very active, it is not yet well developed
(see the Research Recommendations section below). Nevertheless,
software human factors is an applied area, and there is continual
pressure to apply what we do know in this work to the task of
design and training.
Applying what we know about mental representations to prac-
tical ends raises many questions. For example, if we knew what
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the user knew, how would we use this knowledge in design? Do
we build the user interface to reflect a consistent mental model?
If so, what does the input and presentation look like? Should we
tell the learner what mode} to build?
Designing Interfaces
If the interface suggests or reflects an appropriate model, then
the user could conceivably learn it with less guidance and perform
it with fewer errors. The question is: What should the mode! be?
One approach to picking a mode! is to design user interfaces
to accord with naive user conceptual models (Carroll and Thomas,
1982; Mayer and Bayman, 1981~. Although this approach is simple
and straightforward, its general utility is open to question. For
example, Wright and Bason (1982) designed two software packages
for a casual user population. One package was designed to be
maximally consistent with the users' prior knowledge; users were
asked how they thought about their data and what they wanted
to be able to do with it, and this formed the basis for the user
interface. The second package was also designed with input from
potential users, but in this case, the designer used this information
to determine how the users ought to think about their data and
operations on it. The finding was that, in every way, the second
package was a better design.
In a similar vein, Landauer et al. (1983) replaced the verbs
in a word processor's command names (like append, substitute,
and delete) with those that secretaries generates! most often when
describing to another secretary how to change a marked up manu-
script (such as add, change, and omit). Paired associate learning
theory would have predicted that these well-learned goal-action
pairs from the secretaries' own vocabulary would have been good
command names for secretaries learning a new word processor.
The goal-action pairs are presumably preexisting paired associates,
ones not needing new learning. Learning the word processor with
these command names, however, was no better than learning the
one with the system developers' names or even one with random
names like allege, cypher, and deliberate. Naive users do not
necessarily design better systems.
A variant of the naive mode! approach is to enter into the
design process with a preconceived model, and then to iteratively
build a prototype, test it, and refine the design (including the user's
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model) until acceptable usability is attained. This technique is the
classic empirical approach (Dreyfus, 1955~; it has been employed
in recent designs that use the desktop metaphor in the interface for
office systems (Bewley et al., 1983; Morgan et al., 1983), as well
as in other application system designs (Gould and Boles, 1983;
Dixon et al., 1983~. The theoretical problem with this approach
is that in the context of iterative and often radical redesign of a
user interface, it ~ difficult to clearly separate the effect of the
mode} on usability from that of other aspects of the redesign.4
A second design approach is to reduce the problem of commu-
nicating an appropriate conceptual mode! to the user by simpli-
fying the system and its interface. DuBoulay et al. (1981) stress
this in their characterization of a glass box mode] that consists
of only a small number of components and interactions, all oh
viously reflected in the feedback that learners get from running
the system. Carroll and Carrithers (1984) implemented this- ap-
proach by providing new users with only a small but sufficient
subset of commands to learn. This small set fits a relatively sim-
ple conceptual model. Carroll and Carrithers (1984) called this the
"training wheels" approach, borrowing the analogy from learning
to ride a bicycle. Once the subset of commands was learned, the
user was gradually introduced to more complicated or more rarely
used commands. This approach led to faster and more successful
learning. An important question raised in this work, however, is
how to decide which subset of commands is sufficient to do the
task and fits a simple model. Furthermore, it raises the question
of how to embellish the initially simplified conceptual mode} so
that the change does not disrupt the learning the user has already
accomplished.
A third design approach focuses on the method that the user
learns rather than on the mental model. Moran (1981), Reisner
(1981, 1984), and Young (1981) all stress the potential utility
of task-oriented knowledge for design. Such knowledge can be
represented formally. The suggestion is that these representations
can be examined or manipulated prior to actual construction of
the user interface to determine the least complex organization for
4 However, Olson et al. (1984) highlight the importance of running
prototype tests with two prototypes that differ in only one variable at a
time, so that the effects of individual design changes can be measured
independently.
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the interface. For example, the designer can calculate values of
merit for a system based on the number of rules In a grammar,
the number of different terminal symbols, or various other metrics
known in computational linguistics.Th~s approach could also make
it possible to define precisely concepts like consistency: similar
tasks or goad should be associated with similar or identical actions
(Moran, 1983~. For example, deleting a sentence ought to have
similar actions to deleting a paragraph. Empirical work has shown
the importance of such concepts (e.g., Barnard et al., 1981; Black
and Sebrechts, 1981; Thomas and Carroll, 1981; but see Landauer
et al., 1984, for a caveat).
It should be noted that analysis of these relations, like consis-
tency, may not go very far toward describing the interface design
fully. For example, two interfaces with exactly the same grammat-
ical description of a command language may have very different
visual layouts. The visual layouts may lead to performance dif-
ferences not predicted by a calculated complexity measure that
is based only on inconsistencies in the command language. With
the exception of Dunsmore (1986), most grammars do not rem
resent features of visual layout that are known to be unportant.
Dunsmore (1986) predicted and then experimentally verified that a
crowded display would be more difficult for users to deal with than
an uncrowded one. Furthermore, with the exception of Shneider-
man (1982), whose multiparty grammars can be used to describe
both a user's action and the system's response, there has been little
attempt to integrate models of the various components of a sys-
tem. Moreover, optimizing a design with respect to a task-oriented
analysis will not necessarily include any of the design considera-
tions that would be indicated by optimizing the presentation of a
good mental model.
User Taming
If a system has been built to conform to a consistent mode! or a
well-formed set of methods, training may simply involve presenting
the user with the mode} or methods. Several researchers have been
concerned with developing techniques for providing users with
appropriate conceptual models, something that even state-of-the-
art instructional materials for software often fad] to do (Bayman
and Mayer, 1984; DuBoulay et al., 1981; Halasz and Moran, 1982~.
The benefits from presenting a mental model, however, are unclear.
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SchIager and Ogden (1986), for example, incorporated both a
method representation and a mental mode! in the training mate-
rials for teaching students how to form successful queries in a data
base. For those specific query types that fit the mode] or meth-
ods presented, both representations speeded learning, regardless
of whether the representation was a method representation or a
mental model. Errors and difficulty occurred only when queries
were different from the method or mode! taught.
Mayer (1976, 1981) provided students with a diagrammatic
too! which incorporated a variety of concrete metaphors (e.g.,
input as a ticket window and storage as a file cabinet). Students
who were exposed to this too] before studying a training manual
were later able to perform better on both programming and recall
tasks.
Kieras and Bovair (1984) taught people how a simple device
worked either by a rote sequence of steps, with a mode! of the
system, or with an analogy. The sequence of steps showed them
what to do when. One mode! displayed what part was connected
to another part beneath the surface, as if a flow diagram were
painted on the control panel. The analogy described the control
pane} as being part of a mock spaceship, explaining what each
control knob did in terms of battle-related actions. The results
showed no benefit from either of the models over the rote sequence.
On closer inspection, Kieras and Polson (1985) noted that neither
of the models gave the user any action-oriented help; the models
merely gave a story about what the connections were, not how
they worked.
Halasz and Moran (1982) taught students how to use a cal-
culator using either a step-by-step action sequence to do stan-
dard calculations or instructions which included a verbal model
of how the internal registers, windows, and stacks worked. They
found that performance on standard tasks was identical for the
two groups, but that the group who learned the model performed
better on novel tasks.
Foss et al. (1982) provided a file folder metaphor to students
learning to use a text editor. They found that students who were
provided with the metaphor learned more in less time. In the
same domain, Rumelhart and Norman (1981) used a composite
of three metaphors: a secretary metaphor, which was used to
explain that commands can be interspersed with text input; a
-card file metaphor, which was used to describe the deletion of a
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single numbered line from a file; and a tape recorder metaphor,
which was used to convey the need for explicit terminators in files.
Although performance was good overall, the fact that there were
several metaphors produced cases in which a subject would employ
one of the metaphors when another was appropriate.
Most of this work has focused on the use of mental models
narrowly in training, namely, by telling the student the mode! or
by providing simple and explicit advanced organizers (Ausubel,
1960~. In another approach, an explicit mental mode! was pre-
scribed; a system's training manual had a diagrarrunatic mode! of
control flow for a menu-based system (Galambos et al., 1985~. The
resultant benefits were equivocal, however. Even greater integra-
tion between mode} and training appears necessary. The feasibility
of this approach is exemplified in systems that have mental mode}
analyses in their expert systems to interactively diagnose learner
problems and to provide tailored support (e.g., Burton, 1981~. No
systematic behavioral studies have been carried out, however, to
evaluate the effectiveness of this approach.
A more theoretical issue in the area of training pertains fun-
damentally to the nature of learning and the implications for
designing training programs. One view of human learning and
memory conceives of learning as an active process of problem solv-
ing in which concepts are created by the learner (e.g., Jenkins,
1974; Wittrock, 1974~. This view contrasts with one in which
learning is merely the storage of concepts in memory. In the latter
view, a learner can be given a conceptual mode! explicitly (by
diagram or a verbal explanation). In the active learning view,
however, a conceptual model must be invented by the learner after
an appropriate series of experiences.
Mayer (1980) adopted the active learner view. He asked learn-
ers to generate a metaphorical elaboration of programming state-
ment types as they were learned. For example, after learning a
FOR statement, the student was asked to describe its function
using a metaphorical desktop vocabulary. He found that learners
who had provided these elaborations were later able to perform
better on novel and complex programming problems.
Carroll and Mack (1985) suggested that taking a serious active
learning view raises the possibility that metaphors are useful not
only when they provide familiar descriptions of novel experiences,
but also when they provoke thought by failing to accord perfectly
with the target of the metaphor comparison. Carroll and Mack
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Representative terms from entire chapter:
user interface