Norman's Stages of Action: Problem Scenarios
Norman's Stages of Action: Problem Scenarios
DESIGN
metaphors, Activity iterative
information scenarios analysis of
technology, usability
HCI theory, claims and
guidelines Information scenarios re-design
Interaction scenarios
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Stages of Action
• What makes something difficult to do?
– What are you trying to do?
– What ways can you achieve it?
– How do you execute one of those ways?
– What happened as a result?
Action
• Start with goal (goal formation)
2
Four parts
• Goal
• What is done to world
• The world itself
• Check on the world
3
Execution
• Three stages
– Intention
– Action sequence
– Execution
Evaluation
• Three stages
– Perceiving what happened
– Interpreting it
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7 Stages of Action
• Forming the goal Activity design
Notes
• Only approximate model
• Stages are not discrete
– Not in sequence
– Some activities satisfied by single actions
• Continual feedback
– Results of one activity feed goals of
another
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Stages of Action in HCI
focus of
Interpretation information
Perception
design
Making GULF OF
sense EVALUATION
Last month’s
budget... ?
GULF OF
Execution focus of
System EXECUTION
goal interaction
Action plan design
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Example: Gulf of Execution
• Going from users’ task concept to system concept:
the cognitive distance between two models
– Mental model held by users tells them what to do
– This must make connection with designers’ model that
is conveyed and supported by the user interface
cognitive distance
GULF OF
Execution focus of
System EXECUTION
goal interaction
Action plan design
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Suggesting Goals to the User
• Menu titles, folder names, application names, ...
• Decreasing the distance via direct manipulation:
– UI controls appear as physical analogs of real objects;
their affordances suggest interaction goals
– Key ideas are visual representation, immediate and
continuing feedback, and simple reversibility
• Visual or auditory UI elements sometimes lead to
opportunistic selection of goals
– Interesting object or message intrudes on a task
– Or user is paused, choosing among things to do;
especially common among novice users
Gulf of Evaluation
• Reflects amount of effort that a person
exerts to interpret physical state of a
system
• Small gulf when system provides state
information in a form that is easy to
get, easy to interpret, and matches the
thinking
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Stages of Action in HCI
focus of
Interpretation information
Perception
design
Making GULF OF
sense EVALUATION
Last month’s
budget... ?
GULF OF
Execution focus of
System EXECUTION
goal interaction
Action plan design
About Gulfs
• Present in all interfaces
• Most are unremarkable and invisible
• Users blame themselves or decide they
are incapable
– Water faucets, temperature controls, stove
tops, etc.
– Sewing machines, washing machines,
digital watches
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Design Aids
• Each stage requires special design
strategies
• Simple questions
How easily can one:
Determine function of device?
Tell possible actions? System in
desired state?
Determine Mapping? Mapping?
Perform action? What state is
system in?
Design Advice
• Visibility: can user tell state of system and
alternatives for action?
• Good conceptual model: consistency in
presentation of operations and results
• Good mappings: relationships between
actions and results, between controls and
effects, system state and what we see are all
clear
• Feedback: full and continuous feedback on
results of actions
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SBD: From Activity to
metaphors and
Interaction
ongoing
information analysis of
technology usage
opportunities
Activity Design
scenarios and
and claims
constraints
Information Design
Interaction Design
Evaluating outcome
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Coming up…
• Information design
• Interaction design
• Prototyping
• Evaluation
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