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Representation Without Taxation: What Makes GUI Good

Brian D. Ehret
George Mason University
Department of Psychology, m/s 3f5
Fairfax, VA 22030 USA
+1 703 993 4667
behret@gmu.edu

ABSTRACT

In the proposed work, research in cognitive science and display-based HCI is synthesized and brought to bear on the question of "what makes GUI good?". A two-phase approach is outlined. The empirical phase will build upon a foundation laid by display-based HCI research. The computational modeling phase will be informed by the empirical phase and previous modeling efforts. The primary goal is to be able to explicate conditions under which a user will rely on external display components vs. internal knowledge structures to control task performance.

Keywords

Display-based HCI, Cognitive modeling, ACT-R, Expertise, GUI.

© 1997 Copyright on this material is held by the authors.



INTRODUCTION

Since its introduction over a decade ago, the graphical user interface (GUI) has become the standard means of human computer interaction. This trend shows no indication of subsiding. If anything, it is gaining ground as increasingly powerful processing capability has allowed the incorporation of digital video, audio, and high resolution graphics into interfaces. The latest of such advances in GUI design have been driven by the popularity of the World Wide Web.

Although GUIs have met with significant popularity and commercial success, the obvious, and outstanding question remains, "what makes GUI good?". Although there have been attempts to address this question (e.g., [3], [9]), there remain important and interesting ambiguities surrounding GUI-based interaction.

Casual observation reveals that users, even after thousands of hours of experience, still rely in part on "tedious, hand-holding" GUI features (e.g., menus, toolbars). Granted, some experts may have taken the time to write macros or learn faster and more efficient shortcut keys, but few if any of these users have ditched the GUI altogether and reverted to older, command line versions of the software. This begs the question: what are experts getting out of this GUI deal that keeps them hooked?

Although research has not revealed what the experts are getting, several interesting studies have demonstrated what they are not getting. Mayes, Draper, McGregor & Oatley [7] and Payne [8] have both shown that even skilled users of software with several thousand hours of experience cannot accurately predict the outcomes of simple command sequences or recall the names of commonly used menu items. These experts have logged thousands of hours using the software and yet they cannot recall properties of commonly used features of the GUI. If experts can skillfully use the software and prefer to stick with a GUI, then GUIs must be a good thing. Given the aforementioned dissociation between recall and performance, then just what is it that makes GUIs good?

My thesis work proposes to address this question. This work will combine insights from diverse groups of researchers who have sought to rethink traditional accounts of the control of complex cognition (e.g., [5], [6], [10], [11]). In the course of this work, I plan to build upon the empirical foundations of Mayes et al. [7] and Payne [8], as well as the theory building and computational modeling work in the area of display-based HCI (e.g., [2], [4]).

The result will be an attempt at a new synthesis that explicates the interplay between representation and cognitive control in display-based HCI. My goal is to do for procedural knowledge in general, and HCI in particular, what Zhang & Norman [11] did for our understanding of representations in distributed cognitive tasks.

Internal vs. External representations

Zhang & Norman [11] argue that in order to understand cognition in tasks where information is distributed across the internal mind and external environment, one needs to decompose the task into its associated internal and external representations. Further, the traditional cognitive science approach to problem solving, which emphasizes internal mechanisms in control of cognition (e.g., hierarchical goal structures, internal search), has systematically underplayed the role of external representations by treating them as mere memory aids. External representations are far richer than this: they can provide information that can be directly perceived and used without explicit formulation or interpretation, they provide constraints that can anchor and structure cognitive behavior, and they can change the nature of the task (e.g., make it less taxing).

The importance of the external environment in the control of cognition has also been addressed in the expertise and diagrammatic reasoning literature (e.g., [5], [6]). This work suggests that expertise in tasks that provide efficient, informationally rich external representations is not necessarily manifested in complex internal representations, but rather exists by virtue of reliance upon these external representations.

External representations and GUI Expertise

In HCI, to the extent that the task and software support the ability to rely on display features (external representations) for relevant information, novice users should not need elaborate knowledge (internal representations) of the interface in order to use its basic features. Furthermore, these users should come to use more advanced features without developing complex internal representations. Given this description of novice and intermediate users, what then is the nature of GUI expertise?

The display-based account, which is really an extension of the above, is that experts continue to rely primarily on external representations in task performance. This explanation suggests that experts are content to rely on the external representations provided by the interface and don't bother to develop internalized procedural knowledge.

There is a performance cost associated with reliance upon external vs. internal representations, however (e.g., shortcut keys are faster than menus), so experts may internalize procedures in order to improve performance. Thus, an alternative account suggests that even though a GUI may support reliance on external representations, experts choose instead to develop more efficient internal representations.

PROPOSED WORK

The overall approach of the proposed work is to empirically investigate the potency of these accounts and to synthesize the results into a computational cognitive model. Based on the empirical work and the subsequent analytical modeling, my primary goal is to explicate conditions under which a user will rely on external display components vs. internal knowledge structures to control task performance.

The empirical phase will extend the studies by Mayes et al. [6] and Payne [7] by evaluating user interface knowledge in the context of task performance. In part, this research will investigate the effects of degrading the informational quality of a GUI's external representations on the performance of users at different skill levels.

The computational modeling phase will be an attempt to synthesize a control structure of cognition capable of reproducing the data obtained in the empirical phase. Modeling will be done using Anderson's ACT-R architecture [1] primarily because of the recent addition of a visual attention mechanism that allows ACT-R models to search in and interact with a display screen. Such a capability will likely prove essential in modeling display-based interaction.

SUMMARY

The proposed research synthesizes contemporary research in cognitive science and sets out to address the question of "what makes GUI good?". To this end, conceptions of internal and external representations will be mapped onto human computer interaction, an empirical investigation will explore the potency of this mapping, and the sufficiency of the resulting explanation will be determined via analytical modeling and simulation. The results of this work will advance the theoretical understanding of the nature of skilled HCI, and could have significant implications for interface design.

ACKNOWLEDGMENTS

This research is supported in part by ONR grant N00014-95-1-0175. I would like to thank Wayne D. Gray for his guidance on this project.

REFERENCES

  1. Anderson, J. R. (1993). Rules of the Mind. Hillsdale, NJ: Erlbaum.
  2. Howes, A. & Payne, S. J. (1990). Display-based competence: towards user models for menu-driven interfaces. International Journal of Man-Machine Studies, 33, 637-655.
  3. Hutchins, E. L., Hollan, J. D. & Norman, D. A. (1986). Direct manipulation interfaces. In D. A. Norman & S. W. Draper (Eds.), User centered system design: New perspectives on human-computer interaction. Hillsdale, NJ: Erlbaum.
  4. Kitajima, M. & Polson, P. G. (1995). A Comprehension based model of correct and errors in skilled, display-based, human-computer interaction. International Journal of Human-Computer Studies, 43, 65-99.
  5. Larkin, J. H. & Simon, H. A. (1987). Why a diagram is (sometimes) worth a thousand words. Cognitive Science, 11, 65-99.
  6. Larkin, J. H. (1989). Display-based problem solving. In Complex Information Processing: the Impact of Herbert A. Simon (Klahr, D. & Kotovsky, K., Eds.). Hillsdale, NJ: Erlbaum.
  7. Mayes, J. T., Draper, S. W., McGregor, M. A. & Oatley, K. (1988). Information flow in a user interface: the effect of experience and context on the recall of MacWrite screens. In D. M. Jones & R. Einder, (Eds.). People and Computers IV. Cambridge: Cambridge University Press.
  8. Payne, S. J. (1991). Display-based action at the user-interface. International Journal of Man-Machine Studies, 35, 275-289.
  9. Shneiderman, B. (1992). Designing the user interface: Strategies for effective human-computer interaction (2nd ed.). Reading, MA: Addison Wesley.
  10. Suchman, L. A. (1987). Plans and situated action: the problems of human-machine communication. New York: Cambridge University Press.
  11. Zhang, J. & Norman, D. A. (1994). Representations in distributed cognitive tasks. Cognitive Science, 18, 87-122.


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CHI 97 Electronic Publications: Doctoral Consortium