From: D Yuniskis on 19 Feb 2010 16:20 Hi, This is another "thought experiment" type activity (you, of course, are free to implement any of these ideas in real hardware and software to test your opinions -- but, I suspect you will find it easier to "do the math" in your head, instead) I've been researching alternative user interface (UI) technologies and approaches. A key issue which doesn't seem to have been addressed is modeling how much information a "typical user" (let's leave that undefined for the moment -- it's definition significantly affects the conclusions, IMO) can manage *without* the assistance of the UI. E.g., in a windowed desktop, it's not uncommon to have a dozen "windows" open concurrently. And, frequently, the user can actively be dividing his/her time between two or three applications/tasks "concurrently" (by this, I mean, two or more distinct applications which the user is *treating* as one "activity" -- despite their disparate requirements/goals). But, the mere presence of these "other" windows (applications) on the screen acts as a memory enhancer. I.e., the user can forget about them while engaged in his/her "foreground" activity (even if that activity requires the coordination of activities between several "applications") because he/she *knows* "where" they are being remembered (on his behalf). For example, if your "windows" session crashes, most folks have a hard time recalling which applications (windows) were open at the time of the crash. They can remember the (one) activity that they were engaged in AT THE TIME but probably can't recall the other things they were doing *alongside* this primary activity. Similarly, when I am using one of my handhelds (i.e., the entire screen is occupied by *an* application), it is hard to *guess* what application lies immediately "behind" that screen if the current application has engaged my attention more than superficially. I rely on mechanisms that "remind" me of that "pending" application (activity/task) after I have completed work on the current "task". However, the current task may have been a "minor distraction". E.g., noticing that the date is set incorrectly and having to switch to the "set date" application while engaged in the *original* application. I contend that those "distractions", if not trivial to manage (cognitively), can seriously corrupt your interaction with such "limited context" UI's (i.e., cases where you can't be easily reminded of all the "other things" you were engaged with at the time you were "distracted"). I recall chuckling at the concept of putting a "depth" on the concept of "short term memory" (IIRC, Winston claimed something like 5 - 7 items :> ). But, over the years, that model seems to just keep getting more appropriate each time I revisit it! (though the 5 and 7 seem to shrink with age). So, the question I pose is: given that we increasingly use multipurpose devices in our lives and that one wants to *deliberately* reduce the complexity of the UI's on those devices (either because we don't want to overload the user -- imagine having a windowed interface on your microwave oven -- or because we simply can't *afford* a rich interface -- perhaps owing to space/cost constraints), what sorts of reasonable criteria would govern how an interface can successfully manage this information while taking into account the users' limitations? As an example, imagine "doing something" that is not "display oriented" (as it is far too easy to think of a windowed UI when visualizing a displayed interface) and consider how you manage your "task queue" in real time. E.g., getting distracted cooking dinner and forgetting to take out the trash [sorry, I was looking for an intentionally "different" set of tasks to avoid suggesting any particular type of "device" and/or "device interface"] Then, think of how age, gender, infirmity, etc. impact those techniques. From there, map them onto a UI technology that seems most appropriate for the conclusions you've reached (?). (Boy, I'd be a ball-buster of a Professor! But, I *do* come up with some clever designs by thinking of these issues :> )
From: 1 Lucky Texan on 19 Feb 2010 20:29 On Feb 19, 3:20 pm, D Yuniskis <not.going.to...(a)seen.com> wrote: > Hi, > > This is another "thought experiment" type activity (you, of > course, are free to implement any of these ideas in real > hardware and software to test your opinions -- but, I suspect > you will find it easier to "do the math" in your head, instead) > > I've been researching alternative user interface (UI) technologies > and approaches. A key issue which doesn't seem to have been > addressed is modeling how much information a "typical user" > (let's leave that undefined for the moment -- it's definition > significantly affects the conclusions, IMO) can manage *without* > the assistance of the UI. > > E.g., in a windowed desktop, it's not uncommon to have a dozen > "windows" open concurrently. And, frequently, the user can actively > be dividing his/her time between two or three applications/tasks > "concurrently" (by this, I mean, two or more distinct applications > which the user is *treating* as one "activity" -- despite their > disparate requirements/goals). > > But, the mere presence of these "other" windows (applications) > on the screen acts as a memory enhancer. I.e., the user can > forget about them while engaged in his/her "foreground" > activity (even if that activity requires the coordination of > activities between several "applications") because he/she > *knows* "where" they are being remembered (on his behalf). > > For example, if your "windows" session crashes, most folks > have a hard time recalling which applications (windows) were > open at the time of the crash. They can remember the (one) > activity that they were engaged in AT THE TIME but probably > can't recall the other things they were doing *alongside* > this primary activity. > > Similarly, when I am using one of my handhelds (i.e., the > entire screen is occupied by *an* application), it is hard > to *guess* what application lies immediately "behind" > that screen if the current application has engaged my > attention more than superficially. I rely on mechanisms > that "remind" me of that "pending" application (activity/task) > after I have completed work on the current "task". > > However, the current task may have been a "minor distraction". > E.g., noticing that the date is set incorrectly and having > to switch to the "set date" application while engaged in > the *original* application. I contend that those "distractions", > if not trivial to manage (cognitively), can seriously > corrupt your interaction with such "limited context" UI's > (i.e., cases where you can't be easily reminded of all the > "other things" you were engaged with at the time you were > "distracted"). > > I recall chuckling at the concept of putting a "depth" on > the concept of "short term memory" (IIRC, Winston claimed > something like 5 - 7 items :> ). But, over the years, > that model seems to just keep getting more appropriate > each time I revisit it! (though the 5 and 7 seem to shrink > with age). > > So, the question I pose is: given that we increasingly use > multipurpose devices in our lives and that one wants to > *deliberately* reduce the complexity of the UI's on those > devices (either because we don't want to overload the > user -- imagine having a windowed interface on your > microwave oven -- or because we simply can't *afford* a > rich interface -- perhaps owing to space/cost constraints), > what sorts of reasonable criteria would govern how an > interface can successfully manage this information while > taking into account the users' limitations? > > As an example, imagine "doing something" that is not > "display oriented" (as it is far too easy to think of > a windowed UI when visualizing a displayed interface) > and consider how you manage your "task queue" in real > time. E.g., getting distracted cooking dinner and > forgetting to take out the trash > > [sorry, I was looking for an intentionally "different" > set of tasks to avoid suggesting any particular type of > "device" and/or "device interface"] > > Then, think of how age, gender, infirmity, etc. impact > those techniques. > > From there, map them onto a UI technology that seems > most appropriate for the conclusions you've reached (?). > > (Boy, I'd be a ball-buster of a Professor! But, I *do* > come up with some clever designs by thinking of these > issues :> ) If (and it's a big if) I understnd where you interest lies, it is less in 'information overload' (I think the military has done a huge amount of research in this area for fighter pilots/'battlefield' conditions) and more in 'detection' of such overload/fatigue. If so, I expect a system to monitor 'key strokes' (mouse moves w'ever - user input) and their frequency/uniqueness rates. Possibly some type of eye tracking could be helpful? I dunno Carl
From: D Yuniskis on 21 Feb 2010 15:51 Hi Carl, 1 Lucky Texan wrote: > On Feb 19, 3:20 pm, D Yuniskis <not.going.to...(a)seen.com> wrote: >> I've been researching alternative user interface (UI) technologies >> and approaches. A key issue which doesn't seem to have been >> addressed is modeling how much information a "typical user" >> (let's leave that undefined for the moment -- it's definition >> significantly affects the conclusions, IMO) can manage *without* >> the assistance of the UI. [snip] >> So, the question I pose is: given that we increasingly use >> multipurpose devices in our lives and that one wants to >> *deliberately* reduce the complexity of the UI's on those >> devices (either because we don't want to overload the >> user -- imagine having a windowed interface on your >> microwave oven -- or because we simply can't *afford* a >> rich interface -- perhaps owing to space/cost constraints), >> what sorts of reasonable criteria would govern how an >> interface can successfully manage this information while >> taking into account the users' limitations? > > If (and it's a big if) I understnd where you interest lies, it is less > in 'information overload' (I think the military has done a huge > amount of research in this area for fighter pilots/'battlefield' > conditions) and more in 'detection' of such overload/fatigue. If so, I Yes. Though think of it as *prediction* instead of detection. I.e., what to *avoid* in designing a UI so that the user *won't* be overloaded/fatigued/etc. An example that came up in another conversation (off list): You're writing a letter to <someone>. At some point in the composition, you notice that the date that has been filled in (automatically) is incorrect. You could wait until you are done writing the letter to correct this. But, then you have to *hope* you REMEMBER to do it! :> Or, you can do it now while it is still fresh in your mind. And return to the rest of your letter thereafter. In, for example, Windows, you could Start | Settings | Control Panel | Date/Time and make the changes there. Then, close that dialog, close Control Panel and finally return to your text editing. Or, you could double click on the time display in the system tray and directly access the Date/Time Properties panel. The former requires a greater degree of focus for the user. There is more navigation involved. As such, it is a greater distraction and, thus, more likely to cause the user to lose his train of thought -- which translates to an inefficiency of the interface. The latter requires less involvement of the user (assuming knowledge of this "shortcut" is intuitive enough) and is therefore less of a distraction. Of course, this (Windows) example is flawed in that the user can still *see* what he was doing prior to invoking the "set date" command. Chances are, he can even *read* what he has written *while* simultaneously setting the date. Contrast this with limited context interfaces in which the "previous activity" is completely obscured by the newer activity (e.g., a handheld device, aural interface, etc.). So, my question tries to identify / qualify those types of issues that make UI's inefficient in these reduced context deployments. > expect a system to monitor 'key strokes' (mouse moves w'ever - user Hmmm... that may have a corollary. I.e., if you assume keystrokes (mouse clicks, etc.) represent some basic measure of work or cognition). So, the fewer of these, the less taxing the "distraction". > input) and their frequency/uniqueness rates. Possibly some type of eye > tracking could be helpful?
From: 1 Lucky Texan on 21 Feb 2010 20:20 On Feb 21, 2:51 pm, D Yuniskis <not.going.to...(a)seen.com> wrote: > Hi Carl, > > 1 Lucky Texan wrote: > > On Feb 19, 3:20 pm, D Yuniskis <not.going.to...(a)seen.com> wrote: > >> I've been researching alternative user interface (UI) technologies > >> and approaches. A key issue which doesn't seem to have been > >> addressed is modeling how much information a "typical user" > >> (let's leave that undefined for the moment -- it's definition > >> significantly affects the conclusions, IMO) can manage *without* > >> the assistance of the UI. > > [snip] > > >> So, the question I pose is: given that we increasingly use > >> multipurpose devices in our lives and that one wants to > >> *deliberately* reduce the complexity of the UI's on those > >> devices (either because we don't want to overload the > >> user -- imagine having a windowed interface on your > >> microwave oven -- or because we simply can't *afford* a > >> rich interface -- perhaps owing to space/cost constraints), > >> what sorts of reasonable criteria would govern how an > >> interface can successfully manage this information while > >> taking into account the users' limitations? > > > If (and it's a big if) I understnd where you interest lies, it is less > > in 'information overload' (I think the military has done a huge > > amount of research in this area for fighter pilots/'battlefield' > > conditions) and more in 'detection' of such overload/fatigue. If so, I > > Yes. Though think of it as *prediction* instead of detection. > I.e., what to *avoid* in designing a UI so that the user > *won't* be overloaded/fatigued/etc. > > An example that came up in another conversation (off list): > > You're writing a letter to <someone>. At some point in the > composition, you notice that the date that has been filled > in (automatically) is incorrect. > > You could wait until you are done writing the letter to > correct this. But, then you have to *hope* you REMEMBER > to do it! :> > > Or, you can do it now while it is still fresh in your mind. > And return to the rest of your letter thereafter. > > In, for example, Windows, you could Start | Settings | Control > Panel | Date/Time and make the changes there. Then, close > that dialog, close Control Panel and finally return to your > text editing. Or, you could double click on the time display > in the system tray and directly access the Date/Time Properties > panel. > > The former requires a greater degree of focus for the user. > There is more navigation involved. As such, it is a greater > distraction and, thus, more likely to cause the user to lose > his train of thought -- which translates to an inefficiency > of the interface. > > The latter requires less involvement of the user (assuming > knowledge of this "shortcut" is intuitive enough) and is > therefore less of a distraction. > > Of course, this (Windows) example is flawed in that the user > can still *see* what he was doing prior to invoking the > "set date" command. Chances are, he can even *read* what > he has written *while* simultaneously setting the date. > > Contrast this with limited context interfaces in which the > "previous activity" is completely obscured by the newer > activity (e.g., a handheld device, aural interface, etc.). > > So, my question tries to identify / qualify those types > of issues that make UI's inefficient in these reduced > context deployments. > > > expect a system to monitor 'key strokes' (mouse moves w'ever - user > > Hmmm... that may have a corollary. I.e., if you assume keystrokes > (mouse clicks, etc.) represent some basic measure of work or > cognition). So, the fewer of these, the less taxing the > "distraction". > > > input) and their frequency/uniqueness rates. Possibly some type of eye > > tracking could be helpful? Even reading rates could predict the onset of overload. Again, the Air Force has bumped into this issue. There is likely an entire branch of psychology dealing with these issues. As for the mechanics in a system, some could perhaps be implemented with present or near-term technology. Certainly the military could justify eye-tracking, brainwave monitoring or other indicators. But reading rates, mouse click rates, typing speed, etc. Might be doable now. I can also envision some add-on widgets that might allow for, say a double right click to create a 'finger string'. As in tying a sting around your finger. A type of bookmark that would recall the precise conditions of the system (time, date, screen display, url, etc.) when the user detected something troubling. May not be as precise as 'the infilled date was wrong', but it may be enough of a clue that, when the user reviews the recalled screen later, it triggers a memory like "hmmm, what was her....OH YEAH!, that date is wrong!" . fun stuff to think about. Carl 1 Lucky Texan
From: D Yuniskis on 21 Feb 2010 21:41
Hi Carl, 1 Lucky Texan wrote: > On Feb 21, 2:51 pm, D Yuniskis <not.going.to...(a)seen.com> wrote: >> 1 Lucky Texan wrote: >>> On Feb 19, 3:20 pm, D Yuniskis <not.going.to...(a)seen.com> wrote: >> >>>> So, the question I pose is: given that we increasingly use >>>> multipurpose devices in our lives and that one wants to >>>> *deliberately* reduce the complexity of the UI's on those >>>> devices (either because we don't want to overload the >>>> user -- imagine having a windowed interface on your >>>> microwave oven -- or because we simply can't *afford* a >>>> rich interface -- perhaps owing to space/cost constraints), >>>> what sorts of reasonable criteria would govern how an >>>> interface can successfully manage this information while >>>> taking into account the users' limitations? >>> If (and it's a big if) I understnd where you interest lies, it is less >>> in 'information overload' (I think the military has done a huge >>> amount of research in this area for fighter pilots/'battlefield' >>> conditions) and more in 'detection' of such overload/fatigue. If so, I >> >> Yes. Though think of it as *prediction* instead of detection. >> I.e., what to *avoid* in designing a UI so that the user >> *won't* be overloaded/fatigued/etc. [snip] >> Contrast this with limited context interfaces in which the >> "previous activity" is completely obscured by the newer >> activity (e.g., a handheld device, aural interface, etc.). >> >> So, my question tries to identify / qualify those types >> of issues that make UI's inefficient in these reduced >> context deployments. >> >>> expect a system to monitor 'key strokes' (mouse moves w'ever - user >> Hmmm... that may have a corollary. I.e., if you assume keystrokes >> (mouse clicks, etc.) represent some basic measure of work or >> cognition). So, the fewer of these, the less taxing the >> "distraction". >> >>> input) and their frequency/uniqueness rates. Possibly some type of eye >>> tracking could be helpful? > > Even reading rates could predict the onset of overload. Again, the Air Yes, but keep in mind this is c.a.e and most of the "devices" we deal with aren't typical desktop applications. I.e., the user rarely has to "read much". Rather, he spends time looking for a "display" (item) and adjusting a "control" to affect some change. > Force has bumped into this issue. There is likely an entire branch of > psychology dealing with these issues. > > As for the mechanics in a system, some could perhaps be implemented > with present or near-term technology. Certainly the military could > justify eye-tracking, brainwave monitoring or other indicators. But > reading rates, mouse click rates, typing speed, etc. Might be doable > now. I can also envision some add-on widgets that might allow for, say > a double right click to create a 'finger string'. As in tying a sting > around your finger. A type of bookmark that would recall the precise > conditions of the system (time, date, screen display, url, etc.) when > the user detected something troubling. May not be as precise as 'the Actually, this is worth pursuing. Though not just when "detected something troubling" but, also, to serve as a "remember what I was doing *now*". I suspect a lot can be done with creating unique "screens" in visual interfaces -- so the user recognizes what is happening *on* that screen simply by it's overall appearance (layout, etc.). Though this requires a conscious effort throughout the entire system design to ensure this uniqueness is preserved. I suspect, too often, we strive for similarity in "screens" instead of deliberate dis-similarity. > infilled date was wrong', but it may be enough of a clue that, when > the user reviews the recalled screen later, it triggers a memory like > "hmmm, what was her....OH YEAH!, that date is wrong!" . > > fun stuff to think about. *Taxing* stuff to think about! :> So much easier to just look at a bunch of interfaces and say what's *wrong* with them! yet, to do so in a way that allows "what's right" to be extracted is challenging. |