Frameworks for HCI

5. HCI Engineering Research Exemplar 150 150 John

5. HCI Engineering Research Exemplar

The HCI/E(U) approach is based on a Conception for HCI/E and associated Frameworks for HCI research, comprising – Discipline; Design Problem; Design Knowledge; Design Practices (as set out above) and Design Research Exemplar – as set out below. The latter encapsulates all the HCI/E components.

The design research exemplar specifies a complete HCI/E design research cycle, which, once implemented, constitutes a case-study of an engineering approach to HCI.

The diagram, which follows, presents the HCI/E(U) design research exemplar for HCI/E.

Key: EP – Empirical Practice EK – Empirical Knowledge as: design guidelines; models and methods

SFP – Specific Formal Practice GFP – General Formal Practice

SFK Specific Formal Knowledge as: Specific Design Principle (Declarative and Methodological)

GFK – General Formal Knowledge as: General Design Principle (Declarative and methodological)

The HCI/E design research exemplar is described below by level, starting at the lowest level:

Level 1: User Requirements are transformed into an Interactive System by means of implicit design research, implicit design knowledge and implicit design practices of implement and test. The knowledge and practices at this level are not explicit and so are not addressed here. Hence, they do not appear in the diagram. If the design, however, is ‘for performance’ the knowledge and practices might be considered ‘Craft Engineering or some-such’.

As an illustration, User Requirements for e-shopping might be transformed into an Interactive e-shopping System to the satisfaction of the client. The knowledge and practices would comprise the experience and best practice of the interactive system designers. The research would comprise the enhancement of their design experience.

Level 2: Design Problems are explicitly, but empirically, derived from and validated, against User Requirements. Design Problems must, at least in principle, be soluble. User Requirements, however, may be impossible to be satisfied by an Interactive System. Likewise, Design Solutions are explicitly, but empirically, derived from and validated against the Interactive System. Design Research explicitly, but empirically, acquires and validates Design Knowledge. The latter supports the explicit, but empirical, Design Practices of Specification and Implementation and Test of Design Solutions from Design problems and from Design Solutions to Design Problems.

As an illustration, the e-shopping ‘check-out’ Design Problem of the slow and inaccurate billing of goods (ineffective performance) might be solved by a virtual shopping cart, which cumulates the costs of ordered goods (effective performance). The empirical Design Knowledge supporting the Design Practices might be expressed as: heuristics; guidelines etc.

Level 3: Specific Principle Design Problems are explicitly, but empirically, derived from and validated against Design Problems. Likewise, Specific Principle Design Solutions are explicitly, but empirically, derived from and validated against Design Solutions. Specific Principle Design Research explicitly, but empirically, acquires and validates Specific Principles. The latter support the explicit, formal Design Practices of Derivation and Verification of Specific Principle Design Solutions from Specific Principle Design Problems and from Specific Principle Design Solutions to Specific Principle Design Problems. That is to say, specify, then implement.

As an illustration, the e-shopping check-out ‘goods costs against client financial budget’ Specific Principle Design Problem of the slow and inaccurate client assessment of ordered goods’ costs against their financial budget (ineffective performance) might be solved by a virtual shopping cart, which deducts the financial costs of ordered goods against a client-specified financial budget (effective performance). The Specific Principle Formal Design Knowledge supporting the Specific Principle Formal Design Practices would be expressed as a Formal Specific Principle.

Level 4: General Principle Design Problems are formally derived from and validated against Specific Principle Design Problems. Likewise, General Principle Design Solutions are formally derived from and validated against Specific Principle Design Solutions. General Principle Design Research , formally acquires and formally validates General Principles. The latter support the formal Design Practices of Derivation and Verification of general Principle Design Solutions from General Principle Design Problems and from General Principle Design Solutions to General Principle Design Problems. That is to say, specify, then implement.

As an illustration, the e-shopping check-out ‘goods costs against client resources (that is, budget, calory’ Specific Principle Design Problem of the slow and inaccurate client assessment of ordered goods’ costs against their budget (ineffective performance) might be solved by a virtual shopping cart, which deducts the costs of ordered goods against a client-specified budget (effective performance). The Specific Principle Formal Design Knowledge supporting the Specific Principle Formal Design Practices would be expressed as a Formal Specific Principle.

As an illustration, the e-shopping check-out ‘goods costs against client financial and calorie budget’ General Principle Design Problem of the slow and inaccurate client assessment of ordered goods’ costs against their financial and calorie budget (ineffective performance) might be solved by a virtual shopping cart, which deducts the financial and calorie costs of ordered goods against a client-specified financial and calorie budget (effective performance). The General Principle Formal Design Knowledge supporting the general Principle Formal Design Practices would be expressed as a Formal General Principle.

Design Research Exemplar Illustrations

Towards Engineering principles for Human-Computer Interaction

Engineering Design Principles: Validating Successful HCI Design Knowledge to Support its Re-use

Innovation Framework 150 150 John

Innovation Framework

 

Initial Framework

The initial framework for an innovation approach to HCI follows. The key concepts appear in bold(Read More…..)

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The framework for a discipline of HCI as innovation has a general problem with a particular scope. Research acquires and validates knowledge, which supports practices, solving the general problem.

Key concepts are defined below (with additional clarification in brackets).

Framework: a basic supporting structure (basic – fundamental; supporting – facilitating/making possible; structure – organisation).

Discipline: an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

HCI: human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Innovation: novel (novel – new ideas/methods/devices etc)

General Problem: innovation design (innovation – novelty; design – specification/implementation).

Particular Scope: innovative human-computer interactions to do something as desired (innovative – novel; human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued).

Research: acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – patents/expert advice/experience/examples).

Knowledge: supports practices (supports – facilitates/makes possible; practices – trial-and-error/implement and test).

Practices: supported by knowledge (supported – facilitated; knowledge – patents/expert advice/experience/examples).

Solution: resolution of a problem (resolution – answer/address; problem – question/doubt).

General Problem: innovation design (innovation – novelty; design – specification/implementation).

 

Final Framework

The final framework for an innovation approach to HCI follows. It comprises the initial framework (see earlier) and, in addition, key concept definitions (but not clarifications).

The framework (as a basic support structure) is for a discipline (as an academic field of study and branch of knowledge) of HCI (as human-computer interaction) as innovation (as novel).

The framework has a general problem (as innovation design) with a particular scope (as innovative human computer interactions to do something as desired). Research ( as acquisition and validation) acquires (as study and practice) and validates (as confirms) knowledge (as patents, experts advice, experience and examples). This knowledge supports (facilitates) practices (as trial and error and implement and test), which solve(as resolve) the general design problem of innovation design.

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This framework for a discipline of HCI as innovation is more complete, coherent and fit-for-purpose than the description afforded by the innovation approach to HCI (see earlier). The framework thus better supports thinking about and doing innovation HCI. As the framework is explicit, it can be shared by all interested researchers. Once shared, it enables researchers to build on each other’s work. This sharing and building is further supported by a re-expression of the framework, as a design research exemplar. The latter specifies the complete design research cycle, which once implemented constitutes a case-study of an of an innovation approach to HCI. The diagram, which follows, presents the innovation design research exemplar. The empty boxes are not required for the design research exemplar of HCI as Innovation; but are required elsewhere for the design research exemplar of HCI as Engineering. They have been included here for completeness.

 

                              Design Research Exemplar – HCI as Innovation

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Key: Innovation Knowledge – patents, experts advice, experience and examples.
EP – Empirical Practice EK – Empirical Knowledge

Framework Extension

The Innovation Framework is here expressed at the highest level of description. However, to conduct Innovation design research and  acquire/validate Innovation knowledge etc, as suggested by the exemplar diagram above, lower levels of description are required.

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Examples of such levels are presented here –  first a short version and then a long version. Researchers, of course, might have their own lower level descriptions or subscribe to some more generally recognised levels. Such descriptions are acceptable, as long as they fit with the higher level descriptions of the framework and are complete; coherent and fit-for-purpose. In the absence of alternative levels of description, researchers might try the short version first .

These levels go, for example from ‘human’ to ‘user’  and from ‘computer’ to ‘interactive system’. The lowest level, of course, needs to reference the innovation itself, in terms of the application, for example, for a business GUI innovation interactive system, secretary and electronic mailing facility. Researchers are encouraged to select from the framework extensions as required and to add the lowest level description, relevant to their research. The lowest level is used here to illustrate the extended innovation framework.

 

Extension - Short Version

Following the Innovation Design Research exemplar diagram above, researchers need to specify: Specific Innovation Problems (as they relate to User Requirements); Innovation Research; Innovation Knowledge; and Specific Innovation Solutions (as thy relate to Interactive Systems).

These specifications require the extended Innovation framework to include: the Application; the Interactive System; and Performance, relating the former to the latter. Innovation design requires the Interactive System to do something (the Application) as desired (Performance). Innovation Research acquires and validates Innovation Knowledge to support Innovation Design Practices.

The Innovation Framework Extension, thus includes: Application; Interactive System; and Performance.

1 Innovation Applications

1.1 Objects

Innovation applications (the  ‘ something’, which the interactive system does) can be described in terms of objects. Objects may be both abstract and physical and are characterised by their attributes. Abstract attributes are those of information and knowledge. Physical attributes are those of energy and matter.

For example, an innovation GUI e-mail application (such as for correspondence) can be described for design research purposes in terms of objects; their abstract attributes, supporting  the communication of messages; their physical attributes supporting the GUI visual/verbal representation of displayed information by means of language. Innovation objects are specified as part of design and can be researched as such.

1.2 Attributes and Levels

The attributes of an innovation application object emerge at different levels of description.  For example, characters and their configuration on a GUI page are physical attributes of the object ‘e-mail,’ which emerge at one level. The message of the e-mail is an abstract attribute, which emerges at a higher level of description.

1.3 Relations between Attributes

Attributes of innovation application objects are related in two ways. First, attributes are related at different levels of complexity. Second, attributes are related within levels of description. Such relations are specified as part of Innovation design.

1.4 Attribute States and Affordance

The attributes of innovation application objects can be described as having states. Further, those states may change. For example, the content and characters (attributes) of an innovative GUI e-mail (object) may change state: the content with respect to meaning and grammar; its characters with respect to size and font. Objects exhibit an affordance for transformation, associated with their attributes’ potential for state change.

1.5  Applications and the Requirement for Attribute State Changes

An innovation application may be described in terms of affordances. Accordingly, an object may be associated with a number of applications. The GUI object ‘book’ may be associated with the application of typesetting (state changes of its layout attributes) and with the application of authorship (state changes of its textual content). In principle, an application may have any level of generality, for example, the writing of GUI personal e-mails and the writing of business e-mails.

Organisations have applications and require the realisation of the affordance of their associated objects. For example, ‘completing a survey’ and ‘writing to a friend’, each have a GUI e-mail as their transform, where the e-mails are objects, whose attributes (their content, format and status, for example) have an intended state. Further editing of those e-mails would produce additional state changes, and therein, new transforms.   Requiring radically new affordances might constitute a Specific Innovation Problem and lead to a new innovation,   which embodies a Specific Innovation Solution.

1.6 Application Goals

The requirement for the transformation of innovation application objects is expressed in the form of goals. A product goal specifies a required transform – the realisation of the affordance of an object.  A product goal supposes necessary state changes of many attributes. The requirement of each attribute state change can be expressed as an application task goal, derived from the product goal.

So, for example, the product goal demanding transformation of a GUI e-mail, making its message more courteous, would be expressed by task goals, possibly requiring state changes of semantic attributes of the propositional structure of the text and of syntactic attributes of the grammatical structure. Hence, a product goal can be re-expressed as an application task goal structure, a hierarchical structure expressing the relations between task goals, for example, their sequences. The latter might constitute part of an innovative design.

1.7 Innovation Application as: Doing Something as Desired

The transformation of an object, associated with a product goal,  involves many attribute state changes – both within and across levels of complexity. Consequently, there may be alternative transforms, which satisfy a product goal – GUI e-mails with different styles.  The concept of ‘doing something as desired’ describes the variance of an actual transform with that specified by a product goal.

1.8  Innovation Application and the User

One description of the innovation application then, is of objects, characterised by their attributes, and exhibiting an affordance, arising from the potential changes of state of those attributes. By specifying product goals, users express their requirement for transforms – objects with specific attribute states. Transforms are produced by ‘doing something, as desired’.

From product goals is derived a structure of related task goals, which can be assigned, by design practice, either to the user or to the interactive computer (or both) within an associated interactive system. Task goals assigned to the user by the design are those, intended to motivate the user’s behaviours. The actual state changes (and therein transforms), which those behaviours produce, may or may not be those specified by task and product goals, a difference expressed by the concept ‘as desired’, characterised in terms of: wanted/needed/experienced/felt/valued.

2.Innovation Interactive Computers

2.1 Interactive Systems

An interactive system can be described  as a behavioural system, distinguished by a boundary enclosing all human and interactive computer behaviours, whose purpose is to achieve and satisfy a common goal. For example, the behaviours of a secretary and GUI electronic e-mail application, whose purpose is to conduct correspondence, constitute an interactive system. Critically, it is only by identifying the common goal, that the boundary of the interactive system can be established and so designed and researched.

Interactive systems transform objects by producing state changes in the abstract and physical attributes of those objects (see 1.1). The secretary and GUI e-mail application may transform the object ‘correspondence’ by changing both the attributes of its meaning and the attributes of its layout.

The behaviours of the human and the interactive computer are described as behavioural sub-systems of the interactive system – sub-systems, which interact. The human behavioural sub-system is more specifically termed the user. Behaviour may be loosely understood as ‘what the human does’, in contrast with ‘what is done’ (i.e. attribute state changes of application objects).

Although expressible at many levels of description, the user must at least be described at a level, commensurate with the level of description of the transformation of application objects. For example, a secretary interacting with an GUI electronic mail application is a user, whose behaviours include receiving and replying to messages.

2.2 Humans as a System of Mental and Physical Behaviours

The behaviours, constituting an interactive system, are both physical and abstract. Abstract behaviours are generally the acquisition, storage, and transformation of information. They represent and process information, at least concerning: application objects and their attributes, attribute relations and attribute states and the transformations, required by goals. Physical behaviours are related to, and express, abstract behaviours.

Accordingly, the user is described as a system of both mental (abstract) and overt (physical) behaviours. They are related within an assumed hierarchy of behaviour types (and their control), wherein mental behaviours generally determine, and are expressed by, overt behaviours. Mental behaviours may transform (abstract) application objects, represented in cognition or express, through overt behaviour, plans for transforming application objects.

For example, a travel company secretary has the product goal, required to maintain the circulation of an electronic newsletter to customers. The secretary interacts with the computer by means of the innovative GUI interface (whose behaviours include the transmission of information about the newsletter). Hence, the secretary acquires a representation of the current circulation by collating the information displayed by the GUI screen  and assessing it by comparison with the conditions, specified by the product goal. The secretary reasons about the attribute state changes, necessary to eliminate any discrepancy between current and desired conditions of the process, that is, the set of related changes, which will produce and circulate the newsletter, ‘as desired’. That decision is expressed in the set of instructions issued to the interactive computer through overt behaviour – selecting innovative GUI menu options, for example.

2.3 Human-Computer Interaction

Although user and interactive computer behaviours may be described as separable sub-systems of the interactive system, these sub-systems extert a ‘mutual influence’ or interaction. Their configuration principally determines the interactive system and innovation design and research.

Interaction is described as: the mutual influence of the user (i.e. behaviours) and the interactive computer (i.e behaviours), associated within an interactive system. For example, the behaviours of a secretary interact with the behaviours of a GUI e-mail application. The secretary’s behaviours influence the behaviours of the interactive computer (access the dictionary function), while the behaviours of the interactive computer influence the selection behaviour of the operator (among possible correct spellings). The design of their interaction – the secretary’s selection of the dictionary function, the computer’s presentation of possible spelling corrections – determines the interactive system, comprising the secretary and interactive computer behaviours in their planning and control of correspondence. The interaction may be the object of innovation design and so design research.

The assignment of task goals by design then, to either the  user or the interactive computer, delimits the former and therein specifies the design of the interaction. For example, replacement of a mis-spelled word, required in a document is a product goal, which can be expressed as a task goal structure of necessary and related attribute state changes. In particular, the text field for the correctly spelled word demands an attribute state change in the text spacing of the document. Specifying that state change may be a task goal assigned to the user, as in interaction with the behaviours of early text editor designs or it may be a task goal assigned to the interactive computer, as in interaction with the innovation GUI ‘wrap-round’ behaviours. Design research would be expected to have been involved in such innovations. The assignment of the task goal of specification constitutes the design of the interaction of the user and interactive computer behaviours in each case, which in turn may become the object of research.

2.4 Human Resource Costs

‘Doing something as desired’ by means of an interactive system always incurs resource costs. Given the separability of the user and the interactive computer behaviours, certain resource costs are associated with the user and distinguished as behavioural user costs.

Behavioural user costs are the resource costs, incurred by the user (i.e by the implementation of behaviours) to effect an application. They are both physical and mental. Physical costs are those of physical behaviours, for example, the costs of making keystrokes and of attending to a GUI screen display; they may be expressed for innovation design purposes as physical workload. Mental behavioural costs are the costs of mental behaviours, for example, the costs of knowing, reasoning, and deciding; they may be expressed for innovation design purposes  as mental workload. Mental behavioural costs are ultimately manifest as physical behavioural costs.

3. Performance of the Innovation Interactive Computer System and the User.

‘To do something as desired’ derives from the relationship of an interactive system with its application. It assimilates both how well the application is performed by the interactive system and the costs incurred by it. These are the primary constituents of ‘doing something as desired’ i.e. performance. They can be further differentiated, for example, as wanted/needed/experienced/felt/valued. Desired performance is the object of innovation design.

Behaviours determine performance. How well an application is  performed by an interactive system is described as the actual transformation of application objects with regard to the transformation, demanded by product goals. The costs of carrying out an application are described as the resource costs, incurred by the interactive system and are separately attributed to the user and the interactive computer.

‘Doing something as desired’ by means of an interactive system may be described as absolute or as relative, as in a comparison to be matched or improved upon. Accordingly, criteria expressing ‘as desired’ may either specify categorical gross resource costs and how well an application is performed or they may specify critical instances of those factors to be matched or improved upon. They are the object of design and so of design research.

The common measures of human ‘performance’ – errors and time, are related in this notion of performance. Errors are behaviours, which increase resource costs, incurred in producing a given transform or which reduce the goodness of the transform or both. The duration of user behaviours may (very generally) be associated with increases in behavioural user costs.

 

 

Extension - Long Version

Following the Innovation Design Research exemplar diagram above, researchers need to specify: Specific Innovation Problems (as they relate to User Requirements); Innovation Research; Innovation Knowledge; and Specific Innovation Solutions (as thy relate to Interactive Systems).

These specifications require the extended Innovation framework to include: the Application; the Interactive System; and Performance, relating the former to the latter. Innovation design requires the Interactive System to do something (the Application) as desired (Performance). Innovation Research acquires and validates Innovation Knowledge to support Innovation Design Practice.

The Innovation Framework Extension, thus includes: Application; Interactive System; and Performance.

1 Innovation Applications

1.1 Objects

Innovation applications (the ‘something’ the interactive system ‘does’) can be described as objects. Such applications occur in the need of organisations for interactive systems. Objects may be both abstract and physical and are characterised by their attributes. Abstract attributes are those of information and knowledge. Physical attributes are those of energy and matter.

For example, an innovation GUI e-mail application for correspondence can be described, for design research purposes, in terms of objects; their abstract attributes, supporting the communication of messages; their physical attributes supporting the GUI visual/verbal representation of displayed information by means of language.

1.2 Attributes and Levels

The attributes of an innovation application object emerge at different levels of description. For example, characters and their configuration on a GUI page are physical attributes of the object ‘e-mail,’ which emerge at one level. The message of the e-mail is an abstract attribute, which emerges at a higher level of description.

1.3 Relations between Attributes

Attributes of innovation application objects are related in two ways. First, attributes are related at different levels of complexity. Second, attributes are related within levels of description.

1.4 Attribute States and Affordance

The attributes of innovation application objects can bedescribed as having states. Further, those states may change. For example, the content and characters (attributes) of a GUI e-mail (object) may change state: the content with respect to meaning and grammar; its characters with respect to size and font. Objects exhibit an affordance for transformation, associated with their attributes’ potential for state change.

1.5 Applications and the Requirement for Attribute State Changes

An innovation application may be described in terms of novel affordances. Accordingly, an object may be associated with a number of applications. The GUI object ‘book’ may be associated with the application of typesetting (state changes of its layout attributes) and with the application of authorship (state changes of its textual content). Such changes may constitute (part of) an innovation. In principle, an application may have any level of generality, for example, the writing of GUI personal e-mails and the writing of business e-mails.

Organisations have applications, which require the realisation of the affordance of their associated objects. For example, ‘completing a survey’ and ‘writing to a friend’, each have a GUI e-mail as their transform, where the e-mails are objects, whose attributes (their content, format and status, for example) have an intended state. Further editing of those e-mails  produces additional state changes and therein, new transforms.

1.6 Application Goals

Organisations express the requirement for the transformation of innovation application objects in terms  of goals. A product goal specifies a required transform – the realisation of the affordance of an object. A product goal generally supposes necessary state changes of many attributes. The requirement of each attribute state change can be expressed as an application task goal, derived from the product goal. So, for example, the product goal demanding transformation of a GUI e-mail, making its message more courteous, would be expressed by task goals, possibly requiring state changes of semantic attributes of the propositional structure of the text and of syntactic attributes of the grammatical structure. Hence, a product goal can be re-expressed as an application task goal structure, a hierarchical structure, expressing the relations between task goals, for example, their sequences. Again, novel changes might constitute (part of) an innovation.

1.7 Innovation Application as: Doing Something as Desired

The transformation of an object, associated with a product goal, involves many attribute state changes – both within and across levels of complexity. Consequently, there may be alternative transforms, which satisfy the same product goal – GUI e-mails with different styles, for example, where different transforms exhibit different compromises between attribute state changes of the application object. There may also be transforms, which fail to meet the product goal. The concept of ‘doing something as desired’ describes the variance of an actual transform with that specified by a product goal. It enables all possible outcomes of an application to be equated and evaluated. Such transforms may become the object of innovation design and so research.

1.8 Innovation Application and the User

Description of the innovation application then, is of objects, characterised by their attributes, and exhibiting an affordance, arising from the potential changes of state of those attributes. By specifying product goals, organisations express their requirement for transforms – objects with specific attribute states. Transforms are produced by ‘doing something, as desired’, which occurs only by means of objects, affording transformation and innovative interactive systems, capable of producing a transformation. Novel production may be (part of) an innovation.

From product goals is derived a structure of related task goals, which can be assigned either to the user or to the interactive computer (or both) within the design of an associated interactive system. The task goals assigned to the user are those, which motivate the user’s behaviours. The actual state changes (and therein transforms), which those behaviours produce, may or may not be those specified by task and product goals, a difference expressed by the concept ‘as desired’, characterised in terms of: wanted/needed/experienced/felt/valued.

2.Innovation Interactive Computers and the Human

2.1 Interactive Systems

Users are able to conceptualise goals and their corresponding behaviours are said to be intentional (or purposeful). Interactive computers are designed to achieve goals and their corresponding behaviours are said to be intended (or purposive). An interactive system can be described as a behavioural system, distinguished by a boundary enclosing all user and interactive computer behaviours, whose purpose is to achieve and satisfy a common goal. For example, the behaviours of a secretary and GUI electronic e-mail application, whose purpose is to manage correspondence, constitute an interactive system. Critically, it is only by identifying the common goal, that the boundary of an interactive system can be established and so designed and researched.

Interactive systems transform objects by producing state changes in the abstract and physical attributes of those objects (see 1.1). The secretary and GUI e-mail application may transform the object ‘correspondence’ by changing both the attributes of its meaning and the attributes of its layout. More generally, an interactive system may transform an object through state changes, produced in related attributes.

The behaviours of the user and the interactive computer are described as behavioural sub-systems of the interactive system – sub-systems, which interact. The human behavioural sub-system is more specifically termed the user. Behaviour may be loosely understood as ‘what the user does’, in contrast with ‘what is done’ (that is, attribute state changes of application objects). More precisely the user is described as:

a system of distinct and related user behaviours, identifiable as the sequence of states of a user interacting with a computer to do something as desired and corresponding with a purposeful (intentional) transformation of application objects.

Although expressible at many levels of description, the user must at least be described for design research purposes at a level, commensurate with the level of description of the transformation of innovation application objects. For example, a secretary interacting with a GUI electronic mail application is a user, whose behaviours include receiving and replying to messages.

2.2 Humans as a System of Mental and Physical Behaviours

The behaviours, constituting an interactive system, are both physical and abstract. Abstract behaviours are generally the acquisition, storage, and transformation of information. They represent and process information, at least concerning: application objects and their attributes, attribute relations and attribute states and the transformations, required by goals. Physical behaviours are related to, and express, abstract behaviours.

Accordingly, the user is described as a system of both mental (abstract) and overt (physical) behaviours, which extend a mutual influence – they are related. In particular, they are related within an assumed hierarchy of behaviour types (and their control), wherein mental behaviours generally determine and are expressed by, overt behaviours. Mental behaviours may transform (abstract) application objects, represented in cognition or express, through overt behaviour, plans for transforming application objects.

For example, a travel company secretary has the product goal, required to maintain the circulation of an electronic newsletter to customers. The secretary interacts with the computer by means of the innovative GUI interface (whose behaviours include the transmission of information about the newsletter). Hence, the secretary acquires a representation of the current circulation by collating the information displayed by the GUI screen and assessing it by comparison with the conditions, specified by the product goal. The secretary’s acquisition, collation, assessment and circulation of the newsletter are each distinct mental behaviours, described as representing and processing information. The secretary reasons about the attribute state changes, necessary to eliminate any discrepancy between current and desired conditions of the process, that is, the set of related changes, which will produce and circulate the newsletter, ‘as desired’. That decision is expressed in the set of instructions issued to the interactive computer through overt behaviour – selecting GUI menu options, for example. The selection and the menu options are both part of the design process.

The user is described as having cognitive, conative and affective aspects. The cognitive aspects are those of knowing, reasoning and remembering; the conative aspects are those of acting, trying and persevering; and the affective aspects are those of being patient, caring and assuring. Both mental and overt user behaviours are described as having these three aspects, all of which may contribute to ‘doing something, as desired wanted/needed/experienced/felt/valued.

2.3 Human-Computer Interaction

Although user and interactive computer behaviours may be described as separable sub-systems of the interactive system, these sub-systems exert a ‘mutual influence’, that is to say they interact. Their configuration principally determines the interactive system and so its design and the associated research into that and other possible (innovative) designs.

Interaction is described as: the mutual influence of the user (i.e. behaviours) and the interactive computer (i.e behaviours), associated within an interactive system.

Interaction of the user and the interactive computer behaviours is the fundamental determinant of the interactive system, rather than their individual behaviours per se. For example, the behaviours of a secretary interact with the behaviours of a GUI e-mail application. The secretary’s behaviours influence the behaviours of the interactive computer (selection of the dictionary function), while the behaviours of the interactive computer influence the selection behaviour of the operator (provision of possible correct spellings). The configuration of their interaction – the secretary’s selection of the dictionary function, the computer’s presentation of possible spelling corrections – determines the interactive system, comprising the secretary and interactive computer behaviours in their planning and control of correspondence. The interaction is the object of innovation design and so of design research.

The assignment of task goals then, to either the user or the interactive computer, delimits the former and therein specifies the design of the interaction. For example, replacement of a mis-spelled word, required in a document is a product goal, which can be expressed as a task goal structure of necessary and related attribute state changes. In particular, the text field for the correctly spelled word demands an attribute state change in the text spacing of the document. Specifying that state change may be a task goal assigned to the user, as in interaction with the behaviours of early text editor designs or it may be a task goal assigned to the interactive computer, as in interaction with the innovation GUI ‘wrap-round’ behaviours. The assignment of the task goal of specification constitutes the design of the interaction of the user and interactive computer behaviours in each case, which in turn may become the object of innovation research.

2.4 Human On-line and Off-line Behaviours

User behaviours may comprise both on-line and off-line behaviours: on-line behaviours are associated with the interactive computer’s representation of the application; off-line behaviours are associated with non-computer representations of the application.

As an illustration of the distinction, consider the example of an interactive system, consisting of the behaviours of a secretary and a a GUI e-mail application. They are required to produce a paper-based copy of a dictated letter, stored on audio tape. The product goal of the interactive system here requires the transformation of the physical representation of the letter from one medium to another, that is, from tape to paper. From the product goal derives the task goals, relating to required attribute state changes of the letter. Certain of those task goals will be assigned to the secretary. The secretary’s off-line behaviours include listening to and assimilating the dictated letter, so acquiring a representation of the application object. By contrast, the secretary’s on-line behaviours include specifying the represention by the interactive computer of the transposed content of the letter in a desired visual/verbal format of stored physical symbols.

On-line and off-line user behaviours are a particular case of the ‘internal’ interactions between a user’s behaviours as, for example, when the secretary’s keying interacts with memorisations of successive segments of the dictated letter.

2.5 Structures and the Human

Description of the user as a system of behaviours needs to be extended, for the purposes of design and design research, to the structures supporting that behaviour.

Whereas user behaviours may be loosely understood as ‘what the human does’, the structures supporting them can be understood as ‘the support for the human to be able to do what they do’. There is a one-to-many mapping between a user’s structures and the behaviours they might support: thus, the same structures may support many different behaviours.

In co-extensively enabling behaviours at each level of description, structures must exist at commensurate levels. The user structural architecture is both physical and mental, providing the capability for a user’s overt and mental behaviours. It provides a represention of application information as symbols (physical and abstract) and concepts, and the processes available for the transformation of those representations. It provides an abstract structure for expressing information as mental behaviour. It provides a physical structure for expressing information as physical behaviour.

Physical user structure is neural, bio-mechanical and physiological. Mental structure consists of representational schemes and processes. Corresponding with the behaviours it supports and enables, user structure has cognitive, conative and affective aspects. The cognitive aspects of user structures include information and knowledge – that is, symbolic and conceptual representations – of the application, of the interactive computer and of the user themselves, and it includes the ability to reason. The conative aspects of user structures motivate the implementation of behaviour and its perseverence in pursuing task goals. The affective aspects of user structures include the personality and temperament, which respond to and support behaviour. All three aspects may contribute to ‘ doing something, as desired wanted/needed/experienced/felt/valued’.

To illustrate this description of mental structure, consider the example of the structures supporting a secretary’s behaviours in an office. Physical structure supports perception of the GUI e-mail display and executing actions to an electronic e-mail application. Mental structures support the acquisition, memorisation and transformation of information about how correspondence is conducted. The knowledge, which the operator has of the application and of the interactive computer, supports the collation, assessment and reasoning about the actions required.

The limits of user structures determine the limits of the behaviours they might support. Such structural limits include those of: intellectual ability; knowledge of the application and the interactive computer; memory and attentional capacities; patience; perseverence; dexterity; and visual acuity etc. The structural limits on behaviour may become particularly apparent, when one part of the structure (a channel capacity, perhaps) is required to support concurrent behaviours, perhaps simultaneous visual attending and reasoning behaviours. The user then, is ‘resource-limited’ by the co-extensive user structures.

The behavioural limits of the user, determined by structure, are not only difficult to define with any kind of completeness, they may also be variable, because that structure may change, and in a number of ways. A user may have self-determined changes in response to the application – as expressed in learning phenomena, acquiring new knowledge of the application, of the interactive computer, and indeed of themselves, to better support behaviour. Also, user structures degrade with the expenditure of resources by behaviour, as demonstrated by the phenomena of mental and physical fatigue. User structures may also change in response to motivating or de-motivating influences of the organisation, which maintains the interactive system.

It must be emphasised that the structure supporting the user is independent of the structure supporting the interactive computer behaviours. Neither structure can make any incursion into the other and neither can directly support the behaviours of the other. (Indeed this separability of structures is a pre-condition for expressing the interactive system as two interacting behavioural sub-systems). Although the structures may change in response to each other, they are not, unlike the behaviours they support, interactive; they are not included within the interactive system. The combination of structures of both user and interactive computer, supporting their interacting behaviours is described as the user interface .

2.6 Human Resource Costs

‘Doing something as desired’ by means of an interactive system always incurs resource costs. Given the separability of the user and the interactive computer behaviours, certain resource costs are associated directly with the user and distinguished as structural user costs and behavioural user costs.

Structural user costs are the costs of the user structures. Such costs are incurred in developing and maintaining user skills and knowledge. More specifically, structural user costs are incurred in training and educating users, so developing in them the structures, which will enable the behaviours necessary for an application . Training and educating may augment or modify existing structures, provide the user with entirely novel structures, or perhaps even reduce existing structures. Structural user costs will be incurred in each case and will frequently be borne by the organisation. An example of structural user costs might be the costs of training a secretary to use an innovative GUI interface in the particular style of layout, required for an organisation’s correspondence with its clients and in the operation of the interactive computer by which that layout style can be created.

Structural user costs may be differentiated as cognitive, conative and affective structural costs. Cognitive structural costs express the costs of developing the knowledge and reasoning abilities of users and their ability for formulating and expressing novel plans in their overt behaviour – as necessary for ‘doing something as desired’. Conative structural costs express the costs of developing the activity, stamina and persistence of users as necessary for an application. Affective structural costs express the costs of developing in users their patience, care and assurance as necessary for an application.

Behavioural user costs are the resource costs, incurred by the user (i.e by the implementation of their of behaviours) in recruiting user structures to effect an application. They are both physical and mental resource costs. Physical behavioural costs are the costs of physical behaviours, for example, the costs of making keystrokes on a keyboard and of attending to a GUI screen display; they may be expressed without differentiation as physical workload. Mental behavioural costs are the costs of mental behaviours, for example, the costs of knowing, reasoning, and deciding; they may be expressed without differentiation as mental workload. Mental behavioural costs are ultimately manifest as physical behavioural costs. Costs are an important aspect of the design of an interactive computer system.

When differentiated, mental and physical behavioural costs are described as the cognitive, conative and affective behavioural costs of the user. Cognitive behavioural costs relate to both the mental representing and processing of information and the demands made on the user’s extant knowledge, as well as the physical expression thereof in the formulation and expression of a novel plan. Conative behavioural costs relate to the repeated mental and physical actions and effort, required by the formulation and expression of the novel plan. Affective behavioural costs relate to the emotional aspects of the mental and physical behaviours, required in the formulation and expression of the novel plan. Behavioural user costs are evidenced in user fatigue, stress and frustration; they are costs borne directly by the user and so need to be taken into account in the design process.

3. Performance of the Innovation Interactive Computer System and the User.

‘To do something as desired’ derives from the relationship of an interactive system with its application. It assimilates both how well the application is performed by the interactive system and the costs incurred by it. These are the primary constituents of ‘doing something as desired’, that is performance. They can be further differentiated, for example, as wanted/needed/experienced/felt/valued.

A concordance is assumed between the behaviours of an interactive system and its performance: behaviours determine performance. How well an application is performed by an interactive system is described as the actual transformation of application objects with regard to the transformation, demanded by product goals. The costs of carrying out an application are described as the resource costs, incurred by the interactive system and are separately attributed to the user and the interactive computer. Specifically, the resource costs incurred by the user are differentiated as: structural user costs – the costs of establishing and maintaining the structures supporting behaviour; and behavioural user costs – the costs of the behaviour, recruiting structure to its own support. Structural and behavioural user costs are further differentiated as cognitive, conative and affective costs. Design requires attention to all types of resource costs – both those of the  user and of the interactive computer.

‘Doing something as desired’ by means of an interactive system may be described as absolute or as relative, as in a comparison to be matched or improved upon. Accordingly, criteria expressing ‘as desired’ may either specify categorical gross resource costs and how well an application is performed or they may specify critical instances of those factors to be matched or improved upon. They are the object of design and so of design research.

Discriminating the user’s performance within the performance of the interactive system would require the separate assimilation of user resource costs and their achievement of desired attribute state changes, demanded by their assigned task goals. Further assertions concerning the user arise from the description of interactive system performance. First, the description of performance is able to distinguish the goodness of the transforms from the resource costs of the interactive system, which produce them. This distinction is essential for design, as two interactive systems might be capable of producing the same transform, yet if one were to incur a greater resource cost than the other, it would be the lesser (in terms of performance) of the two systems.

Second, given the concordance of behaviour with ‘doing something as desired’, optimal user (and equally, interactive computer) behaviours may be described as those, which incur a (desired) minimum of resource costs in producing a given transform. Design of optimal user behaviour would minimise the resource costs, incurred in producing a transform of a given goodness. However, that optimality may only be categorically determined with regard to interactive system performance and the best performance of an interactive system may still be at variance with what is desired of it. To be more specific, it is not sufficient for user behaviours simply to be error-free. Although the elimination of errorful user behaviours may contribute to the best application possible of a given interactive system, that performance may still be less than ‘as desired’. Conversely, although user behaviours may be errorful, an interactive system may still support ‘doing something, as desired’.

Third, the common measures of human ‘performance’ – errors and time, are related in this conceptualisation of performance. Errors are behaviours, which increase resource costs, incurred in producing a given transform or which reduce the goodness of the transform or both. The duration of user behaviours may (very generally) be associated with increases in behavioural user costs.

Fourth, structural and behavioural user costs may be traded-off in the design of an application. More sophisticated user structures, supporting user behaviours, that is, the knowledge and skills of experienced and trained users, will incur high (structural) costs to develop, but enable more efficient behaviours – and therein, reduced behavioural costs.

Fifth, resource costs, incurred by the user and the interactive computer may be traded-off in the design of the performance of an application. A user can sustain a level of performance of the interactive system by optimising behaviours to compensate for the poorly designed behaviours of the interactive computer (and vice versa), that is, behavioural costs of the user and interactive computer are traded-off in the design process. This is of particular importance as the ability of users to adapt their behaviours to compensate for the poor design of interactive computer-based systems often obscures the fact that the systems are poorly designed.

Examples of Innovation Frameworks for HCI

Obrist et al. Temporal, Affective, and Embodied Characteristics of Taste Experiences: a Framework for Design

This paper identifies three main themes,  characterising the five basic taste qualities: sweet, sour, salt, bitter and umami. The themes are: temporality, affective reactions and embodiment. The themes are proposed as a framework for design.

Innovation Framework Illustration – Obrist et al. Temporal, Affective, and Embodied Characteristics of Taste Experiences: a Framework for Design

How well does the Obrist et al. paper meet the requirements for constituting an Innovation Framework for HCI? (Read More…..)

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Requirement 1: The framework (as a basic support structure) is for a discipline (as an academic field of study and branch of knowledge).

Obrist et al’s framework appears not to be explicitly related to any concept of discipline, for example science for the problem of understanding or engineering for the problem of design. (Comments 2 and 3)

 

Requirement 2: The framework is for HCI (as human-computer interaction) as innovation (as novel).

Obrist et al’s framework does not include the concept of novelty itself, although taste-enhanced technology is recognised as being itself novel. (Comment 4)

Requirement 3: The framework has a general problem (as innovation design) with a particular scope (as innovative human computer interactions to do something as desired).

Obrist et al’s framework includes both the general problems of understanding and design. However, the particular scope of the problems makes little or no reference to human-compiuter interactions doing something as desired. Neither general problem is related to any particular discipline – see also Requirement 1. (Comments 2 and 3)

Requirement 4: The framework supports research ( as acquisition and validation), which acquires (as study and practice) and validates (as confirms) knowledge (as patents, experts advice, experience and examples).

Obrist et al’s research acquires by study new human taste data (as knowledge) and organises it into themes (temporality, affective reactions and embodiment). There are no attempts at the validation of the resulting framework, either with respect to understanding or design – the two general problems addressed by the research. Further, the knowledge is only at a high level of description. (Comments 1, 2 and 3)

Requirement 5: The framework embodies knowledge, which supports (facilitates) practices (as trial and error and implement and test), which solve (as resolve) the general design problem of innovation design.

Obrist et al’s framework is not applied to design, as implement and test or indeed to any other design practice. There is little or no evidence of the framework’s contribution to solving the general design problem of innovation design. (Comments 2 and 4)

Conclusion: Obrist et al’s framework for innovation design can be considered only as preliminary. Further development is required concerning: discipline relations of the two general problems of understanding and design; its level of description (needs to be lower); the explicit inclusion of innovation as novelty; and the validation of its claims.

The frameworks proposed here could be useful in such developments.

Comparison of Key HCI Concepts across Frameworks

To facilitate comparison of key HCI concepts across frameworks, the concepts are presented next, grouped by framework category Discipline; HCI; Framework Type; General Problem; Particular Scope; Research; Knowledge; Practices and Solution.

Discipline, HCI, Framework Type

Discipline

Innovation – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Art – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Craft – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Applied – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Science – Discipline: an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Engineering – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

HCI

Innovation – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Art – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Craft – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Applied – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Science – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Engineering – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Framework Type

Innovation – Innovation: novel (novel – new ideas/methods/devices etc)

Art – Art: creative expression corresponding to some ideal or criteria (creative – imaginative, inventive); (expressive – showing by taking some form); ideal – visionary/perfect); criterion – standard).

Craft – Craft: best practice design (practice – design/evaluation; design – specification/implementation).

Applied – Applied: application of other discipline knowledge (application – addition to/prescription; discipline – academic field/branch of knowledge; knowledge – information/learning).

Science – understanding (explanation/prediction)

Engineering – design for performance (design – specification/implementation; performance – how well effected).

 

General Problem, Particular Scope

General Problem

Innovation – innovation design (innovation – novelty; design – specification/implementation).

Art – art design (art – ideal creative expression; design – specification/implementation).

Craft – craft design (craft – best practice; design – specification/implementation).

Applied – applied design (applied – added/prescribed; design – specification/implementation).

Science – understanding human-computer interactions (understand – explanation/prediction; human – individual/group; computer – interactive/embedded; interaction – active/passive)

Engineering – engineering design (engineering – design for performance; design – specification/implementation).

Particular Scope

Innovation – innovative human-computer interactions to do something as desired (innovative – novel; human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued).

Art – art human-computer interactions to do something as desired (art – creation/expression; human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task); desired: wanted/needed/experienced/felt/valued).

Craft – human-computer interactions to do something as desired, which satisfy user requirements in the form of an interactive system (human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued; user – human; requirements – needs; satisfied – met/addressed; interactive – active/passive; system – user-computer).

Applied – human-computer interactions to do something as desired, which satisfy user requirements in the form of an interactive system (human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued; user – human; requirements – needs; satisfied – met/addressed; interactive – active/passive; system – user-computer).

Science – human-computer interactions to do something as desired (human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued.

Engineering – human-computer interactions to perform tasks effectively as desired (human – individual/group; computer – interactive/embedded; interactions – active/passive; perform – effect/carry out; tasks – actions; desired – wanted/needed/experienced/felt/valued).

 

Research, Knowledge, Practices, Solution

Research

Innovation – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – patents/expert advice/experience/examples).

Art – acquires and validates knowledge (acquires – creates by study/practice; validates – confirms; knowledge – experience/expert advice/other artefacts.

Craft – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – heuristics/methods/expert advice/successful designs/case-studies).

Applied – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – heuristics/methods/expert advice/successful designs/case-studies).

Science – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – theories/models/laws/data/hypotheses/analytical and empirical methods and tools; practices – explanation/prediction).

Engineering – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – design guidelines/models and methods/principles – specific/ general and declarative/methodological).

Knowledge

Innovation – supports practices (supports – facilitates/makes possible; practices – trial-and-error/implement and test).

Art – supports practices (supports – facilitates/makes possible; practices – trial and error/implement and test).

Craft – supports practices (supports – facilitates/makes possible; practices – trial-and-error/implement and test).

Applied – supports practices (supports – facilitates/makes possible; practices – trial-and-error/apply and test).

Science – supports practices (supports – facilitates/makes possible; practices – explanation/prediction).

Engineering – supports practices (supports – facilitates/makes possible; practices – diagnose design problems/prescribe design solutions).

Practices

Innovation – supported by knowledge (supported – facilitated; knowledge – patents/expert advice/experience/examples).

Art – supported by knowledge (supported – facilitated/made possible; knowledge – experience/expert advice/other artefacts).

Craft – supported by knowledge (supported – facilitated; knowledge – heuristics/methods/expert advice/successful designs/case-studies).

Applied – supported by knowledge (supported – facilitated; knowledge – guidelines; heuristics/methods/expert advice/successful designs/case-studies).

Science – supported by knowledge (supported – facilitated; knowledge – theories/models/laws/data/hypotheses/analytical and empirical methods and tools ).

Engineering – supported by knowledge (supported – facilitated; knowledge – design guidelines/models and methods/principles – specific/ general and declarative/methodological).

Solution

Innovation – resolution of a problem (resolution – answer/address; problem – question/doubt).

Art – resolution of the general problem (resolution – answer/address; problem – question/doubt).

Craft – resolution of a problem (resolution – answer/address; problem – question/doubt).

Applied – resolution of a problem (resolution – answer/address; problem – question/doubt).

Science – resolution of a problem (resolution – answer/address; problem – question/doubt).

Engineering – resolution of a problem (resolution – answer/address; problem – question/doubt).

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Art Framework Illustration: Edmonds – The Art of Interaction 150 150 John

Art Framework Illustration: Edmonds – The Art of Interaction

Initial Framework

The initial framework for an art approach to HCI follows. The key concepts appear in bold.

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The framework for a discipline of HCI as art has a general problem with a particular scope. Research acquires and validates knowledge, which supports practices, solving the general problem.

Key concepts are defined below (with additional clarification in brackets).

Framework: a basic supporting structure (basic – fundamental; supporting – facilitating/making possible; structure – organisation).

Discipline: an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

HCI: human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Art: creative expression corresponding to some ideal or criteria (creative – imaginative, inventive); (expressive – showing by taking some form); ideal – visionary/perfect); criterion – standard).

General Problem: art design (art – ideal creative expression; design – specification/implementation).

Particular Scope: art human-computer interactions to do something as desired (art – creation/expression; human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task); desired: wanted/needed/experienced/felt/valued).

Research: acquires and validates knowledge (acquires – creates by study/practice; validates – confirms; knowledge – experience/expert advice/other artefacts.

– Knowledge: supports practices (supports – facilitates/makes possible; practices – trial and error/implement and test).

Practices: supported by knowledge (supported – facilitated/made possible; knowledge – experience/expert advice/other artefacts).

Solution: resolution of the general problem (resolution – answer/address; problem – question/doubt).

General Problem: art design (art – ideal creative expression; design – specification/implementation).

Final Framework

The final framework for an art approach to HCI follows. It comprises the initial framework (see earlier) plus, in addition, key concept definitions (but not clarifications).

The framework (as a basic support structure) is for a discipline (as an academic field of study and branch of knowledge) of HCI (as human-computer interaction) as art (as an ideal creative expression).

The framework has a general problem (as art design) with a particular scope (as art human computer interactions to do something as desired). Research ( as acquisition and validation) acquires (as study and practice) and validates (as confirms) knowledge (as experience, expert advice and other artefacts). This knowledge supports (facilitates) practices (as trial and error and implement and test), which solve(as resolve) the general design problem of art design.

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This framework for a discipline of HCI as art is more complete, coherent and fit-for-purpose than the description afforded by the art approach to HCI (see earlier). The framework thus better supports thinking about and doing art HCI. As the framework is explicit, it can be shared by all interested researchers. Once shared, it enables researchers to build on each other’s work. This sharing and building is further supported by a re-expression of the framework, as a design research exemplar. The latter specifies the complete design research cycle, which once implemented constitutes a case-study of an of an art approach to HCI. The diagram, which follows, presents the art design research exemplar. The empty boxes are not required for the design research exemplar of HCI as Art; but are required elsewhere for HCI, as Engineering. They are included here for completeness.

 

Screen shot 2016-01-26 at 16.29.23

Key: Art Knowledge – experience; expert advice; other artefacts. EP – Empirical Practice EK – Empirical Knowledge

                                        Design Research Exemplar – HCI as Art

 

Framework Extension

The Art Framework is here expressed at the highest level of description. However, to conduct Art design research and acquire/validate Art knowledge etc, as suggested by the exemplar diagram above, lower levels of description are required.

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Examples of such levels are presented here – first a short version and then a long version. Researchers, of course, might have their own lower level descriptions or subscribe to some more generally recognised levels. Such descriptions are acceptable, as long as they fit with the higher level descriptions of the framework and are complete; coherent and fit-for-purpose. In the absence of alternative levels of description, researchers might try the short version first .

These levels go, for example from ‘human’ to ‘user’ and from ‘computer’ to ‘interactive system’. The lowest level, of course, needs to reference the art itself, in terms of the application, for example, for an art interactive system, artist and digital painting Application. Researchers are encouraged to select from the framework extensions as required and to add the lowest level description, relevant to their research. The lowest level is used here to illustrate the extended art framework.

 

Art Framework Extension - Short Version

Following the Art Design Research exemplar diagram above, researchers need to specify: Specific Art Problems (as they relate to User Requirements); Art Research; Art Knowledge; and Specific Art Solutions (as thy relate to Interactive Systems).

These specifications require the extended Art framework to include: the Application; the Interactive System; and Performance, relating the former to the latter. Art design requires the Interactive System to do something (the Application) as desired (Performance). Art Research acquires and validates Art Knowledge to support Art Design Practices.

The Art Framework Extension, thus includes: Application; Interactive System; and Performance.

1 Art Applications

1.1 Objects

Art applications (the ‘ something’, which the interactive system does) can be described in terms of objects. Objects may be both abstract and physical and are characterised by their attributes. Abstract attributes are those of information and knowledge. Physical attributes are those of energy and matter.

For example, a digitised painting application (such as for abstract paintings) can be described for design research purposes in terms of objects; their abstract attributes, supporting the creation of abstract paintings; their physical attributes, supporting the visual representation of digitised information in the form of an abstract painting. Art objects are specified as part of art application design and can be researched as such.

1.2 Attributes and Levels

The attributes of an art application object emerge at different levels of description. For example, forms and their configuration on a screen are physical attributes of the object abstract painting, which emerge at one level. The expression of the painting is an abstract attribute, which emerges at a higher level of description.

1.3 Relations between Attributes

Attributes of art application objects are related in two ways. First, attributes are related at different levels of complexity. Second, attributes are related within levels of description. Such relations are specified as part of art application design.

1.4 Attribute States and Affordance

The attributes of art application objects can be described as having states. Further, those states may change. For example, the structure and content (attributes) of an art application abstract painting may change state: the structure with respect to content; its ‘strokes’ with respect to size and colour. Objects exhibit an affordance for transformation, associated with their attributes’ potential for state change.

1.5 Applications and the Requirement for Attribute State Changes

An art application may be described in terms of affordances. Accordingly, an object may be associated with a number of applications. The art object ‘abstract painting’ may be associated with the application of being realised in print (state changes of its layout attributes) and with the application of creator (state changes of its structure and content). In principle, an application may have any level of generality, for example, the painting of abstractions, of portraits, of scenery etc.

Artists have applications and require the realisation of the affordance of their associated objects. For example, ‘creating a sketch’ and ‘making a drawing’’, each have an art form as their transform, where the art forms are objects, whose attributes (their structure, content and expression, for example) have an intended state. Further changing those art forms would produce additional state changes, and therein, new transforms. Requiring new affordances might constitute a Specific Art  Problem and lead to a new work of art, which embodies a Specific Art Solution.

1.6 Application Goals

The requirement for the transformation of art application objects is expressed in the form of goals. A product goal specifies a required transform – the realisation of the affordance of an object. A product goal supposes necessary state changes of many attributes. The requirement of each attribute state change can be expressed as an application task goal, derived from the product goal.

So, for example, the product goal, demanding transformation of an abstract painting, making its expression more emotional, would be expressed by task goals, possibly requiring state changes of semantic attributes of the abstract structure of the painting and of stroke attributes of the  physical structure. Hence, a product goal can be re-expressed as an application task goal structure, a hierarchical structure expressing the relations between task goals, for example, their sequences. The latter might constitute part of an abstract painting application design.

1.7 Art Application as: Doing Something as Desired

The transformation of an object, associated with a product goal, involves many attribute state changes – both within and across levels of complexity. Consequently, there may be alternative transforms, which satisfy a product goal – abstract paintings with different styles. The concept of ‘doing something as desired’ describes the variance of an actual transform with that specified by a product goal.

1.8 Art Application and the User

One description of the art application then, is of objects, characterised by their attributes, and exhibiting an affordance, arising from the potential changes of state of those attributes. By specifying product goals, users express their requirement for transforms – objects with specific attribute states. Transforms are produced by ‘doing something, as desired’.

From product goals is derived a structure of related task goals, which can be assigned, by design practice, either to the user or to the interactive computer (or both) within an associated interactive system. Task goals assigned to the user by the design are those, intended to motivate the user’s behaviours. The actual state changes (and therein transforms), which those behaviours produce, may or may not be those specified by task and product goals, a difference expressed by the concept ‘as desired’, characterised in terms of: wanted/needed/experienced/felt/valued.

2. Art Interactive Computers

2.1 Interactive Systems

An interactive system can be described as a behavioural system, distinguished by a boundary enclosing all human and interactive computer behaviours, whose purpose is to achieve and satisfy a common goal. For example, the behaviours of a artist and digital painting application, whose purpose is to create abstract paintings, constitute an interactive system. Critically, it is only by identifying the common goal, that the boundary of the interactive system can be established and so designed and researched.

Interactive systems transform objects by producing state changes in the abstract and physical attributes of those objects (see 1.1). The artist and painting application may transform the object ‘abstract art’ by changing both the attributes of its expression and the attributes of its structure and content.

The behaviours of the human and the interactive computer are described as behavioural sub-systems of the interactive system – sub-systems, which interact. The human behavioural sub-system is more specifically termed the user. Behaviour may be loosely understood as ‘what the human does’, in contrast with ‘what is done’ (i.e. attribute state changes of application objects).

Although expressible at many levels of description, the user must at least be described at a level, commensurate with the level of description of the transformation of application objects. For example, a artist interacting with a painting application is a user, whose behaviours include creating and modifying abstract paintings.

2.2 Humans as a System of Mental and Physical Behaviours

The behaviours, constituting an interactive system, are both physical and abstract. Abstract behaviours are generally the acquisition, storage, and transformation of information. They represent and process information, at least concerning: application objects and their attributes, attribute relations and attribute states and the transformations, required by goals. Physical behaviours are related to, and express, abstract behaviours.

Accordingly, the user is described as a system of both mental (abstract) and overt (physical) behaviours. They are related within an assumed hierarchy of behaviour types (and their control), wherein mental behaviours generally determine, and are expressed by, overt behaviours. Mental behaviours may transform (abstract) application objects, represented in cognition or express, through overt behaviour, plans for transforming application objects.

For example, a commercial artist has the product goal, required to create an image for a publicity campaign. The artist interacts with the computer by means of the art application interface (whose behaviours include the transmission of information about the publicity image). Hence, the artist acquires a representation of the an initial sketch of the image by evaluating source material information displayed by the screen and assessing it by comparison with the conditions, specified by the product goal. The artist reasons about the attribute state changes, necessary to eliminate any discrepancy between current and desired conditions of the process, that is, the set of related changes, which will produce the publicity image, ‘as desired’. That decision is expressed in the set of instructions issued to the interactive computer through overt behaviour – selecting relevant menu options, such as – shape, colour, for example.

2.3 Human-Computer Interaction

Although user and interactive computer behaviours may be described as separable sub-systems of the interactive system, these sub-systems extert a ‘mutual influence’ or interaction. Their configuration principally determines the interactive system and art application design and research.

Interaction is described as: the mutual influence of the user (i.e. behaviours) and the interactive computer (i.e behaviours), associated within an interactive system. For example, the behaviours of an artist interact with the behaviours of a painting application. The artist’s behaviours influence the behaviours of the interactive computer (access the colour function), while the behaviours of the interactive computer influence the selection behaviour of the artist (display the range of colours). The design of their interaction – the artist’s selection of the colour function, the computer’s presentation of possible colours – determines the interactive system, comprising the artist and interactive computer behaviours in their planning and control of abstract painting. The interaction may be the object of art application design and so design research.

The assignment of task goals by design then, to either the user or the interactive computer, delimits the former and therein specifies the design of the interaction. For example, changing a shape, required by an abstract painting is a product goal, which can be expressed as a task goal structure of necessary and related attribute state changes. In particular, the field for the changed shape demands an attribute state change in the painting’s background. Specifying that state change may be a task goal assigned to the user, as in interaction with the behaviours of early art application designs or it may be a task goal assigned to the interactive computer, as in interaction with the ‘fill in’ behaviours of more recent applications. Design research would be expected to have been involved in the development of these more recent systems. The assignment of the task goal of specification constitutes the design of the interaction of the user and interactive computer behaviours in each case, which in turn may become the object of research.

2.4 Human Resource Costs

‘Doing something as desired’ by means of an interactive system always incurs resource costs. Given the separability of the user and the interactive computer behaviours, certain resource costs are associated with the user and distinguished as behavioural user costs.

Behavioural user costs are the resource costs, incurred by the user (i.e by the implementation of behaviours) to effect an application. They are both physical and mental. Physical costs are those of physical behaviours, for example, the costs of making stylus strokes  and of attending to a screen display; they may be expressed for art application design purposes as physical workload. Mental behavioural costs are the costs of mental behaviours, for example, the costs of knowing, reasoning, and deciding; they may be expressed for art appliation design purposes as mental workload. Mental behavioural costs are ultimately manifest as physical behavioural costs.

3. Performance of the Art Interactive Computer System and the User.

‘To do something as desired’ derives from the relationship of an interactive system with its application. It assimilates both how well the application is performed by the interactive system and the costs incurred by it. These are the primary constituents of ‘doing something as desired’, that is performance. They can be further differentiated, for example, as wanted/needed/experienced/felt/valued. Desired performance is the object of art application design.

Behaviours determine performance. How well an application is performed by an interactive system is described as the actual transformation of application objects with regard to the transformation, demanded by product goals. The costs of carrying out an application are described as the resource costs, incurred by the interactive system and are separately attributed to the user and the interactive computer.

‘Doing something as desired’ by means of an interactive system may be described as absolute or as relative, as in a comparison to be matched or improved upon. Accordingly, criteria expressing ‘as desired’ may either specify categorical gross resource costs and how well an application is performed or they may specify critical instances of those factors to be matched or improved upon. They are the object of design and so of design research.

The common measures of human ‘performance’ – errors and time, are related in this notion of performance. Errors are behaviours, which increase resource costs, incurred in producing a given transform or which reduce the goodness of the transform or both. The duration of user behaviours may (very generally) be associated with increases in behavioural user costs.

Source material: Long and Dowell (1989) and Dowell and Long (1989).

 

Art Framework Extension - Long Version

Following the Art Design Research exemplar diagram above, researchers need to specify: Specific Art Problems (as they relate to User Requirements); Art Research; Art Knowledge; and Specific Art Solutions (as thy relate to Interactive Systems).

These specifications require the extended Art framework to include: the Application; the Interactive System; and Performance, relating the former to the latter. Art application design requires the Interactive System to do something (the Application) as desired (Performance). Art Research acquires and validates Art Knowledge to support Art Design Practice.

The Art Framework Extension, thus includes: Application; Interactive System; and Performance.

1 Art Applications

1.1 Objects

Art applications (the ‘something’ the interactive system ‘does’) can be described as objects. Such applications occur in the need of organisations for interactive systems. Objects may be both abstract and physical and are characterised by their attributes. Abstract attributes are those of information and knowledge. Physical attributes are those of energy and matter.

For example, a digitised painting application (such as for abstract paintings) can be described for design research purposes in terms of objects; their abstract attributes, supporting the creation of abstract paintings; their physical attributes, supporting the visual representation of digitised information in the form of an abstract painting. Art objects are specified as part of art application design and can be researched as such.

1.2 Attributes and Levels

The attributes of an art application object emerge at different levels of description.

For example, forms and their configuration on a screen are physical attributes of the object abstract painting, which emerge at one level. The expression of the painting is an abstract attribute, which emerges at a higher level of description.

Attributes of art application objects are related in two ways. First, attributes are related at different levels of complexity. Second, attributes are related within levels of description.

1.4 Attribute States and Affordance

The attributes of art application objects can bedescribed as having states. Further, those states may change. For example, the structure and content (attributes) of an art application abstract painting may change state: the structure with respect to content; its ‘strokes’ with respect to size and colour. Objects exhibit an affordance for transformation, associated with their attributes’ potential for state change.

1.5 Applications and the Requirement for Attribute State Changes

An art application may be described in terms of art affordances. Accordingly, an object may be associated with a number of applications. The art object ‘abstract painting’ may be associated with the application of being realised in print (state changes of its layout attributes) and with the application of creator (state changes of its structure and content). In principle, an application may have any level of generality, for example, the painting of abstractions, of portraits, of scenery etc.

Artists have applications and require the realisation of the affordance of their associated objects. For example, ‘creating a sketch’ and ‘making a drawing’’, each have an art form as their transform, where the art forms are objects, whose attributes (their structure, content and expression, for example) have an intended state. Further changing those art forms would produce additional state changes, and therein, new transforms. Requiring new affordances might constitute a Specific Art Problem and lead to a new work of art, which embodies a Specific Art Solution.

1.6 Application Goals

Organisations express the requirement for the transformation of art application objects in terms of goals. A product goal specifies a required transform – the realisation of the affordance of an object. A product goal generally supposes necessary state changes of many attributes. The requirement of each attribute state change can be expressed as an application task goal, derived from the product goal.

So, for example, the product goal, demanding transformation of an abstract painting, making its expression more emotional, would be expressed by task goals, possibly requiring state changes of semantic attributes of the abstract structure of the painting and of stroke attributes of the physical structure. Hence, a product goal can be re-expressed as an application task goal structure, a hierarchical structure expressing the relations between task goals, for example, their sequences. The latter might constitute part of an abstract painting application design.

1.7 Art Application as: Doing Something as Desired

The transformation of an object, associated with a product goal, involves many attribute state changes – both within and across levels of complexity. Consequently, there may be alternative transforms, which satisfy the same product goal – paintings with different styles, for example, where different transforms exhibit different compromises between attribute state changes of the application object. There may also be transforms, which fail to meet the product goal. The concept of ‘doing something as desired’ describes the variance of an actual transform with that specified by a product goal. It enables all possible outcomes of an application to be equated and evaluated. Such transforms may become the object of art application design and so research.

1.8 Art Application and the User

Description of the art application then, is of objects, characterised by their attributes, and exhibiting an affordance, arising from the potential changes of state of those attributes. By specifying product goals, organisations express their requirement for transforms – objects with specific attribute states. Transforms are produced by ‘doing something, as desired’, which occurs only by means of objects, affording transformation and art interactive systems, capable of producing a transformation. Novel production may be (part of) an art application.

From product goals is derived a structure of related task goals, which can be assigned either to the user or to the interactive computer (or both) within the design of an associated interactive system. The task goals assigned to the user are those, which motivate the user’s behaviours. The actual state changes (and therein transforms), which those behaviours produce, may or may not be those specified by task and product goals, a difference expressed by the concept ‘as desired’, characterised in terms of: wanted/needed/experienced/felt/valued.

2.Art Interactive Computers and the Human

2.1 Interactive Systems

Users are able to conceptualise goals and their corresponding behaviours are said to be intentional (or purposeful). Interactive computers are designed to achieve goals and their corresponding behaviours are said to be intended (or purposive). An interactive system can be described as a behavioural system, distinguished by a boundary enclosing all user and interactive computer behaviours, whose purpose is to achieve and satisfy a common goal.

For example, the behaviours of a artist and digital painting application, whose purpose is to create abstract paintings, constitute an interactive system. Critically, it is only by identifying the common goal, that the boundary of the interactive system can be established and so designed and researched.

Interactive systems transform objects by producing state changes in the abstract and physical attributes of those objects (see 1.1). The artist and painting application may transform the object ‘abstract art’ by changing both the attributes of its expression and the attributes of its structure and content.

The behaviours of the user and the interactive computer are described as behavioural sub-systems of the interactive system – sub-systems, which interact. The human behavioural sub-system is more specifically termed the user. Behaviour may be loosely understood as ‘what the user does’, in contrast with ‘what is done’ (that is, attribute state changes of application objects). More precisely the user is described as:

a system of distinct and related user behaviours, identifiable as the sequence of states of a user interacting with a computer to do something as desired and corresponding with a purposeful (intentional) transformation of application objects.

Although expressible at many levels of description, the user must at least be described for design research purposes at a level, commensurate with the level of description of the transformation of innovation application objects. For example, an artist interacting with a painting application is a user, whose behaviours include creating and modifying abstract paintings.

2.2 Humans as a System of Mental and Physical Behaviours

The behaviours, constituting an interactive system, are both physical and abstract. Abstract behaviours are generally the acquisition, storage, and transformation of information. They represent and process information, at least concerning: application objects and their attributes, attribute relations and attribute states and the transformations, required by goals. Physical behaviours are related to, and express, abstract behaviours.

Accordingly, the user is described as a system of both mental (abstract) and overt (physical) behaviours, which extend a mutual influence – they are related. In particular, they are related within an assumed hierarchy of behaviour types (and their control), wherein mental behaviours generally determine and are expressed by, overt behaviours. Mental behaviours may transform (abstract) application objects, represented in cognition or express, through overt behaviour, plans for transforming application objects.

For example, a commercial artist has the product goal, required to create an image for a publicity campaign. The artist interacts with the computer by means of the art application interface (whose behaviours include the transmission of information about the publicity image). Hence, the artist acquires a representation of the an initial sketch of the image by evaluating source material information displayed by the screen and assessing it by comparison with the conditions, specified by the product goal. The artist reasons about the attribute state changes, necessary to eliminate any discrepancy between current and desired conditions of the process, that is, the set of related changes, which will produce the publicity image, ‘as desired’. That decision is expressed in the set of instructions issued to the interactive computer through overt behaviour – selecting relevant menu options, such as – shape, colour, for example.

The user is described as having cognitive, conative and affective aspects. The cognitive aspects are those of knowing, reasoning and remembering; the conative aspects are those of acting, trying and persevering; and the affective aspects are those of being patient, caring and assuring. Both mental and overt user behaviours are described as having these three aspects, all of which may contribute to ‘doing something, as desired wanted/needed/experienced/felt/valued.

2.3 Human-Computer Interaction

Although user and interactive computer behaviours may be described as separable sub-systems of the interactive system, these sub-systems exert a ‘mutual influence’, that is to say they interact. Their configuration principally determines the interactive system and so its design and the associated research into that and other possible (art application) designs.

Interaction is described as: the mutual influence of the user (i.e. behaviours) and the interactive computer (i.e behaviours), associated within an interactive system. For example, the behaviours of an artist interact with the behaviours of a painting application. The artist’s behaviours influence the behaviours of the interactive computer (access the colour function), while the behaviours of the interactive computer influence the selection behaviour of the artist (display the range of colours). The design of their interaction – the artist’s selection of the colour function, the computer’s presentation of possible colours – determines the interactive system, comprising the artist and interactive computer behaviours in their planning and control of abstract painting. The interaction may be the object of art application design and so design research.

Interaction of the user and the interactive computer behaviours is the fundamental determinant of the interactive system, rather than their individual behaviours per se.

The assignment of task goals by design then, to either the user or the interactive computer, delimits the former and therein specifies the design of the interaction. For example, changing a shape, required by an abstract painting is a product goal, which can be expressed as a task goal structure of necessary and related attribute state changes. In particular, the field for the changed shape demands an attribute state change in the painting’s background. Specifying that state change may be a task goal assigned to the user, as in interaction with the behaviours of early art application designs or it may be a task goal assigned to the interactive computer, as in interaction with the ‘fill in’ behaviours of more recent applications. Design research would be expected to have been involved in the development of these more recent systems. The assignment of the task goal of specification constitutes the design of the interaction of the user and interactive computer behaviours in each case, which in turn may become the object of research.

2.4 Human On-line and Off-line Behaviours

User behaviours may comprise both on-line and off-line behaviours: on-line behaviours are associated with the interactive computer’s representation of the application; off-line behaviours are associated with non-computer representations of the application.

As an illustration of the distinction, consider the example of an interactive system, consisting of the behaviours of an artist and an art application. They are required to produce an enhanced image from a paper-based depiction. The product goal of the interactive system here requires the transformation of the physical representation of the image from one medium to another, that is, from paper to computer. From the product goal derives the task goals, relating to required attribute state changes of the image. Certain of those task goals will be assigned to the artist. The artist’s off-line behaviours include looking at and assimilating the  paper-based image, so acquiring a representation of the application object. By contrast, the artist’s on-line behaviours include specifying the represention by the interactive computer of the transposed content of the image in a desired visual format of stored physical symbols.

On-line and off-line user behaviours are a particular case of the ‘internal’ interactions between a user’s behaviours as, for example, when the artist’s stylus use interacts with memorisations of successive aspects of the paper-based image.

2.5 Structures and the Human

Description of the user as a system of behaviours needs to be extended, for the purposes of design and design research, to the structures supporting that behaviour.

Whereas user behaviours may be loosely understood as ‘what the human does’, the structures supporting them can be understood as ‘the support for the human to be able to do what they do’. There is a one-to-many mapping between a user’s structures and the behaviours they might support: thus, the same structures may support many different behaviours.

In co-extensively enabling behaviours at each level of description, structures must exist at commensurate levels. The user structural architecture is both physical and mental, providing the capability for a user’s overt and mental behaviours. It provides a represention of application information as symbols (physical and abstract) and concepts, and the processes available for the transformation of those representations. It provides an abstract structure for expressing information as mental behaviour. It provides a physical structure for expressing information as physical behaviour.

Physical user structure is neural, bio-mechanical and physiological. Mental structure consists of representational schemes and processes. Corresponding with the behaviours it supports and enables, user structure has cognitive, conative and affective aspects. The cognitive aspects of user structures include information and knowledge – that is, symbolic and conceptual representations – of the application, of the interactive computer and of the user themselves, and it includes the ability to reason. The conative aspects of user structures motivate the implementation of behaviour and its perseverence in pursuing task goals. The affective aspects of user structures include the personality and temperament, which respond to and support behaviour. All three aspects may contribute to ‘ doing something, as desired wanted/needed/experienced/felt/valued’.

To illustrate this description of mental structure, consider the example of the structures supporting an artist’s behaviours in a studio. Physical structure supports perception of a digitised painting’s current display and executing actions to an art application. Mental structures support the acquisition, memorisation and transformation of information about how images are changed. The knowledge, which the artist has of the application and of the interactive computer, supports the collation, assessment and reasoning about the actions required.

The limits of user structures determine the limits of the behaviours they might support. Such structural limits include those of: intellectual ability; knowledge of the application and the interactive computer; memory and attentional capacities; patience; perseverence; dexterity; and visual acuity etc. The structural limits on behaviour may become particularly apparent, when one part of the structure (a channel capacity, perhaps) is required to support concurrent behaviours, perhaps simultaneous visual attending and reasoning behaviours. The user then, is ‘resource-limited’ by the co-extensive user structures.

The behavioural limits of the user, determined by structure, are not only difficult to define with any kind of completeness, they may also be variable, because that structure may change, and in a number of ways. A user may have self-determined changes in response to the application – as expressed in learning phenomena, acquiring new knowledge of the application, of the interactive computer, and indeed of themselves, to better support behaviour. Also, user structures degrade with the expenditure of resources by behaviour, as demonstrated by the phenomena of mental and physical fatigue. User structures may also change in response to motivating or de-motivating influences of whoever owns and  maintains the interactive system.

It must be emphasised that the structure supporting the user is independent of the structure supporting the interactive computer behaviours. Neither structure can make any incursion into the other and neither can directly support the behaviours of the other. (Indeed this separability of structures is a pre-condition for expressing the interactive system as two interacting behavioural sub-systems). Although the structures may change in response to each other, they are not, unlike the behaviours they support, interactive; they are not included within the interactive system. The combination of structures of both user and interactive computer, supporting their interacting behaviours is described as the user interface .

2.6 Human Resource Costs

‘Doing something as desired’ by means of an interactive system always incurs resource costs. Given the separability of the user and the interactive computer behaviours, certain resource costs are associated directly with the user and distinguished as structural user costs and behavioural user costs.

Structural user costs are the costs of the user structures. Such costs are incurred in developing and maintaining user skills and knowledge. More specifically, structural user costs are incurred in training and educating users, so developing in them the structures, which will enable the behaviours necessary for an application . Training and educating may augment or modify existing structures, provide the user with entirely novel structures, or perhaps even reduce existing structures. Structural user costs will be incurred in each case and will frequently be borne by the organisation. An example of structural user costs might be the costs of training an artist to use a painting interface in the particular style of expression, required for the creation of publicity images for a client and in the operation of the interactive computer by which that expression style can be created.

Structural user costs may be differentiated as cognitive, conative and affective structural costs. Cognitive structural costs express the costs of developing the knowledge and reasoning abilities of users and their ability for formulating and expressing novel plans in their overt behaviour – as necessary for ‘doing something as desired’. Conative structural costs express the costs of developing the activity, stamina and persistence of users as necessary for an application. Affective structural costs express the costs of developing in users their patience, care and assurance as necessary for an application.

Behavioural user costs are the resource costs, incurred by the user (i.e by the implementation of their of behaviours) in recruiting user structures to effect an application. They are both physical and mental resource costs. Physical behavioural costs are the costs of physical behaviours, for example, the costs of making stylus strokes and of attending to a digitised pinting’s screen display; they may be expressed without differentiation as physical workload. Mental behavioural costs are the costs of mental behaviours, for example, the costs of knowing, reasoning, and deciding; they may be expressed without differentiation as mental workload. Mental behavioural costs are ultimately manifest as physical behavioural costs. Costs are an important aspect of the design of an interactive computer system.

When differentiated, mental and physical behavioural costs are described as the cognitive, conative and affective behavioural costs of the user. Cognitive behavioural costs relate to both the mental representing and processing of information and the demands made on the user’s extant knowledge, as well as the physical expression thereof in the formulation and expression of a novel plan. Conative behavioural costs relate to the repeated mental and physical actions and effort, required by the formulation and expression of the novel plan. Affective behavioural costs relate to the emotional aspects of the mental and physical behaviours, required in the formulation and expression of the novel plan. Behavioural user costs are evidenced in user fatigue, stress and frustration; they are costs borne directly by the user and so need to be taken into account in the design process.

3. Performance of the Art Interactive Computer System and the User.

‘To do something as desired’ derives from the relationship of an interactive system with its application. It assimilates both how well the application is performed by the interactive system and the costs incurred by it. These are the primary constituents of ‘doing something as desired’, that is performance. They can be further differentiated, for example, as wanted/needed/experienced/felt/valued.

A concordance is assumed between the behaviours of an interactive system and its performance: behaviours determine performance. How well an application is performed by an interactive system is described as the actual transformation of application objects with regard to the transformation, demanded by product goals. The costs of carrying out an application are described as the resource costs, incurred by the interactive system and are separately attributed to the user and the interactive computer. Specifically, the resource costs incurred by the user are differentiated as: structural user costs – the costs of establishing and maintaining the structures supporting behaviour; and behavioural user costs – the costs of the behaviour, recruiting structure to its own support. Structural and behavioural user costs are further differentiated as cognitive, conative and affective costs. Design requires attention to all types of resource costs – both those of the user and of the interactive computer.

‘Doing something as desired’ by means of an interactive system may be described as absolute or as relative, as in a comparison to be matched or improved upon. Accordingly, criteria expressing ‘as desired’ may either specify categorical gross resource costs and how well an application is performed or they may specify critical instances of those factors to be matched or improved upon. They are the object of design and so of design research.

Discriminating the user’s performance within the performance of the interactive system would require the separate assimilation of user resource costs and their achievement of desired attribute state changes, demanded by their assigned task goals. Further assertions concerning the user arise from the description of interactive system performance. First, the description of performance is able to distinguish the goodness of the transforms from the resource costs of the interactive system, which produce them. This distinction is essential for design, as two interactive systems might be capable of producing the same transform, yet if one were to incur a greater resource cost than the other, it would be the lesser (in terms of performance) of the two systems.

Second, given the concordance of behaviour with ‘doing something as desired’, optimal user (and equally, interactive computer) behaviours may be described as those, which incur a (desired) minimum of resource costs in producing a given transform. Design of optimal user behaviour would minimise the resource costs, incurred in producing a transform of a given goodness. However, that optimality may only be categorically determined with regard to interactive system performance and the best performance of an interactive system may still be at variance with what is desired of it. To be more specific, it is not sufficient for user behaviours simply to be error-free. Although the elimination of errorful user behaviours may contribute to the best application possible of a given interactive system, that performance may still be less than ‘as desired’. Conversely, although user behaviours may be errorful, an interactive system may still support ‘doing something, as desired’.

Third, the common measures of human ‘performance’ – errors and time, are related in this conceptualisation of performance. Errors are behaviours, which increase resource costs, incurred in producing a given transform or which reduce the goodness of the transform or both. The duration of user behaviours may (very generally) be associated with increases in behavioural user costs.

Fourth, structural and behavioural user costs may be traded-off in the design of an application. More sophisticated user structures, supporting user behaviours, that is, the knowledge and skills of experienced and trained users, will incur high (structural) costs to develop, but enable more efficient behaviours – and therein, reduced behavioural costs.

Fifth, resource costs, incurred by the user and the interactive computer may be traded-off in the design of the performance of an application. A user can sustain a level of performance of the interactive system by optimising behaviours to compensate for the poorly designed behaviours of the interactive computer (and vice versa), that is, behavioural costs of the user and interactive computer are traded-off in the design process. This is of particular importance as the ability of users to adapt their behaviours to compensate for the poor design of interactive computer-based systems often obscures the fact that the systems are poorly designed.

Source material: Long and Dowell (1989) and Dowell and Long (1989)

Examples of Art Frameworks for HCI

Edmonds – The Art of Interaction

This paper suggests that interactive art has become much more common. Issues relating to Human-Computer Interaction are important to interactive art making. This paper reviews recent work that looks at these issues in the art context and brings together a collection of research results and art practice experiences that together help to illuminate this significant new and expanding area.

Edmonds – The Art of Interaction

How well does the Edmonds paper meet the requirements for constituting an Art Framework for HCI? (Read More…..)

Read More.....

Requirement 1: The framework (as a basic support structure) is for a discipline (as an academic field of study and branch of knowledge).

Edmonds references two frameworks – those of Pleasure (Costello, 2007) and Engagement (Edmonds, this paper) (Comment 19). He also mentions design and understanding (Comment 2). However, neither framework appears to be explicitly supported or even related to any concept of discipline or field of study, for example science for the problem of understanding or engineering for the problem of design.

Requirement 2: The framework is for HCI (as human-computer interaction) as art (as an ideal creative expression).

For Edmonds, the ideal creative expression takes the form of the ‘aesthetics of art’. However, the latter is more general than the former. Further, little more is said about the latter, at least in this paper (Comment 1).

Requirement 3: The framework has a general problem (as art design) with a particular scope (as art human-computer interactions to do something as desired).

Edmonds’ framework references both design and understanding; but neither are developed as part of a general problem (Comments 2 and 19). The particular scope includes human-computer interactions with art – both in terms of the interactions themselves and the experience and engagement, which may result (Comment 19). Although mention is made of evaluation (Comment 16) and the criteria of Costello’s (2007) Pleasure Framework (Comment 19), no explicit reference is made to doing something as desired.

Requirement 4: Research ( as acquisition and validation) acquires (as study and practice) and validates (as confirms) knowledge (as experience, expert advice and other artefacts).

Edmonds paper reviews human-computer interactions as art. In so doing, he proposes  an Engagement model of modes and phases, which he relates to Costello’s (2007) Pleasure framework in the contexts of: perception; games/play; experience; and engagement. The relationship is hypothetical and so may count as the first stage of acquisition; but not as validation of knowledge in any form. The paper reports no new study or practice (Comments 17, 18 and 19).

Requirement 5: The framework embodies knowledge, which supports (facilitates) practices (as trial and error and implement and test), which solve (as resolve) the general design problem of art design.

Edmonds’ framework is not applied to design, as implement and test or indeed to any other design practice, although evaluation is mentioned (Comments 4 and 16). There is little or no evidence of the framework’s explicit contribution to solving the general design problem of design, although the review is constructive, as such (Comments 2 and 4).

Conclusion: Edmond’s framework(s) for art and art experience design can be considered only as preliminary. Further development is required concerning: discipline relations of the two general problems referenced (understanding and design); its level of description (needs to be higher and to link with the lower-lower descriptions referenced); more details, concerning the aesthetics of art; and the validation of its proposals.

The frameworks presented here could be useful in such developments.

 

 

Comparison of Key HCI Concepts across Frameworks

To facilitate comparison of key HCI concepts across frameworks, the concepts are presented next, grouped by framework category Discipline; HCI; Framework Type; General Problem; Particular Scope; Research; Knowledge; Practices and Solution.

 

Discipline

Discipline

Innovation – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Art – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Craft – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Applied – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Science – Discipline: an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Engineering – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

 

HCI

HCI

Innovation – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Art – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Craft – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Applied – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Science – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Engineering – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

 

Framework Type

Framework Type

Innovation – Innovation: novel (novel – new ideas/methods/devices etc)

Art – Art: creative expression corresponding to some ideal or criteria (creative – imaginative, inventive); (expressive – showing by taking some form); ideal – visionary/perfect); criterion – standard).

Craft – Craft: best practice design (practice – design/evaluation; design – specification/implementation).

Applied – Applied: application of other discipline knowledge (application – addition to/prescription; discipline – academic field/branch of knowledge; knowledge – information/learning).

Science – understanding (explanation/prediction)

Engineering – design for performance (design – specification/implementation; performance – how well effected).

 

General Problem

General Problem

Innovation – innovation design (innovation – novelty; design – specification/implementation).

Art – art design (art – ideal creative expression; design – specification/implementation).

Craft – craft design (craft – best practice; design – specification/implementation).

Applied – applied design (applied – added/prescribed; design – specification/implementation).

Science – understanding human-computer interactions (understand – explanation/prediction; human – individual/group; computer – interactive/embedded; interaction – active/passive)

Engineering – engineering design (engineering – design for performance; design – specification/implementation).

 

Particular Scope

Particular Scope

Innovation – innovative human-computer interactions to do something as desired (innovative – novel; human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued).

Art – art human-computer interactions to do something as desired (art – creation/expression; human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task); desired: wanted/needed/experienced/felt/valued).

Craft – human-computer interactions to do something as desired, which satisfy user requirements in the form of an interactive system (human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued; user – human; requirements – needs; satisfied – met/addressed; interactive – active/passive; system – user-computer).

Applied – human-computer interactions to do something as desired, which satisfy user requirements in the form of an interactive system (human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued; user – human; requirements – needs; satisfied – met/addressed; interactive – active/passive; system – user-computer).

Science – human-computer interactions to do something as desired (human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued.

Engineering – human-computer interactions to perform tasks effectively as desired (human – individual/group; computer – interactive/embedded; interactions – active/passive; perform – effect/carry out; tasks – actions; desired – wanted/needed/experienced/felt/valued).

 

Research

Research

Innovation – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – patents/expert advice/experience/examples).

Art – acquires and validates knowledge (acquires – creates by study/practice; validates – confirms; knowledge – experience/expert advice/other artefacts.

Craft – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – heuristics/methods/expert advice/successful designs/case-studies).

Applied – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – heuristics/methods/expert advice/successful designs/case-studies).

Science – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – theories/models/laws/data/hypotheses/analytical and empirical methods and tools; practices – explanation/prediction).

Engineering – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – design guidelines/models and methods/principles – specific/ general and declarative/methodological).

 

Knowledge

Knowledge

Innovation – supports practices (supports – facilitates/makes possible; practices – trial-and-error/implement and test).

Art – supports practices (supports – facilitates/makes possible; practices – trial and error/implement and test).

Craft – supports practices (supports – facilitates/makes possible; practices – trial-and-error/implement and test).

Applied – supports practices (supports – facilitates/makes possible; practices – trial-and-error/apply and test).

Science – supports practices (supports – facilitates/makes possible; practices – explanation/prediction).

Engineering – supports practices (supports – facilitates/makes possible; practices – diagnose design problems/prescribe design solutions).

 

Practices

Practices

Innovation – supported by knowledge (supported – facilitated; knowledge – patents/expert advice/experience/examples).

Art – supported by knowledge (supported – facilitated/made possible; knowledge – experience/expert advice/other artefacts).

Craft – supported by knowledge (supported – facilitated; knowledge – heuristics/methods/expert advice/successful designs/case-studies).

Applied – supported by knowledge (supported – facilitated; knowledge – guidelines; heuristics/methods/expert advice/successful designs/case-studies).

Science – supported by knowledge (supported – facilitated; knowledge – theories/models/laws/data/hypotheses/analytical and empirical methods and tools ).

Engineering – supported by knowledge (supported – facilitated; knowledge – design guidelines/models and methods/principles – specific/ general and declarative/methodological).

 

Solution

Solution

Innovation – resolution of a problem (resolution – answer/address; problem – question/doubt).

Art – resolution of the general problem (resolution – answer/address; problem – question/doubt).

Craft – resolution of a problem (resolution – answer/address; problem – question/doubt).

Applied – resolution of a problem (resolution – answer/address; problem – question/doubt).

Science – resolution of a problem (resolution – answer/address; problem – question/doubt).

Engineering – resolution of a problem (resolution – answer/address; problem – question/doubt).

 

Craft Framework 150 150 John

Craft Framework

 

Initial Framework

The initial framework for a craft approach to HCI follows. (Read more…..)

Read More.....

The initial framework for a craft approach to HCI follows. The key concepts appear in bold.

The framework for a discipline of HCI as craft has a general problem with a particular scope. Research acquires and validates knowledge, which supports practices, solving the general problem.

Key concepts are defined below (with additional clarification in brackets).

Framework: a basic supporting structure (basic – fundamental; supporting – facilitating/making possible; structure – organisation).

Discipline: an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

HCI: human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Craft: best practice design (practice – design/evaluation; design – specification/implementation.

General Problem: craft design (craft – best practice; design – specification/implementation).

Particular Scope: human-computer interactions to do something as desired, which satisfy user requirements in the form of an interactive system (human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued; user – human; requirements – needs; satisfied – met/addressed; interactive – active/passive; system – user-computer).

Research: acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – heuristics/methods/expert advice/successful designs/case-studies).

Knowledge: supports practices (supports – facilitates/makes possible; practices – trial-and-error/implement and test).

Practices: supported by knowledge (supported – facilitated; knowledge – heuristics/methods/expert advice/successful designs/case-studies).

Solution: resolution of a problem (resolution – answer/address; problem – question/doubt).

General Problem: craft design (craft – best practice; design – specification/implementation).

The final framework for an craft approach to HCI follows. It comprises the initial framework (see earlier) and, in addition, key concept definitions (but not clarifications).

Final Framework

The framework (as a basic support structure) is for a discipline (as an academic field of study and branch of knowledge) of HCI (as human-computer interaction) as craft (as best practice).

The framework has a general problem (as craft design) with a particular scope (as  human computer interactions to do something as desired). Research ( as acquisition and validation) acquires (as study and practice) and validates (as confirms) knowledge (as heuristics/methods/expert advice/successful designs/case-studies).

This knowledge supports (facilitates) practices (as trial-and-error and implement and test), which solve (as resolve) the general design problem of craft design.

Read More

This framework for a discipline of HCI as craft is more complete, coherent and fit-for-purpose than the description afforded by the craft approach to HCI (see earlier). The framework thus better supports thinking about and doing craft HCI. As the framework is explicit, it can be shared by all interested researchers. Once shared, it enables researchers to build on each other’s work. This sharing and building is further supported by a re-expression of the framework, as a design research exemplar. The latter specifies the complete design research cycle, which once implemented constitutes a case-study of an of a craft approach to HCI. The diagram, which follows, presents the craft design research exemplar. The empty boxes are not required for the design research exemplar of HCI as Innovation; but are required elsewhere for the design research exemplar of HCI as Engineering. They have been included here for completeness.

Screen shot 2016-01-27 at 10.21.12

Key: Craft Knowledge – heuristics, methods, expert advice, successful designs, case-studies.
EP – empirical practice

                                     Design Research Exemplar – HCI as Craft

 

Framework Extension

The Craft Framework is here expressed at the highest level of description. However, to conduct Craft design research and acquire/validate Craft knowledge etc, as suggested by the exemplar diagram above, lower levels of description are required.

Read More

Examples of such levels are presented here – first a short version and then a long version. Researchers, of course, might have their own lower level descriptions or subscribe to some more generally recognised levels. Such descriptions are acceptable, as long as they fit with the higher level descriptions of the framework and are complete; coherent and fit-for-purpose. In the absence of alternative levels of description, researchers might try the short version first .

These levels go, for example from ‘human’ to ‘user’ and from ‘computer’ to ‘interactive system’. The lowest level, of course, needs to reference the application, in terms of the application itself and the interactive system. Researchers are encouraged to select from the framework extensions as required and to add the lowest level description, relevant to their research. The lowest level is used here to illustrate the extended craft framework.

 

Craft Framework Extension - Short Version

Following the Craft Design Research exemplar diagram, researchers need to specify:  User Requirements (unsatisfied); Craft Research; Craft Knowledge; and Interactive System (satisfying User Requirements).

These specifications require the extended Craft framework to include: the Application; the Interactive System; and Performance, relating the former to the latter. Craft design requires the Interactive System to do something (the Application) as desired (Performance). Craft Research acquires and validates Craft Knowledge to support Craft Design Practices.

The Craft Framework Extension, thus includes: Application; Interactive System; and Performance.

1. Craft Applications

1.1 Objects

Craft applications (the ‘ something’, which the interactive system does) can be described in terms of objects. Objects may be both abstract and physical and are characterised by their attributes. Abstract attributes are those of information and knowledge. Physical attributes are those of energy and matter.

For example, a website application (such as for an academic organisation) can be described for design research purposes in terms of objects; their abstract attributes, supporting the creation of websites; their physical attributes supporting the visual/verbal representation of displayed information on the website pages by means of text and images. Application objects are specified as part of craft design and can be researched as such.

1.2 Attributes and Levels

The attributes of a craft application object emerge at different levels of description. For example, characters and their configuration on a webpage are physical attributes of the object ‘webpage’, which emerge at one level. The message on the page is an abstract attribute, which emerges at a higher level of description.

1.3 Relations between Attributes

Attributes of a craft application object are related in two ways. First, attributes are related at different levels of complexity. Second, attributes are related within levels of description. Such relations are specified as part of craft design.

1.4 Attribute States and Affordance

The attributes of craft application objects can be described as having states. Further, those states may change. For example, the content and characters (attributes) of a website page (object) may change state: the content with respect to meaning and grammar; its characters with respect to size and font. Objects exhibit an affordance for transformation, associated with their attributes’ potential for state change.

1.5 Applications and the Requirement for Attribute State Changes

A craft application may be described in terms of affordances. Accordingly, an object may be associated with a number of applications. The object ‘website’ may be associated within the application as that of site structure (state changes of its organisational attributes) and the  authorship (state changes of its textual and image content). In principle, an application may have any level of generality, for example, the writing of personal pages and the writing of academic pages.

Organisations have applications and require the realisation of the affordance of their associated objects. For example, ‘completing a survey’ and ‘writing for a special group of users’, may each have a website page as their transform, where the pages are objects, whose attributes (their content, format and status, for example) have an intended state. Further editing of those pages would produce additional state changes, and therein, new transforms. Requiring new affordances might constitute an additional (unsatisfied) User Requirement and result in a new Interactive System.

1.6 Application Goals

The requirement for the transformation of craft application objects is expressed in the form of goals. A product goal specifies a required transform – the realisation of the affordance of an object. A product goal supposes necessary state changes of many attributes. The requirement of each attribute state change can be expressed as an application task goal, derived from the product goal.

So, for example, the product goal demanding transformation of a website page, making its messages less complex and so more clear, would be expressed by task goals, possibly requiring state changes of semantic attributes of the propositional structure of the text  and images and of associated syntactic attributes of the grammatical structure. Hence, a product goal can be re-expressed as an application task goal structure, a hierarchical structure expressing the relations between task goals, for example, their sequences. The latter might constitute part of a craft design.

1.7 Craft Application as: Doing Something as Desired

The transformation of an object, associated with a product goal, involves many attribute state changes – both within and across levels of complexity. Consequently, there may be alternative transforms, which satisfy a product goal – website pages with different styles. The concept of ‘doing something as desired’ describes the variance of an actual transform with that specified by a product goal.

1.8 Craft Application and the User

One description of the application then, is of objects, characterised by their attributes, and exhibiting an affordance, arising from the potential changes of state of those attributes. By specifying product goals, users express their requirement for transforms – objects with specific attribute states. Transforms are produced by ‘doing something, as desired’.

From product goals is derived a structure of related task goals, which can be assigned, by craft design practice, either to the user or to the interactive computer (or both) within an associated interactive system. Task goals assigned to the user by craft design are those, intended to motivate the user’s behaviours. The actual state changes (and therein transforms), which those behaviours produce, may or may not be those specified by task and product goals, a difference expressed by the concept ‘as desired’, characterised in terms of: wanted/needed/experienced/felt/valued.

2.Craft Interactive Computers

2.1 Interactive Systems

An interactive system can be described as a behavioural system, distinguished by a boundary enclosing all human and interactive computer behaviours, whose purpose is to achieve and satisfy a common goal. For example, the behaviours of a webmaster, using a website application, whose purpose is to construct websites, constitute an interactive system. Critically, it is only by identifying the common goal, that the boundary of the interactive system can be established and so designed and researched.

Interactive systems transform objects by producing state changes in the abstract and physical attributes of those objects (see 1.1). The webmaster and the website application may transform the object ‘page’ by changing both the attributes of its meaning and the attributes of its layout, both text and images.

The behaviours of the human and the interactive computer are described as behavioural sub-systems of the interactive system – sub-systems, which interact. The human behavioural sub-system is more specifically termed the user. Behaviour may be loosely understood as ‘what the human does’, in contrast with ‘what is done’ (i.e. attribute state changes of application objects).

Although expressible at many levels of description, the user must at least be described at a level, commensurate with the level of description of the transformation of application objects. For example, a webmaster interacting with a website application is a user, whose behaviours include receiving and replying to messages, sent to the website.

2.2 Humans as a System of Mental and Physical Behaviours

The behaviours, constituting an interactive system, are both physical and abstract. Abstract behaviours are generally the acquisition, storage, and transformation of information. They represent and process information, at least concerning: application objects and their attributes, attribute relations and attribute states and the transformations, required by goals. Physical behaviours are related to, and express, abstract behaviours.

Accordingly, the user is described as a system of both mental (abstract) and overt (physical) behaviours. They are related within an assumed hierarchy of behaviour types (and their control), wherein mental behaviours generally determine, and are expressed by, overt behaviours. Mental behaviours may transform (abstract) application objects, represented in cognition or express, through overt behaviour, plans for transforming application objects.

For example, a webmaster has the product goal, required to maintain the circulation of a website newsletter to a target audience. The webmaster interacts with the computer by means of the user interface (whose behaviours include the transmission of information in the newsletter). Hence, the webmaster acquires a representation of the current circulation by collating the information displayed by the computer screen and assessing it by comparison with the conditions, specified by the product goal. The webmaster reasons about the attribute state changes, necessary to eliminate any discrepancy between current and desired conditions of the process, that is, the set of related changes, which will produce and circulate the newsletter, ‘as desired’. That decision is expressed in the set of instructions issued to the interactive computer through overt behaviour – selecting menu options, for example.

2.3 Human-Computer Interaction

Although user and interactive computer behaviours may be described as separable sub-systems of the interactive system, these sub-systems extert a ‘mutual influence’ or interaction. Their configuration principally determines the interactive system and craft design and research.

Interaction is described as: the mutual influence of the user (i.e. behaviours) and the interactive computer (i.e behaviours), associated within an interactive system. For example, the behaviours of a webmaster interact with the behaviours of a website application. The webmaster’s behaviours influence the behaviours of the interactive computer (access the image function), while the behaviours of the interactive computer influence the selection behaviour of the webmaster (among possible image types). The design of their interaction – the webmaster’s selection of the image function, the computer’s presentation of possible image types – determines the interactive system, comprising the webmaster and interactive computer behaviours in their planning and control of webpage creation. The interaction may be the object of craft design and so design research.

The assignment of task goals by design then, to either the user or the interactive computer, delimits the former and therein specifies the design of the interaction. For example, replacement of an inappropriate image, required on a page is a product goal, which can be expressed as a task goal structure of necessary and related attribute state changes. In particular, the field for the appropriate image as an attribute state change in the spacing of the page. Specifying that state change may be a task goal assigned to the user, as in interaction with the behaviours of early image editor designs or it may be a task goal assigned to the interactive computer, as in interaction with the GUI ‘fill-in’ behaviours. Craft design research would be expected to have contributed to the latter . The assignment of the task goal of specification constitutes the design of the interaction of the user and interactive computer behaviours in each case, which in turn may become the object of research.

2.4 Human Resource Costs

‘Doing something as desired’ by means of an interactive system always incurs resource costs. Given the separability of the user and the interactive computer behaviours, certain resource costs are associated with the user and distinguished as behavioural user costs.

Behavioural user costs are the resource costs, incurred by the user (i.e by the implementation of behaviours) to effect an application. They are both physical and mental. Physical costs are those of physical behaviours, for example, the costs of using the mouse and of attending to a  screen display; they may be expressed for craft design purposes as physical workload. Mental behavioural costs are the costs of mental behaviours, for example, the costs of knowing, reasoning, and deciding; they may be expressed for craft design purposes as mental workload. Mental behavioural costs are ultimately manifest as physical behavioural costs.

3. Performance of the Craft Interactive Computer System and the User.

‘To do something as desired’ derives from the relationship of an interactive system with its application. It assimilates both how well the application is performed by the interactive system and the costs incurred by it. These are the primary constituents of ‘doing something as desired’, that is, performance. They can be further differentiated, for example, as wanted/needed/experienced/felt/valued. Desired performance is the object of craft design.

Behaviours determine performance. How well an application is performed by an interactive system is described as the actual transformation of application objects with regard to the transformation, demanded by product goals. The costs of carrying out an application are described as the resource costs, incurred by the interactive system and are separately attributed to the user and the interactive computer.

‘Doing something as desired’ by means of an interactive system may be described as absolute or as relative, as in a comparison to be matched or improved upon. Accordingly, criteria expressing ‘as desired’ may either specify categorical gross resource costs and how well an application is performed or they may specify critical instances of those factors to be matched or improved upon. They are the object of craft design and so of design research.

The common measures of human ‘performance’ – errors and time, are related in this notion of performance. Errors are behaviours, which increase resource costs, incurred in producing a given transform or which reduce the goodness of the transform or both. The duration of user behaviours may (very generally) be associated with increases in behavioural user costs.

 

Craft Framework Extension - Long Version

Following the Craft Design Research exemplar diagram, researchers need to specify: User Requirements (unsatisfied); Craft Research; Craft Knowledge; and Interactive System (satisfying User Requirements).

These specifications require the extended Craft framework to include: the Application; the Interactive System; and Performance, relating the former to the latter. Craft design requires the Interactive System to do something (the Application) as desired (Performance). Craft Research acquires and validates Craft Knowledge to support Craft Design Practice.

The Craft Framework Extension, thus includes: Application; Interactive System; and Performance.

1 Craft Applications

1.1 Objects

Craft applications (the ‘something’ the interactive system ‘does’) can be described as objects. Such applications occur in the need of organisations for interactive systems. Objects may be both abstract and physical and are characterised by their attributes. Abstract attributes are those of information and knowledge. Physical attributes are those of energy and matter.

For example, a website application (such as for an academic organisation) can be described, for design research purposes, in terms of objects; their abstract attributes, supporting the communication of messages; their physical attributes supporting the visual/verbal representation of displayed information by means of language.

1.2 Attributes and Levels

The attributes of a craft application object emerge at different levels of description. For example, characters and their configuration on a webpage are physical attributes of the object ‘webpage’, which emerge at one level. The message on he page is an abstract attribute, which emerges at a higher level of description.

1.3 Relations between Attributes

Attributes of craft application objects are related in two ways. First, attributes are related at different levels of complexity. Second, attributes are related within levels of description.

1.4 Attribute States and Affordance

The attributes of craft application objects can bedescribed as having states. Further, those states may change. For example, the content and characters (attributes) of a website page (object) may change state: the content with respect to meaning and grammar; its characters with respect to size and font. Objects exhibit an affordance for transformation, associated with their attributes’ potential for state change.

1.5 Applications and the Requirement for Attribute State Changes

A craft application may be described in terms of affordances. Accordingly, an object may be associated with a number of applications. The object ‘website’ may be associated within the application as that of site structure (state changes of its organisational attributes) and the authorship (state changes of its textual and image content). In principle, an application may have any level of generality, for example, the writing of personal pages and the writing of academic pages.

Organisations have applications and require the realisation of the affordance of their associated objects. For example, ‘completing a survey’ and ‘writing for a special group of users’, may each have a website page as their transform, where the pages are objects, whose attributes (their content, format and status, for example) have an intended state. Further editing of those pages would produce additional state changes, and therein, new transforms. Requiring new affordances might constitute an additional (unsatisfied) User Requirement and result in a new Interactive System.

1.6 Application Goals

Organisations express the requirement for the transformation of craft application objects in terms of goals. A product goal specifies a required transform – the realisation of the affordance of an object. A product goal generally supposes necessary state changes of many attributes. The requirement of each attribute state change can be expressed as an application task goal, derived from the product goal.

So, for example, the product goal demanding transformation of a website page, making its messages less complex and so more clear, would be expressed by task goals, possibly requiring state changes of semantic attributes of the propositional structure of the text and images and of associated syntactic attributes of the grammatical structure. Hence, a product goal can be re-expressed as an application task goal structure, a hierarchical structure expressing the relations between task goals, for example, their sequences. The latter might constitute part of a craft design.

1.7 Craft Application as: Doing Something as Desired

The transformation of an object, associated with a product goal, involves many attribute state changes – both within and across levels of complexity. Consequently, there may be alternative transforms, which satisfy the same product goal – website pages with different styles, for example, where different transforms exhibit different compromises between attribute state changes of the application object. There may also be transforms, which fail to meet the product goal. The concept of ‘doing something as desired’ describes the variance of an actual transform with that specified by a product goal. It enables all possible outcomes of an application to be equated and evaluated. Such transforms may become the object of craft design and so research.

1.8 Craft Application and the User

Description of the craft application then, is of objects, characterised by their attributes, and exhibiting an affordance, arising from the potential changes of state of those attributes. By specifying product goals, organisations express their requirement for transforms – objects with specific attribute states. Transforms are produced by ‘doing something, as desired’, which occurs only by means of objects, affording transformation and interactive systems, capable of producing a transformation. Novel production may be (part of) a craft design.

From product goals is derived a structure of related task goals, which can be assigned either to the user or to the interactive computer (or both) within the design of an associated interactive system. The task goals assigned to the user are those, which motivate the user’s behaviours. The actual state changes (and therein transforms), which those behaviours produce, may or may not be those specified by task and product goals, a difference expressed by the concept ‘as desired’, characterised in terms of: wanted/needed/experienced/felt/valued.

2.Craft Interactive Computers and the Human

2.1 Interactive Systems

Users are able to conceptualise goals and their corresponding behaviours are said to be intentional (or purposeful). Interactive computers are designed to achieve goals and their corresponding behaviours are said to be intended (or purposive).

An interactive system can be described as a behavioural system, distinguished by a boundary enclosing all human and interactive computer behaviours, whose purpose is to achieve and satisfy a common goal. For example, the behaviours of a webmaster, using a website application, whose purpose is to construct websites, constitute an interactive system. Critically, it is only by identifying the common goal, that the boundary of the interactive system can be established and so designed and researched.

Interactive systems transform objects by producing state changes in the abstract and physical attributes of those objects (see 1.1). The webmaster and the website application may transform the object ‘page’ by changing both the attributes of its meaning and the attributes of its layout, both text and images. More generally, an interactive system may transform an object through state changes, produced in related attributes.

The behaviours of the user and the interactive computer are described as behavioural sub-systems of the interactive system – sub-systems, which interact. The human behavioural sub-system is more specifically termed the user. Behaviour may be loosely understood as ‘what the user does’, in contrast with ‘what is done’ (that is, attribute state changes of application objects). More precisely the user is described as:

a system of distinct and related user behaviours, identifiable as the sequence of states of a user interacting with a computer to do something as desired and corresponding with a purposeful (intentional) transformation of application objects.

Although expressible at many levels of description, the user must at least be described for design research purposes at a level, commensurate with the level of description of the transformation of craft application objects. For example, a webmaster interacting with a website application is a user, whose behaviours include receiving and replying to messages, sent to the website.

2.2 Humans as a System of Mental and Physical Behaviours

The behaviours, constituting an interactive system, are both physical and abstract. Abstract behaviours are generally the acquisition, storage, and transformation of information. They represent and process information, at least concerning: application objects and their attributes, attribute relations and attribute states and the transformations, required by goals. Physical behaviours are related to, and express, abstract behaviours.

Accordingly, the user is described as a system of both mental (abstract) and overt (physical) behaviours, which extend a mutual influence – they are related. In particular, they are related within an assumed hierarchy of behaviour types (and their control), wherein mental behaviours generally determine and are expressed by, overt behaviours. Mental behaviours may transform (abstract) application objects, represented in cognition or express, through overt behaviour, plans for transforming application objects.

For example, a webmaster has the product goal, required to maintain the circulation of a website newsletter to a target audience. The webmaster interacts with the computer by means of the user interface (whose behaviours include the transmission of information in the newsletter). Hence, the webmaster acquires a representation of the current circulation by collating the information displayed by the computer screen and assessing it by comparison with the conditions, specified by the product goal. The webmaster reasons about the attribute state changes, necessary to eliminate any discrepancy between current and desired conditions of the process, that is, the set of related changes, which will produce and circulate the newsletter, ‘as desired’. That decision is expressed in the set of instructions issued to the interactive computer through overt behaviour – selecting menu options, for example.

The user is described as having cognitive, conative and affective aspects. The cognitive aspects are those of knowing, reasoning and remembering; the conative aspects are those of acting, trying and persevering; and the affective aspects are those of being patient, caring and assuring. Both mental and overt user behaviours are described as having these three aspects, all of which may contribute to ‘doing something, as desired wanted/needed/experienced/felt/valued.

2.3 Human-Computer Interaction

Although user and interactive computer behaviours may be described as separable sub-systems of the interactive system, these sub-systems exert a ‘mutual influence’, that is to say they interact. Their configuration principally determines the interactive system and so its design and the associated research into that and other possible designs.

Interaction of the user and the interactive computer behaviours is the fundamental determinant of the interactive system, rather than their individual behaviours per se. Interaction is described as: the mutual influence of the user (i.e. behaviours) and the interactive computer (i.e behaviours), associated within an interactive system. For example, the behaviours of a webmaster interact with the behaviours of a website application. The webmaster’s behaviours influence the behaviours of the interactive computer (access the image function), while the behaviours of the interactive computer influence the selection behaviour of the webmaster (among possible image types). The design of their interaction – the webmaster’s selection of the image function, the computer’s presentation of possible image types – determines the interactive system, comprising the webmaster and interactive computer behaviours in their planning and control of webpage creation. The interaction may be the object of craft design and so design research.

The assignment of task goals by design then, to either the user or the interactive computer, delimits the former and therein specifies the design of the interaction. For example, replacement of an inappropriate image, required on a page is a product goal, which can be expressed as a task goal structure of necessary and related attribute state changes. In particular, the field for the appropriate image as an attribute state change in the spacing of the page. Specifying that state change may be a task goal assigned to the user, as in interaction with the behaviours of early image editor designs or it may be a task goal assigned to the interactive computer, as in interaction with the GUI ‘fill-in’ behaviours. Craft design research would be expected to have contributed to the latter . The assignment of the task goal of specification constitutes the design of the interaction of the user and interactive computer behaviours in each case, which in turn may become the object of research.

2.4 Human On-line and Off-line Behaviours

User behaviours may comprise both on-line and off-line behaviours: on-line behaviours are associated with the interactive computer’s representation of the application; off-line behaviours are associated with non-computer representations of the application.

As an illustration of the distinction, consider the example of an interactive system, consisting of the behaviours of a web secretary and an interactive application. They are required to produce a paper-based copy of a dictated letter, stored on audio tape. The product goal of the interactive system here requires the transformation of the physical representation of the letter from one medium to another, that is, from tape to paper. From the product goal derives the task goals, relating to required attribute state changes of the letter. Certain of those task goals will be assigned to the secretary. The secretary’s off-line behaviours include listening to and assimilating the dictated letter, so acquiring a representation of the application object. By contrast, the secretary’s on-line behaviours include specifying the represention by the interactive computer of the transposed content of the letter in a desired visual/verbal format of stored physical symbols.

On-line and off-line user behaviours are a particular case of the ‘internal’ interactions between a user’s behaviours as, for example, when the secretary’s keying interacts with memorisations of successive segments of the dictated letter.

2.5 Structures and the Human

Description of the user as a system of behaviours needs to be extended, for the purposes of design and design research, to the structures supporting that behaviour.

Whereas user behaviours may be loosely understood as ‘what the human does’, the structures supporting them can be understood as ‘the support for the human to be able to do what they do’. There is a one-to-many mapping between a user’s structures and the behaviours they might support: thus, the same structures may support many different behaviours.

In co-extensively enabling behaviours at each level of description, structures must exist at commensurate levels. The user structural architecture is both physical and mental, providing the capability for a user’s overt and mental behaviours. It provides a represention of application information as symbols (physical and abstract) and concepts, and the processes available for the transformation of those representations. It provides an abstract structure for expressing information as mental behaviour. It provides a physical structure for expressing information as physical behaviour.

Physical user structure is neural, bio-mechanical and physiological. Mental structure consists of representational schemes and processes. Corresponding with the behaviours it supports and enables, user structure has cognitive, conative and affective aspects. The cognitive aspects of user structures include information and knowledge – that is, symbolic and conceptual representations – of the application, of the interactive computer and of the user themselves, and it includes the ability to reason. The conative aspects of user structures motivate the implementation of behaviour and its perseverence in pursuing task goals. The affective aspects of user structures include the personality and temperament, which respond to and support behaviour. All three aspects may contribute to ‘ doing something, as desired wanted/needed/experienced/felt/valued’.

To illustrate this description of mental structure, consider the example of the structures supporting a web user’s behaviours. Physical structure supports perception of the  web page display and executing actions to the web application. Mental structures support the acquisition, memorisation and transformation of information about the pages are annotated, for example. The knowledge, which the user has of the web application and of the interactive computer, supports the collation, assessment and reasoning about the actions required.

The limits of user structures determine the limits of the behaviours they might support. Such structural limits include those of: intellectual ability; knowledge of the application and the interactive computer; memory and attentional capacities; patience; perseverence; dexterity; and visual acuity etc. The structural limits on behaviour may become particularly apparent, when one part of the structure (a channel capacity, perhaps) is required to support concurrent behaviours, perhaps simultaneous visual attending and reasoning behaviours. The user then, is ‘resource-limited’ by the co-extensive user structures.

The behavioural limits of the user, determined by structure, are not only difficult to define with any kind of completeness, they may also be variable, because that structure may change, and in a number of ways. A user may have self-determined changes in response to the application – as expressed in learning phenomena, acquiring new knowledge of the application, of the interactive computer, and indeed of themselves, to better support behaviour. Also, user structures degrade with the expenditure of resources by behaviour, as demonstrated by the phenomena of mental and physical fatigue. User structures may also change in response to motivating or de-motivating influences of the organisation, which maintains the interactive system.

It must be emphasised that the structure supporting the user is independent of the structure supporting the interactive computer behaviours. Neither structure can make any incursion into the other and neither can directly support the behaviours of the other. (Indeed this separability of structures is a pre-condition for expressing the interactive system as two interacting behavioural sub-systems). Although the structures may change in response to each other, they are not, unlike the behaviours they support, interactive; they are not included within the interactive system. The combination of structures of both user and interactive computer, supporting their interacting behaviours is described as the user interface .

2.6 Human Resource Costs

‘Doing something as desired’ by means of an interactive system always incurs resource costs. Given the separability of the user and the interactive computer behaviours, certain resource costs are associated directly with the user and distinguished as structural user costs and behavioural user costs.

Structural user costs are the costs of the user structures. Such costs are incurred in developing and maintaining user skills and knowledge. More specifically, structural user costs are incurred in training and educating users, so developing in them the structures, which will enable the behaviours necessary for an application . Training and educating may augment or modify existing structures, provide the user with entirely novel structures, or perhaps even reduce existing structures. Structural user costs will be incurred in each case and will frequently be borne by the organisation. An example of structural user costs might be the costs of training a secretary to use a web-based GUI interface in the particular style of layout, required for an organisation’s correspondence with its clients and in the operation of the interactive computer by which that layout style can be created.

Structural user costs may be differentiated as cognitive, conative and affective structural costs. Cognitive structural costs express the costs of developing the knowledge and reasoning abilities of users and their ability for formulating and expressing novel plans in their overt behaviour – as necessary for ‘doing something as desired’. Conative structural costs express the costs of developing the activity, stamina and persistence of users as necessary for an application. Affective structural costs express the costs of developing in users their patience, care and assurance as necessary for an application.

Behavioural user costs are the resource costs, incurred by the user (i.e by the implementation of their of behaviours) in recruiting user structures to effect an application. They are both physical and mental resource costs. Physical behavioural costs are the costs of physical behaviours, for example, the costs of making keystrokes on a keyboard and of attending to a  screen display; they may be expressed without differentiation as physical workload. Mental behavioural costs are the costs of mental behaviours, for example, the costs of knowing, reasoning, and deciding; they may be expressed without differentiation as mental workload. Mental behavioural costs are ultimately manifest as physical behavioural costs. Costs are an important aspect of the design of an interactive computer system.

When differentiated, mental and physical behavioural costs are described as the cognitive, conative and affective behavioural costs of the user. Cognitive behavioural costs relate to both the mental representing and processing of information and the demands made on the user’s extant knowledge, as well as the physical expression thereof in the formulation and expression of a novel plan. Conative behavioural costs relate to the repeated mental and physical actions and effort, required by the formulation and expression of the novel plan. Affective behavioural costs relate to the emotional aspects of the mental and physical behaviours, required in the formulation and expression of the novel plan. Behavioural user costs are evidenced in user fatigue, stress and frustration; they are costs borne directly by the user and so need to be taken into account in the design process.

3. Performance of the Craft Interactive Computer System and the User.

‘To do something as desired’ derives from the relationship of an interactive system with its application. It assimilates both how well the application is performed by the interactive system and the costs incurred by it. These are the primary constituents of ‘doing something as desired’, that is performance. They can be further differentiated, for example, as wanted/needed/experienced/felt/valued.

A concordance is assumed between the behaviours of an interactive system and its performance: behaviours determine performance. How well an application is performed by an interactive system is described as the actual transformation of application objects with regard to the transformation, demanded by product goals. The costs of carrying out an application are described as the resource costs, incurred by the interactive system and are separately attributed to the user and the interactive computer. Specifically, the resource costs incurred by the user are differentiated as: structural user costs – the costs of establishing and maintaining the structures supporting behaviour; and behavioural user costs – the costs of the behaviour, recruiting structure to its own support. Structural and behavioural user costs are further differentiated as cognitive, conative and affective costs. Design requires attention to all types of resource costs – both those of the user and of the interactive computer.

‘Doing something as desired’ by means of an interactive system may be described as absolute or as relative, as in a comparison to be matched or improved upon. Accordingly, criteria expressing ‘as desired’ may either specify categorical gross resource costs and how well an application is performed or they may specify critical instances of those factors to be matched or improved upon. They are the object of craft design and so of design research.

Discriminating the user’s performance within the performance of the interactive system would require the separate assimilation of user resource costs and their achievement of desired attribute state changes, demanded by their assigned task goals. Further assertions concerning the user arise from the description of interactive system performance. First, the description of performance is able to distinguish the goodness of the transforms from the resource costs of the interactive system, which produce them. This distinction is essential for design, as two interactive systems might be capable of producing the same transform, yet if one were to incur a greater resource cost than the other, it would be the lesser (in terms of performance) of the two systems.

Second, given the concordance of behaviour with ‘doing something as desired’, optimal user (and equally, interactive computer) behaviours may be described as those, which incur a (desired) minimum of resource costs in producing a given transform. Design of optimal user behaviour would minimise the resource costs, incurred in producing a transform of a given goodness. However, that optimality may only be categorically determined with regard to interactive system performance and the best performance of an interactive system may still be at variance with what is desired of it. To be more specific, it is not sufficient for user behaviours simply to be error-free. Although the elimination of errorful user behaviours may contribute to the best application possible of a given interactive system, that performance may still be less than ‘as desired’. Conversely, although user behaviours may be errorful, an interactive system may still support ‘doing something, as desired’.

Third, the common measures of human ‘performance’ – errors and time, are related in this conceptualisation of performance. Errors are behaviours, which increase resource costs, incurred in producing a given transform or which reduce the goodness of the transform or both. The duration of user behaviours may (very generally) be associated with increases in behavioural user costs.

Fourth, structural and behavioural user costs may be traded-off in the design of an application. More sophisticated user structures, supporting user behaviours, that is, the knowledge and skills of experienced and trained users, will incur high (structural) costs to develop, but enable more efficient behaviours – and therein, reduced behavioural costs.

Fifth, resource costs, incurred by the user and the interactive computer may be traded-off in the design of the performance of an application. A user can sustain a level of performance of the interactive system by optimising behaviours to compensate for the poorly designed behaviours of the interactive computer (and vice versa), that is, behavioural costs of the user and interactive computer are traded-off in the design process. This is of particular importance as the ability of users to adapt their behaviours to compensate for the poor design of interactive computer-based systems often obscures the fact that the systems are poorly designed.

Examples of Craft Frameworks for HCI

Illustration of Craft Framework: Golsteijn et al. – Hybrid Crafting: Towards an Integrated Practice of Crafting with Physical and Digital Components

This paper aims to open up the way for novel means for crafting, which include digital media in integrations with physical construction, here called ‘hybrid crafting’. The research reports the design of ‘Materialise’ – a building set that allows for the inclusion of digital images and audio files in physical constructions by using tangible building blocks, that can display images or play audio files, alongside a variety of other physical components. By reflecting on the findings from subsequently organised workshops, Goldsteijn et al.  provide guidelines for the design of novel hybrid crafting products or systems that address craft context, process and result.

Golsteijn et al: Hybrid Crafting: Towards an Integrated Practice of Crafting with Physical and Digital Components

How well does the Goldsteijn et al. paper meet the requirements for constituting a Craft Framework for HCI? (Read More…..)

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Requirement 1: The framework (as a basic support structure) is for a discipline (as an academic field of study and branch of knowledge).

Goldsteijn et al. are clearly concerned with design, both the design of their tool ‘Materialise’ and the crafting designs of the users thereof. However, there is no explicit mention of a superordinate discipline or field of study/branch of knowledge, for example, such as science (as it relates to understanding or engineering, as it relates to design). The design is of human-computer crafting interactions. See Comments 1, 2, 5, 8 and 9.

Requirement 2: The framework is for HCI  (as human-computer interaction) as craft (as best practice).

The paper espouses HCI in the form of human-computer crafting interactions. Further, the development of the tool ‘Materialise’ to support crafting is supported by best practice, both in terms of Goldsteijn et al’s own experience and the application of generic HCI knowledge, for example, the iterative design method used in the tool development (Comments 10 and 13). Even the guidelines proposed can be thought of as their recommended best practice.

Requirement 3: The framework has a general problem (as craft design) with a particular scope (as craft human-computer interactions to do something as desired).

The paper espouses the general problem of craft design in the form of the development of the crafting tool ‘Materialise’. Its particular scope is crafting human-computer interactions to do something as desired (or some-such – see Comment4). Various qualities are associated with crafting as wanted, for example, creativity etc.

Requirement 4: Research ( as acquisition and validation) acquires (as study and practice) and validates (as confirms) knowledge (heuristics/methods/expert advice/successful designs/case-studies).

Goldsteijn et al. are clearly reporting design research and have explicitly formulated questions on the subject (Comment 9). The tool ‘Materialise’ also clearly constitutes HCI design knowledge (case-studies), as does their own enhanced experience and the expert advice, which they offer, in the form of guidelines/heuristics/expert advice (Comments 6 and 9). The tool and the guidelines are explicit, the experience implicit. Although all are ‘acquired’, none has been validated (Comment 14).

Requirement 5: The framework embodies knowledge, which supports (facilitates) practices (as trial and error and implement and test), which solve (as resolve) the general design problem of craft design.

Goldsteijn et al’s tool and guidelines appear intended to support design practices of trial and error and implement and test, much in the manner of the development of the tool itself Comment 10). Such practices, however, are not the object of this particular research and so their successful resolution of the craft design problem remains undemonstrated (Comment 14).

Conclusion: Goldsteijn et al’s paper denies that it is proposing a framework for HCI design or analysis. This is accepted. However, it has many of the required elements of a framework and so could constitute the basis for the development of one. For example, it is clearly committed to design; it contains a detailed  conception of crafting and associated lower-level descriptions in different domains; it employs an (albeit generic) HCI design method; it produces an HCI design tool; and it considers implicit User Requirements (Comments Comments 1, 2, 3, 5, 6, 7, 10, 12 and 14).

Goldsteijn et al’s paper can be considered the basis for the development of a  framework of HCI craft design. Such development would need to include further details concerning: the discipline/field of study of design; its level of description (needs to be higher and to link with the lower-lower descriptions referenced); whether its components are implicit or explicit; and what constitutes its idea of validation, including – conceptualisation; operationalisation; test; and generalisation.

The frameworks proposed here might be useful in any such development.

 

Comparison of Key HCI Concepts across Frameworks

To facilitate comparison of key HCI concepts across frameworks, the concepts are presented next, grouped by framework category Discipline; HCI; Framework Type; General Problem; Particular Scope; Research; Knowledge; Practices and Solution.

 

Discipline

Discipline

Innovation – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Art – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Craft – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Applied – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Science – Discipline: an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Engineering – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

 

HCI

HCI

Innovation – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Art – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Craft – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Applied – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Science – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Engineering – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

 

Framework Type

Framework Type

Innovation – Innovation: novel (novel – new ideas/methods/devices etc)

Art – Art: creative expression corresponding to some ideal or criteria (creative – imaginative, inventive); (expressive – showing by taking some form); ideal – visionary/perfect); criterion – standard).

Craft – Craft: best practice design (practice – design/evaluation; design – specification/implementation).

Applied – Applied: application of other discipline knowledge (application – addition to/prescription; discipline – academic field/branch of knowledge; knowledge – information/learning).

Science – understanding (explanation/prediction)

Engineering – design for performance (design – specification/implementation; performance – how well effected).

 

General Problem

General Problem

Innovation – innovation design (innovation – novelty; design – specification/implementation).

Art – art design (art – ideal creative expression; design – specification/implementation).

Craft – craft design (craft – best practice; design – specification/implementation).

Applied – applied design (applied – added/prescribed; design – specification/implementation).

Science – understanding human-computer interactions (understand – explanation/prediction; human – individual/group; computer – interactive/embedded; interaction – active/passive)

Engineering – engineering design (engineering – design for performance; design – specification/implementation).

 

Particular Scope

Particular Scope

Innovation – innovative human-computer interactions to do something as desired (innovative – novel; human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued).

Art – art human-computer interactions to do something as desired (art – creation/expression; human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task); desired: wanted/needed/experienced/felt/valued).

Craft – human-computer interactions to do something as desired, which satisfy user requirements in the form of an interactive system (human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued; user – human; requirements – needs; satisfied – met/addressed; interactive – active/passive; system – user-computer).

Applied – human-computer interactions to do something as desired, which satisfy user requirements in the form of an interactive system (human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued; user – human; requirements – needs; satisfied – met/addressed; interactive – active/passive; system – user-computer).

Science – human-computer interactions to do something as desired (human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued.

Engineering – human-computer interactions to perform tasks effectively as desired (human – individual/group; computer – interactive/embedded; interactions – active/passive; perform – effect/carry out; tasks – actions; desired – wanted/needed/experienced/felt/valued).

 

Research

Research

Innovation – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – patents/expert advice/experience/examples).

Art – acquires and validates knowledge (acquires – creates by study/practice; validates – confirms; knowledge – experience/expert advice/other artefacts.

Craft – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – heuristics/methods/expert advice/successful designs/case-studies).

Applied – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – heuristics/methods/expert advice/successful designs/case-studies).

Science – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – theories/models/laws/data/hypotheses/analytical and empirical methods and tools; practices – explanation/prediction).

Engineering – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – design guidelines/models and methods/principles – specific/ general and declarative/methodological).

 

Knowledge

Knowledge

Innovation – supports practices (supports – facilitates/makes possible; practices – trial-and-error/implement and test).

Art – supports practices (supports – facilitates/makes possible; practices – trial and error/implement and test).

Craft – supports practices (supports – facilitates/makes possible; practices – trial-and-error/implement and test).

Applied – supports practices (supports – facilitates/makes possible; practices – trial-and-error/apply and test).

Science – supports practices (supports – facilitates/makes possible; practices – explanation/prediction).

Engineering – supports practices (supports – facilitates/makes possible; practices – diagnose design problems/prescribe design solutions).

 

Practices

Practices

Innovation – supported by knowledge (supported – facilitated; knowledge – patents/expert advice/experience/examples).

Art – supported by knowledge (supported – facilitated/made possible; knowledge – experience/expert advice/other artefacts).

Craft – supported by knowledge (supported – facilitated; knowledge – heuristics/methods/expert advice/successful designs/case-studies).

Applied – supported by knowledge (supported – facilitated; knowledge – guidelines; heuristics/methods/expert advice/successful designs/case-studies).

Science – supported by knowledge (supported – facilitated; knowledge – theories/models/laws/data/hypotheses/analytical and empirical methods and tools ).

Engineering – supported by knowledge (supported – facilitated; knowledge – design guidelines/models and methods/principles – specific/ general and declarative/methodological).

 

Solution

Solution

Innovation – resolution of a problem (resolution – answer/address; problem – question/doubt).

Art – resolution of the general problem (resolution – answer/address; problem – question/doubt).

Craft – resolution of a problem (resolution – answer/address; problem – question/doubt).

Applied – resolution of a problem (resolution – answer/address; problem – question/doubt).

Science – resolution of a problem (resolution – answer/address; problem – question/doubt).

Engineering – resolution of a problem (resolution – answer/address; problem – question/doubt).

 

Applied Framework 150 150 John

Applied Framework

Initial Framework

The initial framework for an applied approach to HCI follows. (Read More…..)

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The initial framework for an applied approach to HCI follows. The key concepts appear in bold.

The framework for a discipline of HCI as applied has a general problem with a particular scope. Research acquires and validates knowledge, which supports practices, solving the general problem.

Key concepts are defined below (with additional clarification in brackets).

Framework: a basic supporting structure (basic – fundamental; supporting – facilitating/making possible; structure – organisation).

Discipline: an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

HCI: human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Applied: application of other discipline knowledge (application – addition to/prescription; discipline – academic field/branch of knowledge; knowledge – information/learning.

General Problem: applied design (applied – added/prescribed; design – specification/implementation).

Particular Scope: human-computer interactions to do something as desired, which satisfy user requirements in the form of an interactive system (human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued; user – human; requirements – needs; satisfied – met/addressed; interactive – active/passive; system – user-computer).

Research: acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – heuristics/methods/expert advice/successful designs/case-studies).

Knowledge: supports practices (supports – facilitates/makes possible; practices – trial-and-error/apply and test).

Practices: supported by knowledge (supported – facilitated; knowledge – guidelines; heuristics/methods/expert advice/successful designs/case-studies).

Solution: resolution of a problem (resolution – answer/address; problem – question/doubt).

General Problem: applied design (applied – added/prescribed; design – specification/implementation).

Final Framework

The final framework for an applied approach to HCI follows. It comprises the initial framework (see earlier) and, in addition, key concept definitions (but not clarifications).

The framework (as a basic support structure) is for a discipline (as an academic field of study and branch of knowledge) of HCI (as human-computer interaction) as applied (as prescription) design.

The framework has a general problem (as applied design) with a particular scope (as human computer interactions to do something as desired). Research ( as acquisition and validation) acquires (as study and practice) and validates (as confirms) knowledge (as guidelines; heuristics/methods/expert advice/successful designs/case-studies). This knowledge supports (facilitates) practices (as trial-and-error and implement and test), which solve (as resolve) the general design problem of applied design.

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This framework for a discipline of HCI as applied is more complete, coherent and fit-for-purpose than the description afforded by the applied approach to HCI (see earlier). The framework thus better supports thinking about and doing applied HCI. As the framework is explicit, it can be shared by all interested researchers. Once shared, it enables researchers to build on each other’s work. This sharing and building is further supported by a re-expression of the framework, as a design research exemplar. The latter specifies the complete design research cycle, which once implemented constitutes a case-study of an of an applied approach to HCI. The diagram, which follows, presents the applied design research exemplar. The empty boxes are not required for the design research exemplar of HCI as Applied; but are required elsewhere for the design research exemplar of HCI as Engineering. They have been included here for completeness.

Screen shot 2016-01-29 at 12.53.00

Key: Applied Knowledge – guidelines; heuristics; methods; expert advice; successful designs; case-studies.                     EP – Empirical Practice       EK – Empirical Knowledge

                                         Design Research Exemplar – HCI as Applied

Framework Extension

The Applied Framework is here expressed at the highest level of description. However, to conduct Applied design research and acquire/validate Applied knowledge etc, as suggested by the exemplar diagram above, lower levels of description are required.

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Examples of such levels are presented here – first a short version and then a long version. Researchers, of course, might have their own lower level descriptions or subscribe to some more generally recognised levels. Such descriptions are acceptable, as long as they fit with the higher level descriptions of the framework and are complete; coherent and fit-for-purpose. In the absence of alternative levels of description, researchers might try the short version first .

These levels go, for example from ‘human’ to ‘user’ and from ‘computer’ to ‘interactive system’. The lowest level, of course, needs to reference the applied design itself, in terms of the application, for example, for a business interactive system, secretary and electronic mailing facility. Researchers are encouraged to select from the framework extensions as required and to add the lowest level description, relevant to their research. The lowest level is used here to illustrate the extended applied framework.

 

Applied Framework Extension - Short Version

Following the Applied Design Research exemplar diagram above, researchers need to specify: Specific Applied Problems (as they relate to User Requirements); Applied Research; Applied Knowledge; and Specific Applied Solutions (as thy relate to Interactive Systems).

These specifications require the extended Applied framework to include: the Application; the Interactive System; and Performance, relating the former to the latter. Applied design requires the Interactive System to do something (the Application) as desired (Performance). Applied Research acquires and validates Applied Knowledge to support Applied Design Practices.

The Applied Framework Extension, thus includes: Application; Interactive System; and Performance.

1 Applied Applications

1.1 Objects

Applied applications (the ‘ something’, which the interactive system does) can be described in terms of objects. Objects may be both abstract and physical and are characterised by their attributes. Abstract attributes are those of information and knowledge. Physical attributes are those of energy and matter.

For example, an applied GUI e-mail application, favouring the recognition of text and images over the recall of commands (such as for correspondence), can be described for design research purposes in terms of objects; their abstract attributes, supporting the communication of messages; their physical attributes supporting the GUI visual/verbal representation of displayed information by means of language. Applied objects are specified as part of design and can be researched as such.

1.2 Attributes and Levels

The attributes of an applied application object emerge at different levels of description. For example, characters and their configuration on a GUI page are physical attributes of the object ‘e-mail,’ which emerge at one level. The message of the e-mail is an abstract attribute, which emerges at a higher level of description.

1.3 Relations between Attributes

Attributes of applied application objects are related in two ways. First, attributes are related at different levels of complexity. Second, attributes are related within levels of description. Such relations are specified as part of Applied design.

1.4 Attribute States and Affordance

The attributes of applied application objects can be described as having states. Further, those states may change. For example, the content and characters (attributes) of an applied GUI e-mail (object) may change state: the content with respect to meaning and grammar; its characters with respect to size and font. Objects exhibit an affordance for transformation, associated with their attributes’ potential for state change.

1.5 Applications and the Requirement for Attribute State Changes

An applied application may be described in terms of affordances. Accordingly, an object may be associated with a number of applications. The GUI object ‘book’ may be associated with the application of typesetting (state changes of its layout attributes) and with the application of authorship (state changes of its textual content). In principle, an application may have any level of generality, for example, the writing of GUI personal e-mails and the writing of business e-mails. Object/attribute expression, as in the case of GUI e-mails, favours the recognition over the recall of command instructions.

Organisations have applications and require the realisation of the affordance of their associated objects. For example, ‘completing a survey’ and ‘writing to a friend’, each have a GUI e-mail as their transform, where the e-mails are objects, whose attributes (their content, format and status, for example) have an intended state. Further editing of those e-mails would produce additional state changes, and therein, new transforms. Requiring new affordances might constitute a Specific Applied Problem and lead to a new design, which embodies a Specific Applied Solution.

1.6 Application Goals

The requirement for the transformation of applied application objects is expressed in the form of goals. A product goal specifies a required transform – the realisation of the affordance of an object. A product goal supposes necessary state changes of many attributes. The requirement of each attribute state change can be expressed as an application task goal, derived from the product goal.

So, for example, the product goal demanding transformation of a GUI e-mail, making its message more courteous, would be expressed by task goals, possibly requiring state changes of semantic attributes of the propositional structure of the text and of syntactic attributes of the grammatical structure. Hence, a product goal can be re-expressed as an application task goal structure, a hierarchical structure expressing the relations between task goals, for example, their sequences. The latter, favouring recognition over recall of command instructions, might constitute part of an applied design.

1.7 Applied Application as: Doing Something as Desired

The transformation of an object, associated with a product goal, involves many attribute state changes – both within and across levels of complexity. Consequently, there may be alternative transforms, which satisfy a product goal – GUI e-mails with different styles. The concept of ‘doing something as desired’ describes the variance of an actual transform with that specified by a product goal.

1.8 Applied Application and the User

One description of the applied application then, is of objects, characterised by their attributes, and exhibiting an affordance, arising from the potential changes of state of those attributes. By specifying product goals, users express their requirement for transforms – objects with specific attribute states. Transforms are produced by ‘doing something, as desired’.

From product goals is derived a structure of related task goals, which can be assigned, by design practice, either to the user or to the interactive computer (or both) within an associated interactive system. Task goals assigned to the user by the design are those, intended to motivate the user’s behaviours. The actual state changes (and therein transforms), which those behaviours produce, may or may not be those specified by task and product goals, a difference expressed by the concept ‘as desired’, characterised in terms of: wanted/needed/experienced/felt/valued.

2.Applied Interactive Computers

2.1 Interactive Systems

An interactive system can be described as a behavioural system, distinguished by a boundary enclosing all human and interactive computer behaviours, whose purpose is to achieve and satisfy a common goal. For example, the behaviours of a secretary and GUI electronic e-mail application, whose purpose is to conduct correspondence, constitute an interactive system. Critically, it is only by identifying the common goal, that the boundary of the interactive system can be established and so designed and researched.

Interactive systems transform objects by producing state changes in the abstract and physical attributes of those objects (see 1.1). The secretary and GUI e-mail application may transform the object ‘correspondence’ by changing both the attributes of its meaning and the attributes of its layout by means of recognised, as opposed to recalled command instructions.

The behaviours of the human and the interactive computer are described as behavioural sub-systems of the interactive system – sub-systems, which interact. The human behavioural sub-system is more specifically termed the user. Behaviour may be loosely understood as ‘what the human does’, in contrast with ‘what is done’ (i.e. attribute state changes of application objects).

Although expressible at many levels of description, the user must at least be described at a level, commensurate with the level of description of the transformation of application objects. For example, a secretary interacting with an GUI electronic mail application is a user, whose behaviours include receiving and replying to messages by means of recognised, rather than recalled command instructions.

2.2 Humans as a System of Mental and Physical Behaviours

The behaviours, constituting an interactive system, are both physical and abstract. Abstract behaviours are generally the acquisition, storage, and transformation of information. They represent and process information, at least concerning: application objects and their attributes, attribute relations and attribute states and the transformations, required by goals. Physical behaviours are related to, and express, abstract behaviours.

Accordingly, the user is described as a system of both mental (abstract) and overt (physical) behaviours. They are related within an assumed hierarchy of behaviour types (and their control), wherein mental behaviours generally determine, and are expressed by, overt behaviours. Mental behaviours may transform (abstract) application objects, represented in cognition or express, through overt behaviour, plans for transforming application objects.

For example, a travel company secretary has the product goal, required to maintain the circulation of an electronic newsletter to customers. The secretary interacts with the computer by means of the applied GUI interface (whose behaviours include the icon-based transmission of information about the newsletter). Hence, the secretary acquires a representation of the current circulation by collating the information displayed by the GUI screen and assessing it by comparison with the conditions, specified by the product goal. The secretary reasons about the attribute state changes, necessary to eliminate any discrepancy between current and desired conditions of the process, that is, the set of related changes, which will produce and circulate the newsletter, ‘as desired’. That decision is expressed in the set of instructions issued to the interactive computer through overt behaviour, that is, recognising icons, rather than recalling and keying text-based commands – selecting  GUI menu options.

2.3 Human-Computer Interaction

Although user and interactive computer behaviours may be described as separable sub-systems of the interactive system, these sub-systems extert a ‘mutual influence’ or interaction. Their configuration principally determines the interactive system and applied design and research.

Interaction is described as: the mutual influence of the user (i.e. behaviours) and the interactive computer (i.e behaviours), associated within an interactive system. For example, the behaviours of a secretary interact with the behaviours of a GUI e-mail application. The secretary’s behaviours influence the behaviours of the interactive computer (access the dictionary function), while the behaviours of the interactive computer influence the selection behaviour of the operator (among possible correct spellings). The design of their interaction – the secretary’s selection of the dictionary function, the computer’s presentation of possible spelling corrections – determines the interactive system, comprising the secretary and interactive computer behaviours in their planning and control of correspondence. The interaction may be the object of applied design, favouring recognition over recall and so design research.

The assignment of task goals by design then, to either the user or the interactive computer, delimits the former and therein specifies the design of the interaction. For example, replacement of a mis-spelled word, required in a document is a product goal, which can be expressed as a task goal structure of necessary and related attribute state changes. In particular, the text field for the correctly spelled word demands an attribute state change in the text spacing of the document. Specifying that state change may be a task goal assigned to the user by recalled command instructions, as in interaction with the behaviours of early text editor designs or it may be a task goal assigned to the interactive computer, as in interaction with the applied easily recognised GUI ‘wrap-round’ behaviours. Design research would be expected to have been involved in such innovations. The assignment of the expression of the task goal of specification constitutes the design of the interaction of the user and interactive computer behaviours in each case, which in turn may become the object of research.

2.4 Human Resource Costs

‘Doing something as desired’ by means of an interactive system always incurs resource costs. Given the separability of the user and the interactive computer behaviours, certain resource costs are associated with the user and distinguished as behavioural user costs.

Behavioural user costs are the resource costs, incurred by the user (i.e by the implementation of behaviours) to effect an application. They are both physical and mental. Physical costs are those of physical behaviours, for example, the costs of keying or of attending the GUI menu options; they may be expressed for applied design purposes as physical workload. Mental behavioural costs are the costs of mental behaviours, for example, the costs of knowing, reasoning, and deciding; they may be expressed for  design purposes as mental workload. Recognition behavioural costs, for example, have been shown to be lower that those of recall behaviours. Hence, the popularity of GUI interfaces. Mental behavioural costs are ultimately manifest as physical behavioural costs, for example, menu option selection or text input keying.

3. Performance of the Applied Interactive Computer System and the User.

‘To do something as desired’ derives from the relationship of an interactive system with its application. It assimilates both how well the application is performed by the interactive system and the costs incurred by it. These are the primary constituents of ‘doing something as desired’, that is performance. They can be further differentiated, for example, as wanted/needed/experienced/felt/valued. Desired performance is the object of innovation design.

Behaviours determine performance. How well an application is performed by an interactive system is described as the actual transformation of application objects with regard to the transformation, demanded by product goals. The costs of carrying out an application are described as the resource costs, incurred by the interactive system and are separately attributed to the user and the interactive computer.

‘Doing something as desired’ by means of an interactive system may be described as absolute or as relative, as in a comparison to be matched or improved upon. Accordingly, criteria expressing ‘as desired’ may either specify categorical gross resource costs and how well an application is performed or they may specify critical instances of those factors to be matched or improved upon. They are the object of design and so of design research.

The common measures of human ‘performance’ – errors and time, are related in this notion of performance. Errors are behaviours, which increase resource costs, incurred in producing a given transform or which reduce the goodness of the transform or both. The duration of user behaviours may (very generally) be associated with increases in behavioural user costs.

 

Applied Framework Extension - Long Version

Following theApplied Design Research exemplar diagram above, researchers need to specify: Specific Applied Problems (as they relate to User Requirements); Applied Research; Applied Knowledge; and Specific Applied Solutions (as thy relate to Interactive Systems).

These specifications require the extended Applied framework to include: the Application; the Interactive System; and Performance, relating the former to the latter. Applied design requires the Interactive System to do something (the Application) as desired (Performance). Applied Research acquires and validates Applied Knowledge to support Applied Design Practice.

The Applied Framework Extension, thus includes: Application; Interactive System; and Performance.

1 Applied Applications

1.1 Objects

Applied applications (the ‘something’ the interactive system ‘does’) can be described as objects. Such applications occur in the need of organisations for interactive systems. Objects may be both abstract and physical and are characterised by their attributes. Abstract attributes are those of information and knowledge. Physical attributes are those of energy and matter.

For example, an applied GUI e-mail application, favouring the recognition of text and images over the recall of commands (such as for correspondence), can be described for design research purposes in terms of objects; their abstract attributes, supporting the communication of messages; their physical attributes supporting the GUI visual/verbal representation of displayed information by means of language. Applied objects are specified as part of design and can be researched as such.

1.2 Attributes and Levels

The attributes of an applied application object emerge at different levels of description. For example, characters and their configuration on a GUI page are physical attributes of the object ‘e-mail,’ which emerge at one level. The message of the e-mail is an abstract attribute, which emerges at a higher level of description.

1.3 Relations between Attributes

Attributes of innovation application objects are related in two ways. First, attributes are related at different levels of complexity. Second, attributes are related within levels of description.

1.4 Attribute States and Affordance

The attributes of applied application objects can be described as having states. Further, those states may change. For example, the content and characters (attributes) of a GUI e-mail (object) may change state: the content with respect to meaning and grammar; its characters with respect to size and font. Objects exhibit an affordance for transformation, associated with their attributes’ potential for state change.

1.5 Applications and the Requirement for Attribute State Changes

An applied application may be described in terms of affordances. Accordingly, an object may be associated with a number of applications. The GUI object ‘book’ may be associated with the application of typesetting (state changes of its layout attributes) and with the application of authorship (state changes of its textual content). Such changes may constitute (part of) an applied design. In principle, an application may have any level of generality, for example, the writing of GUI personal e-mails and the writing of business e-mails. Object/attribute expression, as in the case of GUI e-mails, favours the recognition over the recall of command instructions.

Organisations have applications, which require the realisation of the affordance of their associated objects. For example, ‘completing a survey’ and ‘writing to a friend’, each have a GUI e-mail as their transform, where the e-mails are objects, whose attributes (their content, format and status, for example) have an intended state. Further editing of those e-mails produces additional state changes and therein, new transforms.

1.6 Application Goals

Organisations express the requirement for the transformation of applied application objects in terms of goals. A product goal specifies a required transform – the realisation of the affordance of an object. A product goal generally supposes necessary state changes of many attributes. The requirement of each attribute state change can be expressed as an application task goal, derived from the product goal. So, for example, the product goal demanding transformation of a GUI e-mail, making its message more courteous, would be expressed by task goals, possibly requiring state changes of semantic attributes of the propositional structure of the text and of syntactic attributes of the grammatical structure. Hence, a product goal can be re-expressed as an application task goal structure, a hierarchical structure, expressing the relations between task goals, for example, their sequences. The latter, favouring recognition over recall of command instructions, might constitute part of an applied design.

1.7 Innovation Application as: Doing Something as Desired

The transformation of an object, associated with a product goal, involves many attribute state changes – both within and across levels of complexity. Consequently, there may be alternative transforms, which satisfy the same product goal – GUI e-mails with different styles, for example, where different transforms exhibit different compromises between attribute state changes of the application object. There may also be transforms, which fail to meet the product goal. The concept of ‘doing something as desired’ describes the variance of an actual transform with that specified by a product goal. It enables all possible outcomes of an application to be equated and evaluated. Such transforms may become the object of applied design and so research.

1.8 Applied Application and the User

Description of the applied application then, is of objects, characterised by their attributes, and exhibiting an affordance, arising from the potential changes of state of those attributes. By specifying product goals, organisations express their requirement for transforms – objects with specific attribute states. Transforms are produced by ‘doing something, as desired’, which occurs only by means of objects, affording transformation and innovative interactive systems, capable of producing a transformation.

From product goals is derived a structure of related task goals, which can be assigned either to the user or to the interactive computer (or both) within the design of an associated interactive system. The task goals assigned to the user are those, which motivate the user’s behaviours. The actual state changes (and therein transforms), which those behaviours produce, may or may not be those specified by task and product goals, a difference expressed by the concept ‘as desired’, characterised in terms of: wanted/needed/experienced/felt/valued.

2.Applied Interactive Computers and the Human

2.1 Interactive Systems

Users are able to conceptualise goals and their corresponding behaviours are said to be intentional (or purposeful). Interactive computers are designed to achieve goals and their corresponding behaviours are said to be intended (or purposive). An interactive system can be described as a behavioural system, distinguished by a boundary enclosing all user and interactive computer behaviours, whose purpose is to achieve and satisfy a common goal. For example, the behaviours of a secretary and GUI electronic e-mail application, whose purpose is to manage correspondence, constitute an interactive system. Critically, it is only by identifying the common goal, that the boundary of an interactive system can be established and so designed and researched.

Interactive systems transform objects by producing state changes in the abstract and physical attributes of those objects (see 1.1). The secretary and GUI e-mail application may transform the object ‘correspondence’ by changing both the attributes of its meaning and the attributes of its layout by means of recognised, as opposed to recalled, command instructions. More generally, an interactive system may transform an object through state changes, produced in related attributes.

The behaviours of the user and the interactive computer are described as behavioural sub-systems of the interactive system – sub-systems, which interact. The human behavioural sub-system is more specifically termed the user. Behaviour may be loosely understood as ‘what the user does’, in contrast with ‘what is done’ (that is, attribute state changes of application objects). More precisely the user is described as:

a system of distinct and related user behaviours, identifiable as the sequence of states of a user interacting with a computer to do something as desired and corresponding with a purposeful (intentional) transformation of application objects.

Although expressible at many levels of description, the user must at least be described for design research purposes at a level, commensurate with the level of description of the transformation of innovation application objects. For example, a secretary interacting with a GUI electronic mail application is a user, whose behaviours include receiving and replying to messages by means of recognised, rather than recalled command instructions.

2.2 Humans as a System of Mental and Physical Behaviours

The behaviours, constituting an interactive system, are both physical and abstract. Abstract behaviours are generally the acquisition, storage, and transformation of information. They represent and process information, at least concerning: application objects and their attributes, attribute relations and attribute states and the transformations, required by goals. Physical behaviours are related to, and express, abstract behaviours.

Accordingly, the user is described as a system of both mental (abstract) and overt (physical) behaviours, which extend a mutual influence – they are related. In particular, they are related within an assumed hierarchy of behaviour types (and their control), wherein mental behaviours generally determine and are expressed by, overt behaviours. Mental behaviours may transform (abstract) application objects, represented in cognition or express, through overt behaviour, plans for transforming application objects.

 

For example, a travel company secretary has the product goal, required to maintain the circulation of an electronic newsletter to customers. The secretary interacts with the computer by means of the innovative GUI interface (whose behaviours include the transmission of information about the newsletter). Hence, the secretary acquires a representation of the current circulation by collating the information displayed by the GUI screen and assessing it by comparison with the conditions, specified by the product goal. The secretary’s acquisition, collation, assessment and circulation of the newsletter are each distinct mental behaviours, described as representing and processing information. The secretary reasons about the attribute state changes, necessary to eliminate any discrepancy between current and desired conditions of the process, that is, the set of related changes, which will produce and circulate the newsletter, ‘as desired’. That decision is expressed in the set of instructions issued to the interactive computer through overt behaviour, that is, recognising icons, rather than recalling and keying text-based commands – selecting GUI menu options.

The user is described as having cognitive, conative and affective aspects. The cognitive aspects are those of knowing, reasoning and remembering; the conative aspects are those of acting, trying and persevering; and the affective aspects are those of being patient, caring and assuring. Both mental and overt user behaviours are described as having these three aspects, all of which may contribute to ‘doing something, as desired wanted/needed/experienced/felt/valued.

2.3 Human-Computer Interaction

Although user and interactive computer behaviours may be described as separable sub-systems of the interactive system, these sub-systems exert a ‘mutual influence’, that is to say they interact. Their configuration principally determines the interactive system and so its design and the associated research into that and other possible applied designs.

Interaction is described as: the mutual influence of the user (i.e. behaviours) and the interactive computer (i.e behaviours), associated within an interactive system.

Interaction of the user and the interactive computer behaviours is the fundamental determinant of the interactive system, rather than their individual behaviours per se. For example, the behaviours of a secretary interact with the behaviours of a GUI e-mail application. The secretary’s behaviours influence the behaviours of the interactive computer (selection of the dictionary function), while the behaviours of the interactive computer influence the selection behaviour of the operator (provision of possible correct spellings). The configuration of their interaction – the secretary’s selection of the dictionary function, the computer’s presentation of possible spelling corrections – determines the interactive system, comprising the secretary and interactive computer behaviours in their planning and control of correspondence. The interaction is the object of innovation design and so of design research.

The assignment of task goals by design then, to either the user or the interactive computer, delimits the former and therein specifies the design of the interaction. For example, replacement of a mis-spelled word, required in a document is a product goal, which can be expressed as a task goal structure of necessary and related attribute state changes. In particular, the text field for the correctly spelled word demands an attribute state change in the text spacing of the document. Specifying that state change may be a task goal assigned to the user by recalled command instructions, as in interaction with the behaviours of early text editor designs or it may be a task goal assigned to the interactive computer, as in interaction with the applied easily recognised GUI ‘wrap-round’ behaviours. Design research would be expected to have been involved in such innovations. The assignment of the expression of the task goal of specification constitutes the design of the interaction of the user and interactive computer behaviours in each case, which in turn may become the object of research.

2.4 Human On-line and Off-line Behaviours

User behaviours may comprise both on-line and off-line behaviours: on-line behaviours are associated with the interactive computer’s representation of the application; off-line behaviours are associated with non-computer representations of the application.

As an illustration of the distinction, consider the example of an interactive system, consisting of the behaviours of a secretary and a a GUI e-mail application. They are required to produce a paper-based copy of a dictated letter, stored on audio tape. The product goal of the interactive system here requires the transformation of the physical representation of the letter from one medium to another, that is, from tape to paper. From the product goal derives the task goals, relating to required attribute state changes of the letter. Certain of those task goals will be assigned to the secretary. The secretary’s off-line behaviours include listening to and assimilating the dictated letter, so acquiring a representation of the application object. By contrast, the secretary’s on-line behaviours include specifying the represention by the interactive computer of the transposed content of the letter in a desired visual/verbal format of stored physical symbols by recognised menu options, rather than textual command instructions.

On-line and off-line user behaviours are a particular case of the ‘internal’ interactions between a user’s behaviours as, for example, when the secretary’s keying interacts with recalled memorisations of successive segments of the dictated letter.

2.5 Structures and the Human

Description of the user as a system of behaviours needs to be extended, for the purposes of design and design research, to the structures supporting that behaviour.

Whereas user behaviours may be loosely understood as ‘what the human does’, the structures supporting them can be understood as ‘the support for the human to be able to do what they do’. There is a one-to-many mapping between a user’s structures and the behaviours they might support: thus, the same structures may support many different behaviours.

In co-extensively enabling behaviours at each level of description, structures must exist at commensurate levels. The user structural architecture is both physical and mental, providing the capability for a user’s overt and mental behaviours. It provides a represention of application information as symbols (physical and abstract) and concepts, and the processes available for the transformation of those representations. It provides an abstract structure for expressing information as mental behaviour. It provides a physical structure for expressing information as physical behaviour.

Physical user structure is neural, bio-mechanical and physiological. Mental structure consists of representational schemes and processes. Corresponding with the behaviours it supports and enables, user structure has cognitive, conative and affective aspects. The cognitive aspects of user structures include information and knowledge – that is, symbolic and conceptual representations – of the application, of the interactive computer and of the user themselves, and it includes the ability to reason. The conative aspects of user structures motivate the implementation of behaviour and its perseverence in pursuing task goals. The affective aspects of user structures include the personality and temperament, which respond to and support behaviour. All three aspects may contribute to ‘ doing something, as desired wanted/needed/experienced/felt/valued’.

To illustrate this description of mental structure, consider the example of the structures supporting a secretary’s behaviours in an office. Physical structure supports perception of the GUI e-mail display and executing actions by means of recognition or recall to an electronic e-mail application. Mental structures support the acquisition, memorisation and transformation of information about how correspondence is conducted. The knowledge, which the operator has of the application and of the interactive computer, supports the collation, assessment and reasoning about the actions required.

The limits of user structures determine the limits of the behaviours they might support. Such structural limits include those of: intellectual ability; knowledge of the application and the interactive computer; memory (recognition versus recall) and attentional capacities; patience; perseverence; dexterity; and visual acuity etc. The structural limits on behaviour may become particularly apparent, when one part of the structure (an attentional or memory channel capacity, perhaps) is required to support concurrent behaviours, perhaps simultaneous visual attending and reasoning behaviours. The user then, is ‘resource-limited’ by the co-extensive user structures.

The behavioural limits of the user, determined by structure, are not only difficult to define with any kind of completeness, they may also be variable, because that structure may change, and in a number of ways. A user may have self-determined changes in response to the application – as expressed in learning phenomena, acquiring new knowledge of the application, of the interactive computer, and indeed of themselves, to better support behaviour. Also, user structures degrade with the expenditure of resources by behaviour, as demonstrated by the phenomena of mental and physical fatigue. User structures may also change in response to motivating or de-motivating influences of the organisation, which maintains the interactive system.

It must be emphasised that the structure supporting the user is independent of the structure supporting the interactive computer behaviours. Neither structure can make any incursion into the other and neither can directly support the behaviours of the other. (Indeed this separability of structures is a pre-condition for expressing the interactive system as two interacting behavioural sub-systems). Although the structures may change in response to each other, they are not, unlike the behaviours they support, interactive; they are not included within the interactive system. The combination of structures of both user and interactive computer, supporting their interacting behaviours is described as the user interface .

2.6 Human Resource Costs

‘Doing something as desired’ by means of an interactive system always incurs resource costs. Given the separability of the user and the interactive computer behaviours, certain resource costs are associated directly with the user and distinguished as structural user costs and behavioural user costs.

Structural user costs are the costs of the user structures. Such costs are incurred in developing and maintaining user skills and knowledge. More specifically, structural user costs are incurred in training and educating users, so developing in them the structures, which will enable the behaviours necessary for an application . Recall of commands is considered to demand greater set-up costs than recognition of icons, for example. Training and educating may augment or modify existing structures, provide the user with entirely novel structures, or perhaps even reduce existing structures. Structural user costs will be incurred in each case and will frequently be borne by the organisation. An example of structural user costs might be the costs of training a secretary to use an innovative GUI interface in the particular style of layout, required for an organisation’s correspondence with its clients and in the operation of the interactive computer by which that layout style can be created.

Structural user costs may be differentiated as cognitive, conative and affective structural costs. Cognitive structural costs express the costs of developing the knowledge and reasoning abilities of users and their ability for formulating and expressing novel plans in their overt behaviour – as necessary for ‘doing something as desired’. Conative structural costs express the costs of developing the activity, stamina and persistence of users as necessary for an application. Affective structural costs express the costs of developing in users their patience, care and assurance as necessary for an application.

Behavioural user costs are the resource costs, incurred by the user (i.e by the implementation of their of behaviours) in recruiting user structures to effect an application. They are both physical and mental resource costs. Physical behavioural costs are the costs of physical behaviours, for example, the costs of making keystrokes on a keyboard and of attending to a GUI screen display; they may be expressed without differentiation as physical workload. Mental behavioural costs are the costs of mental behaviours, for example, the costs of  remembering (recognition or recall), knowing, reasoning, and deciding; they may be expressed without differentiation as mental workload. Mental behavioural costs are ultimately manifest as physical behavioural costs. Costs are an important aspect of the design of an interactive computer system.

When differentiated, mental and physical behavioural costs are described as the cognitive, conative and affective behavioural costs of the user. Cognitive behavioural costs relate to both the mental representing and processing of information and the demands made on the user’s extant knowledge, as well as the physical expression thereof in the formulation and expression of a novel plan. Conative behavioural costs relate to the repeated mental and physical actions and effort, required by the formulation and expression of the novel plan. Affective behavioural costs relate to the emotional aspects of the mental and physical behaviours, required in the formulation and expression of the novel plan. Behavioural user costs are evidenced in user fatigue, stress and frustration; they are costs borne directly by the user and so need to be taken into account in the design process.

3. Performance of the Innovation Interactive Computer System and the User.

‘To do something as desired’ derives from the relationship of an interactive system with its application. It assimilates both how well the application is performed by the interactive system and the costs incurred by it. These are the primary constituents of ‘doing something as desired’, that is performance. They can be further differentiated, for example, as wanted/needed/experienced/felt/valued.

A concordance is assumed between the behaviours of an interactive system and its performance: behaviours determine performance. How well an application is performed by an interactive system is described as the actual transformation of application objects with regard to the transformation, demanded by product goals. The costs of carrying out an application are described as the resource costs, incurred by the interactive system and are separately attributed to the user and the interactive computer. Specifically, the resource costs incurred by the user are differentiated as: structural user costs – the costs of establishing and maintaining the structures supporting behaviour; and behavioural user costs – the costs of the behaviour, recruiting structure to its own support. Structural and behavioural user costs are further differentiated as cognitive, conative and affective costs. Design requires attention to all types of resource costs – both those of the user and of the interactive computer.

‘Doing something as desired’ by means of an interactive system may be described as absolute or as relative, as in a comparison to be matched or improved upon. Accordingly, criteria expressing ‘as desired’ may either specify categorical gross resource costs and how well an application is performed or they may specify critical instances of those factors to be matched or improved upon. They are the object of design and so of design research.

Discriminating the user’s performance within the performance of the interactive system would require the separate assimilation of user resource costs and their achievement of desired attribute state changes, demanded by their assigned task goals. Further assertions concerning the user arise from the description of interactive system performance. First, the description of performance is able to distinguish the goodness of the transforms from the resource costs of the interactive system, which produce them. This distinction is essential for design, as two interactive systems might be capable of producing the same transform, yet if one were to incur a greater resource cost than the other, it would be the lesser (in terms of performance) of the two systems.

Second, given the concordance of behaviour with ‘doing something as desired’, optimal user (and equally, interactive computer) behaviours may be described as those, which incur a (desired) minimum of resource costs in producing a given transform. Design of optimal user behaviour would minimise the resource costs (recognition being lower than recall), incurred in producing a transform of a given goodness. However, that optimality may only be categorically determined with regard to interactive system performance and the best performance of an interactive system may still be at variance with what is desired of it. To be more specific, it is not sufficient for user behaviours simply to be error-free. Although the elimination of errorful user behaviours may contribute to the best application possible of a given interactive system, that performance may still be less than ‘as desired’. Conversely, although user behaviours may be errorful, an interactive system may still support ‘doing something, as desired’.

Third, the common measures of human ‘performance’ – errors and time, are related in this conceptualisation of performance. Errors are behaviours, which increase resource costs, incurred in producing a given transform or which reduce the goodness of the transform or both. The duration of user behaviours may (very generally) be associated with increases in behavioural user costs.

Fourth, structural and behavioural user costs may be traded-off in the design of an application. More sophisticated user structures, supporting user behaviours, that is, the knowledge and skills of experienced and trained users, will incur high (structural) costs to develop, but enable more efficient behaviours – and therein, reduced behavioural costs.

Fifth, resource costs, incurred by the user and the interactive computer may be traded-off in the design of the performance of an application. A user can sustain a level of performance of the interactive system by optimising behaviours to compensate for the poorly designed behaviours of the interactive computer (and vice versa), that is, behavioural costs of the user and interactive computer are traded-off in the design process. This is of particular importance as the ability of users to adapt their behaviours to compensate for the poor design of interactive computer-based systems often obscures the fact that the systems are poorly designed.

Examples of Applied Frameworks for HCI

Applied Framework Illustration – Barnard (1991) Bridging between Basic Theories and the Artifacts of Human-Computer Interaction

Making use of a framework for understanding different research paradigms in HCI, Barnard discusses how theory-based research might usefully evolve to enhance its prospects for both adequacy and impact.

Applied Framework Illustration – Barnard (1991) Bridging between Basic Theories and the Artifacts of Human-Computer Interaction

How well does the Barnard paper meet the requirements for constituting an Applied Framework for HCI? (Read More…..)

Read More.....

Requirement 1: The framework (as a basic support structure) is for a discipline (as an academic field of study and branch of knowledge).

The paper makes clear that Cognitive Theory forms part of the discipline of Psychology, which in turn seeks to be a Science. Psychology is assumed to be an academic discipline with its own field of study (Comments 1, 2, 4, 6, 9, 14). Cognitive theory can be applied to the design of human-computer interactions. HCI is considered to be its domain of application (Comments 4, 5,and 6). Cognitive Theory informs Cognitive Engineering. Both inform design (Comment 21). It is unclear that HCI design itself is, here, considered to be a discipline in its own right and if so, of what kind.

Requirement 2: The framework is for HCI (as human-computer interaction) as applied (as prescription) design.

The paper describes the  application of Cognitive Theory to the design of humans interacting with computers in tasks such as text editing, document preparation etc (Comments 12 and 13). Application may be direct or indirect in the form of models of the user or analytic deductions from theory respectively (Comments 24, 25 and 26). Given the type of paper, lower levels of description of the framework are unsurprisingly not presented.

Requirement 3: The framework has a general problem (as applied design) with a particular scope (as human computer interactions to do something as desired).

The paper espouses the concept of HCI as science with the general problem of understanding (Comment 1). Cognitive Theory is intended to be applied to the design of humans interacting with computers (Comments 12 and 13). Tasks are performed as needed and required by the end-user (Comment 7). Such performance may be expressed in terms of time and errors (Comment 10).

Requirement 4: Research ( as acquisition and validation) acquires (as study and practice) and validates (as confirms) knowledge (as theories; models; laws; data; hypotheses; analytical and empirical methods and tools).

The paper makes frequent reference to the scientific research needed to acquire Cognitive Theory (Comment 8). Research produces and uses: theories; models; data; hypotheses; and empirical methods (Comments 3, 8 and 11). Cognitive Theories require verification (and validation) (Comment 9).

Requirement 5: This knowledge supports (facilitates) practices (as explanation and prediction), which solve (as resolve) the general problem of understanding.

The paper proposes that Cognitive Theory, as Psychology discipline knowledge, is able to support the understanding of phenomena, associated with humans interacting with computers (Comment 2). This understanding can be applied to HCI design by means of Cognitive Theory (Comments 12 and 13). The practices of understanding, such as explanation and prediction, of such phenomena received little or no attention; but are assumed to be involved in the support provided by understanding. Little or no reference is made to the different types of HCI design practice.

Conclusion: Barnard’s paper obviously espouses the concept of HCI, as applied science and in particular the application of Psychology in the form of Cognitive Theory to the design of humans interacting with computers. The framework is more-or-less complete at a high level of description with its references to understanding, models and methods. As a review/essay-type paper it understandably reports no detailed design research. To do so the framework would need to be expressed at lower levels of description to instantiate the models and methods of Cognitive Theory in the service of the practices of design, that is, the diagnosis of design problems and the prescription of design solutions. To this end, the framework would need to be expressed at lower levels of description. The detailed frameworks proposed here might be useful in this respect.

Comparison of Key HCI Concepts across Frameworks

To facilitate comparison of key HCI concepts across frameworks, the concepts are presented next, grouped by framework category Discipline; HCI; Framework Type; General Problem; Particular Scope; Research; Knowledge; Practices and Solution.

 

Discipline

Discipline

Innovation – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Art – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Craft – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Applied – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Science – Discipline: an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Engineering – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

 

HCI

HCI

Innovation – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Art – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Craft – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Applied – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Science – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Engineering – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

 

Framework Type

Framework Type

Innovation – Innovation: novel (novel – new ideas/methods/devices etc)

Art – Art: creative expression corresponding to some ideal or criteria (creative – imaginative, inventive); (expressive – showing by taking some form); ideal – visionary/perfect); criterion – standard).

Craft – Craft: best practice design (practice – design/evaluation; design – specification/implementation).

Applied – Applied: application of other discipline knowledge (application – addition to/prescription; discipline – academic field/branch of knowledge; knowledge – information/learning).

Science – understanding (explanation/prediction)

Engineering – design for performance (design – specification/implementation; performance – how well effected).

 

General Problem

General Problem

Innovation – innovation design (innovation – novelty; design – specification/implementation).

Art – art design (art – ideal creative expression; design – specification/implementation).

Craft – craft design (craft – best practice; design – specification/implementation).

Applied – applied design (applied – added/prescribed; design – specification/implementation).

Science – understanding human-computer interactions (understand – explanation/prediction; human – individual/group; computer – interactive/embedded; interaction – active/passive)

Engineering – engineering design (engineering – design for performance; design – specification/implementation).

 

Particular Scope

Particular Scope

Innovation – innovative human-computer interactions to do something as desired (innovative – novel; human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued).

Art – art human-computer interactions to do something as desired (art – creation/expression; human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task); desired: wanted/needed/experienced/felt/valued).

Craft – human-computer interactions to do something as desired, which satisfy user requirements in the form of an interactive system (human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued; user – human; requirements – needs; satisfied – met/addressed; interactive – active/passive; system – user-computer).

Applied – human-computer interactions to do something as desired, which satisfy user requirements in the form of an interactive system (human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued; user – human; requirements – needs; satisfied – met/addressed; interactive – active/passive; system – user-computer).

Science – human-computer interactions to do something as desired (human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued.

Engineering – human-computer interactions to perform tasks effectively as desired (human – individual/group; computer – interactive/embedded; interactions – active/passive; perform – effect/carry out; tasks – actions; desired – wanted/needed/experienced/felt/valued).

 

Research

Research

Innovation – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – patents/expert advice/experience/examples).

Art – acquires and validates knowledge (acquires – creates by study/practice; validates – confirms; knowledge – experience/expert advice/other artefacts.

Craft – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – heuristics/methods/expert advice/successful designs/case-studies).

Applied – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – heuristics/methods/expert advice/successful designs/case-studies).

Science – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – theories/models/laws/data/hypotheses/analytical and empirical methods and tools; practices – explanation/prediction).

Engineering – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – design guidelines/models and methods/principles – specific/ general and declarative/methodological).

 

Knowledge

Knowledge

Innovation – supports practices (supports – facilitates/makes possible; practices – trial-and-error/implement and test).

Art – supports practices (supports – facilitates/makes possible; practices – trial and error/implement and test).

Craft – supports practices (supports – facilitates/makes possible; practices – trial-and-error/implement and test).

Applied – supports practices (supports – facilitates/makes possible; practices – trial-and-error/apply and test).

Science – supports practices (supports – facilitates/makes possible; practices – explanation/prediction).

Engineering – supports practices (supports – facilitates/makes possible; practices – diagnose design problems/prescribe design solutions).

 

Practices

Practices

Innovation – supported by knowledge (supported – facilitated; knowledge – patents/expert advice/experience/examples).

Art – supported by knowledge (supported – facilitated/made possible; knowledge – experience/expert advice/other artefacts).

Craft – supported by knowledge (supported – facilitated; knowledge – heuristics/methods/expert advice/successful designs/case-studies).

Applied – supported by knowledge (supported – facilitated; knowledge – guidelines; heuristics/methods/expert advice/successful designs/case-studies).

Science – supported by knowledge (supported – facilitated; knowledge – theories/models/laws/data/hypotheses/analytical and empirical methods and tools ).

Engineering – supported by knowledge (supported – facilitated; knowledge – design guidelines/models and methods/principles – specific/ general and declarative/methodological).

 

Solution

Solution

Innovation – resolution of a problem (resolution – answer/address; problem – question/doubt).

Art – resolution of the general problem (resolution – answer/address; problem – question/doubt).

Craft – resolution of a problem (resolution – answer/address; problem – question/doubt).

Applied – resolution of a problem (resolution – answer/address; problem – question/doubt).

Science – resolution of a problem (resolution – answer/address; problem – question/doubt).

Engineering – resolution of a problem (resolution – answer/address; problem – question/doubt).

 

Science Framework 150 150 John

Science Framework

Initial Framework

The initial framework for a science approach to HCI follows. (Read More…..)

Read More.....

The initial framework for a science approach to HCI follows. The key concepts appear in bold.

The framework for a discipline of HCI as science has a general problem with a particular scope. Research acquires and validates knowledge, which supports practices, solving the general problem.

Key concepts are defined below (with additional clarification in brackets).

Framework: a basic supporting structure (basic – fundamental; supporting – facilitating/making possible; structure – organisation).

Discipline: an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

HCI: human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Science: understanding (explanation/prediction)

General Problem: understanding human-computer interactions (understand – explanation/prediction; human – individual/group; computer – interactive/embedded; interaction – active/passive)

Particular Scope: human-computer interactions to do something as desired (human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued.

Research: acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – theories/models/laws/data/hypotheses/analytical and empirical methods and tools; practices – explanation/prediction).

Knowledge: supports practices (supports – facilitates/makes possible; practices – explanation/prediction).

Practices: supported by knowledge (supported – facilitated; knowledge – theories/models/laws/data/hypotheses/analytical and empirical methods and tools ).

Solution: resolution of a problem (resolution – answer/address; problem – question/doubt).

General Problem: understanding human-computer interactions (understand – explanation/prediction; human – individual/group; computer – interactive/embedded; interaction – active/passive)

Final Framework

The final framework for a science approach to HCI follows. It comprises the initial framework (see earlier) and, in addition, key concept definitions (but not clarifications).

The framework (as a basic support structure) is for a discipline (as an academic field of study and branch of knowledge) of HCI (as human-computer interaction) as science (as understanding).

The framework has a general problem (as understanding) with a particular scope (as human computer interactions to do something as desired). Research ( as acquisition and validation) acquires (as study and practice) and validates (as confirms) knowledge (as theories; models;laws;data; hypotheses; analytical and empirical methods and tools). This knowledge supports (facilitates) practices (as explanation and prediction), which solve (as resolve) the general problem of understanding.

Read More

This framework for a discipline of HCI as science is more complete, coherent and fit-for-purpose than the description afforded by the science approach to HCI (see earlier). The framework thus better supports thinking about and doing science HCI. As the framework is explicit, it can be shared by all interested researchers. Once shared, it enables researchers to build on each other’s work. This sharing and building is further supported by a re-expression of the framework, as a design research exemplar. The latter specifies the complete design research cycle, which once implemented constitutes a case-study of an of a science approach to HCI. The diagram, which follows, presents the science design research exemplar.

Science DRE

Key: Science Knowledge – theories; models; laws; data; hypotheses; analytical and empirical methods; tools.               EP – Empirical Practice   EK – Empirical Knowledge    FP – Formal Practice   FK – Formal Knowledge

                                      Design Research Exemplar – HCI as Science

Applied and Science Design Research Exemplar

For researchers who conduct both Applied and Science design research, the two design research exemplars may be usefully combined, as follows:

App and Sci Dre

Key: Science Knowledge – theories; models; laws; data; hypotheses; analytical and empirical methods; tools. EP – Empirical Practice EK – Empirical Knowledge FP – Formal Practice FK – Formal Knowledge
Key: Applied Knowledge – guidelines; heuristics; methods; expert advice; successful designs; case-studies. EP – Empirical Practice EK – Empirical Knowledge

         Design Research Exemplar – HCI as Applied and as Science Combined

 

Framework Extension

The Science Framework is here expressed at the highest level of description. However, to conduct Science design research and acquire/validate Science knowledge etc, as suggested by the exemplar diagram above, lower levels of description are required.

Read More

Examples of such levels are presented here – first a short version and then a long version. Researchers, of course, might have their own lower level descriptions or subscribe to some more generally recognised levels. Such descriptions are acceptable, as long as they fit with the higher level descriptions of the framework and are complete; coherent and fit-for-purpose. In the absence of alternative levels of description, researchers might try the short version first .

These levels go, for example from ‘human’ to ‘user’ and from ‘computer’ to ‘interactive system’. The lowest level, of course, needs to reference the science phenomena to be understood, in terms of the application, for example, for a business interactive system, phenomena, associated with the secretary and the electronic mailing facility. Researchers are encouraged to select from the framework extensions as required and to add the lowest level description, relevant to their research. The lowest level is used here to illustrate the extended science framework.

 

Science Framework Extension - Short Version

Following the Science Design Research exemplar diagram above, researchers need to specify: Specific Science Problems (as they relate to Specific Applied Problems and User Requirements); Science Research; Science Knowledge; and Specific Science Solutions (as thy relate to Specific Applied Solutions and Interactive Systems).

These specifications require the extended science framework to include in the scope of its phenomena to be understood: the Application; the Interactive System; and Performance, relating the former to the latter. Science-based design requires the Interactive System to do something (the Application) as desired (Performance). Science Research acquires and validates Applied Knowledge to support Science Practices of explanation and prediction of phenomena, which together constitute understanding thereof.

The Science Framework Extension, thus includes: Application; Interactive System; and Performance.

1 Science Applications

1.1 Objects

Science applications (the ‘ something’, which the interactive system does) can be described in terms of objects. Objects may be both abstract and physical and are characterised by their attributes. Abstract attributes are those of information and knowledge. Physical attributes are those of energy and matter.

For example, phenomena, associated with a GUI e-mail application, favouring the recognition of text and images over the recall of commands (such as for correspondence), can be described for design-based science research purposes in terms of objects; their abstract attributes, supporting the communication of messages; their physical attributes supporting the GUI visual/verbal representation of displayed information by means of language. Science objects are specified as part of the phenomena to be explained and predicted and so understood and can be researched as such.

1.2 Attributes and Levels

The attributes of a science application object emerge at different levels of description. For example, characters and their configuration on a GUI page are physical attributes of the object ‘e-mail,’ which emerge at one level. The message of the e-mail is an abstract attribute, which emerges at a higher level of description.

1.3 Relations between Attributes

Attributes of science application objects are related in two ways. First, attributes are related at different levels of complexity. Second, attributes are related within levels of description. Such relations are specified as part of science-based design.

1.4 Attribute States and Affordance

The attributes of science application objects can be described as having states. Further, those states may change. For example, the content and characters (attributes) of a science GUI e-mail (object) may change state: the content with respect to meaning and grammar; its characters with respect to size and font. Objects exhibit an affordance for transformation, associated with their attributes’ potential for state change.

1.5 Applications and the Requirement for Attribute State Changes

A science application may be described in terms of affordances. Accordingly, an object may be associated with a number of applications. The GUI object ‘book’ may be associated with the application of typesetting (state changes of its layout attributes) and with the application of authorship (state changes of its textual content). In principle, an application may have any level of generality, for example, the writing of GUI personal e-mails and the writing of business e-mails. Object/attribute expression, as in the case of GUI e-mails, favours the recognition over the recall of command instructions. The documentation of the associated recognition/recall phenomena, their explanation and prediction by science theory, constituting understanding thereof, all comprise the goals of science research.

Organisations have applications and require the realisation of the affordance of their associated objects. For example, ‘completing a survey’ and ‘writing to a friend’, each have a GUI e-mail as their transform, where the e-mails are objects, whose attributes (their content, format and status, for example) have an intended state. Further editing of those e-mails would produce additional state changes, and therein, new transforms. Requiring new affordances might constitute a Specific Applied Problem and so a Specific Science Problem and lead to a new design, which embodies a Specific Applied Solution, derived from a Specific Science Solution.

1.6 Application Goals

The requirement for the transformation of science application objects is expressed in the form of goals. A product goal specifies a required transform – the realisation of the affordance of an object. A product goal supposes necessary state changes of many attributes. The requirement of each attribute state change can be expressed as an application task goal, derived from the product goal.

So, for example, the product goal demanding transformation of a GUI e-mail, making its message more courteous, would be expressed by task goals, possibly requiring state changes of semantic attributes of the propositional structure of the text and of syntactic attributes of the grammatical structure. Hence, a product goal can be re-expressed as an application task goal structure, a hierarchical structure expressing the relations between task goals, for example, their sequences. The latter, favouring recognition over recall of command instructions, might constitute part of applied design, based on science knowledge.

1.7 Science Application as: Doing Something as Desired

The transformation of an object, associated with a product goal, involves many attribute state changes – both within and across levels of complexity. Consequently, there may be alternative transforms, which satisfy a product goal – GUI e-mails with different styles. The concept of ‘doing something as desired’ describes the variance of an actual transform with that specified by a product goal. Such transforms may become the object of applied design and so of science research.

1.8 Science Application and the User

One description of the science application then, is of objects, characterised by their attributes, and exhibiting an affordance, arising from the potential changes of state of those attributes. By specifying product goals, users express their requirement for transforms – objects with specific attribute states. Transforms are produced by ‘doing something, as desired’.

From product goals is derived a structure of related task goals, which can be assigned, by design practice, either to the user or to the interactive computer (or both) within an associated interactive system. Task goals assigned to the user by the science-based design are those, intended to motivate the user’s behaviours. The actual state changes (and therein transforms), which those behaviours produce, may or may not be those specified by task and product goals, a difference expressed by the concept ‘as desired’, characterised in terms of: wanted/needed/experienced/felt/valued.

2. Science Interactive Computers

2.1 Interactive Systems

An interactive system can be described as a behavioural system, distinguished by a boundary enclosing all human and interactive computer behaviours, whose purpose is to achieve and satisfy a common goal. For example, the behaviours of a secretary and GUI electronic e-mail application, whose purpose is to conduct correspondence, constitute an interactive system. Critically, it is only by identifying the common goal, that the boundary of the interactive system can be established and so designed and researched, as set of associated phenomena.

Interactive systems transform objects by producing state changes in the abstract and physical attributes of those objects (see 1.1). The secretary and GUI e-mail application may transform the object ‘correspondence’ by changing both the attributes of its meaning and the attributes of its layout by means of recognised, as opposed to recalled command instructions, as derived from science knowledge.

The behaviours of the human and the interactive computer are described as behavioural sub-systems of the interactive system – sub-systems, which interact. The human behavioural sub-system is more specifically termed the user. Behaviour may be loosely understood as ‘what the human does’, in contrast with ‘what is done’ (i.e. attribute state changes of application objects). Science provides a more specific understanding, in terms of the explanation and prediction of the relevant phenomena.

Although expressible at many levels of description, the user must at least be described at a level, commensurate with the level of description of the transformation of application objects. For example, a secretary interacting with an GUI electronic mail application is a user, whose behaviours include receiving and replying to messages by means of recognised, rather than recalled command instructions, as derived from science knowledge.

2.2 Humans as a System of Mental and Physical Behaviours

The behaviours, constituting an interactive system, are both physical and abstract. Abstract behaviours are generally the acquisition, storage, and transformation of information. They represent and process information, at least concerning: application objects and their attributes, attribute relations and attribute states and the transformations, required by goals. Physical behaviours are related to, and express, abstract behaviours.

Accordingly, the user is described as a system of both mental (abstract) and overt (physical) behaviours. They are related within an assumed hierarchy of behaviour types (and their control), wherein mental behaviours generally determine, and are expressed by, overt behaviours. Mental behaviours may transform (abstract) application objects, represented in cognition or express, through overt behaviour, plans for transforming application objects.

For example, a travel company secretary has the product goal, required to maintain the circulation of an electronic newsletter to customers. The secretary interacts with the computer by means of the applied GUI interface (whose behaviours include the icon-based transmission of information about the newsletter). Hence, the secretary acquires a representation of the current circulation by collating the information displayed by the GUI screen and assessing it by comparison with the conditions, specified by the product goal. The secretary reasons about the attribute state changes, necessary to eliminate any discrepancy between current and desired conditions of the process, that is, the set of related changes, which will produce and circulate the newsletter, ‘as desired’. That decision is expressed in the set of instructions issued to the interactive computer through overt behaviour, that is, recognising icons, rather than recalling and keying text-based commands – selecting GUI menu options, as prompted by science research.

2.3 Human-Computer Interaction

Although user and interactive computer behaviours may be described as separable sub-systems of the interactive system, these sub-systems extert a ‘mutual influence’ or interaction. Their configuration principally determines the interactive system and science-based design and research.

Interaction is described as: the mutual influence of the user (i.e. behaviours) and the interactive computer (i.e behaviours), associated within an interactive system. For example, the behaviours of a secretary interact with the behaviours of a GUI e-mail application. The secretary’s behaviours influence the behaviours of the interactive computer (access the dictionary function), while the behaviours of the interactive computer influence the selection behaviour of the operator (among possible correct spellings). The design of their interaction – the secretary’s selection of the dictionary function, the computer’s presentation of possible spelling corrections – determines the interactive system, comprising the secretary and interactive computer behaviours in their planning and control of correspondence. The interaction may be the object of science-based design, favouring recognition over recall and so design research.

The assignment of task goals by design then, to either the user or the interactive computer, delimits the former and therein specifies the design of the interaction. For example, replacement of a mis-spelled word, required in a document is a product goal, which can be expressed as a task goal structure of necessary and related attribute state changes. In particular, the text field for the correctly spelled word demands an attribute state change in the text spacing of the document. Specifying that state change may be a task goal assigned to the user by recalled command instructions, as in interaction with the behaviours of early text editor designs or it may be a task goal assigned to the interactive computer, as in interaction with the applied easily recognised GUI ‘wrap-round’ behaviours. Science research aims to inform such design, albeit indirectly, by seeking to understand, that is explain and predict, associated phenomena. The assignment of the expression of the task goal of specification constitutes the design of the interaction of the user and interactive computer behaviours in each case, which in turn may become the object of science research.

2.4 Human Resource Costs

‘Doing something as desired’ by means of an interactive system always incurs resource costs. Given the separability of the user and the interactive computer behaviours, certain resource costs are associated with the user and distinguished as behavioural user costs.

Behavioural user costs are the resource costs, incurred by the user (i.e by the implementation of behaviours) to effect an application. They are both physical and mental. Physical costs are those of physical behaviours, for example, the costs of keying or of attending the GUI menu options; they may be expressed for science-based design purposes as physical workload. Mental behavioural costs are the costs of mental behaviours, for example, the costs of knowing, reasoning, and deciding; they may be expressed for science-based design purposes as mental workload. Recognition behavioural costs, for example, have been shown by science research to be lower that those of recall behaviours. Reflection thereof is assumed to be mirrored by the popularity of GUI interfaces. Mental behavioural costs are ultimately manifest as physical behavioural costs, for example, menu option selection or text input keying.

3. Performance of the Applied Interactive Computer System and the User.

‘To do something as desired’ derives from the relationship of an interactive system with its application. It assimilates both how well the application is performed by the interactive system and the costs incurred by it. These are the primary constituents of ‘doing something as desired’, that is performance. They can be further differentiated, for example, as wanted/needed/experienced/felt/valued. Desired performance is the object of applied design and is assumed to be derivable from science knowledge.

Behaviours determine performance. How well an application is performed by an interactive system is described as the actual transformation of application objects with regard to the transformation, demanded by product goals. The costs of carrying out an application are described as the resource costs, incurred by the interactive system and are separately attributed to the user and the interactive computer.

‘Doing something as desired’ by means of an interactive system may be described as absolute or as relative, as in a comparison to be matched or improved upon. Accordingly, criteria expressing ‘as desired’ may either specify categorical gross resource costs and how well an application is performed or they may specify critical instances of those factors to be matched or improved upon. They are the object of design and so of applied design research and so of science research.

The common measures of human ‘performance’ – errors and time, are related in this notion of performance. Errors are behaviours, which increase resource costs, incurred in producing a given transform or which reduce the goodness of the transform or both. The duration of user behaviours may (very generally) be associated with increases in behavioural user costs.

 

Science Framework Extension - Long Version

Following the Science Design Research exemplar diagram above, researchers need to specify: Specific Science Problems (as they relate to Specific Applied Problems and to User Requirements); Science Research; Science Knowledge; and Specific Science Solutions (as they relate to Specific Applied Solutions and to Interactive Systems).

These specifications require the extended science framework to include in the scope of its phenomena to be understood: the Application; the Interactive System; and Performance, relating the former to the latter. Science-based design requires the Interactive System to do something (the Application) as desired (Performance). Science Research acquires and validates Applied Knowledge to support Science Practices of explanation and prediction of phenomena, which together constitute understanding thereof.

The Science Framework Extension, thus includes: Application; Interactive System; and Performance.

1 Science Applications

1.1 Objects

Science applications (the ‘something’ the interactive system ‘does’) can be described as objects. Such applications occur in the need of organisations for interactive systems. Objects may be both abstract and physical and are characterised by their attributes. Abstract attributes are those of information and knowledge. Physical attributes are those of energy and matter.

For example, phenomena, associated with a GUI e-mail application, favouring the recognition of text and images over the recall of commands (such as for correspondence), can be described for design-based science research purposes in terms of objects; their abstract attributes, supporting the communication of messages; their physical attributes supporting the GUI visual/verbal representation of displayed information by means of language. Science objects are specified as part of the phenomena to be explained and predicted and so understood and can be researched as such.

1.2 Attributes and Levels

The attributes of a science-based application object emerge at different levels of description. For example, characters and their configuration on a GUI page are physical attributes of the object ‘e-mail,’ which emerge at one level. The message of the e-mail is an abstract attribute, which emerges at a higher level of description.

1.3 Relations between Attributes

Attributes of science application objects are related in two ways. First, attributes are related at different levels of complexity. Second, attributes are related within levels of description.

1.4 Attribute States and Affordance

The attributes of science application objects can be described as having states. Further, those states may change. For example, the content and characters (attributes) of a GUI e-mail (object) may change state: the content with respect to meaning and grammar; its characters with respect to size and font. Objects exhibit an affordance for transformation, associated with their attributes’ potential for state change.

1.5 Applications and the Requirement for Attribute State Changes

A science application may be described in terms of affordances. Accordingly, an object may be associated with a number of applications. The GUI object ‘book’ may be associated with the application of typesetting (state changes of its layout attributes) and with the application of authorship (state changes of its textual content). In principle, an application may have any level of generality, for example, the writing of GUI personal e-mails and the writing of business e-mails. Object/attribute expression, as in the case of GUI e-mails, favours the recognition over the recall of command instructions. The documentation of the associated recognition/recall phenomena, their explanation and prediction by science theory, constituting understanding thereof, all comprise the goals of science research.

Organisations have applications and require the realisation of the affordance of their associated objects. For example, ‘completing a survey’ and ‘writing to a friend’, each have a GUI e-mail as their transform, where the e-mails are objects, whose attributes (their content, format and status, for example) have an intended state. Further editing of those e-mails would produce additional state changes, and therein, new transforms. Requiring new affordances might constitute a Specific Applied Problem and so a Specific Science Problem and lead to a new design, which embodies a Specific Applied Solution, derived from a Specific Science Solution.

1.6 Application Goals

Organisations express the requirement for the transformation of applied application objects in terms of goals. A product goal specifies a required transform – the realisation of the affordance of an object. A product goal generally supposes necessary state changes of many attributes. The requirement of each attribute state change can be expressed as an application task goal, derived from the product goal. So, for example, the product goal demanding transformation of a GUI e-mail, making its message more courteous, would be expressed by task goals, possibly requiring state changes of semantic attributes of the propositional structure of the text and of syntactic attributes of the grammatical structure. Hence, a product goal can be re-expressed as an application task goal structure, a hierarchical structure, expressing the relations between task goals, for example, their sequences. The latter, favouring recognition over recall of command instructions, might constitute part of applied research, derived from science knowledge.

1.7 Science Application as: Doing Something as Desired

The transformation of an object, associated with a product goal, involves many attribute state changes – both within and across levels of complexity. Consequently, there may be alternative transforms, which satisfy the same product goal – GUI e-mails with different styles, for example, where different transforms exhibit different compromises between attribute state changes of the application object. There may also be transforms, which fail to meet the product goal. The concept of ‘doing something as desired’ describes the variance of an actual transform with that specified by a product goal. It enables all possible outcomes of an application to be equated and evaluated. Such transforms may become the object of applied design and so of science research.

1.8 Science Application and the User

Description of the science application then, is of objects, characterised by their attributes, and exhibiting an affordance, arising from the potential changes of state of those attributes. By specifying product goals, organisations express their requirement for transforms – objects with specific attribute states. Transforms are produced by ‘doing something, as desired’, which occurs only by means of objects, affording transformation and  interactive systems, capable of producing a transformation.

From product goals is derived a structure of related task goals, which can be assigned, by design practice, either to the user or to the interactive computer (or both) within an associated interactive system. Task goals assigned to the user by the science-based design are those, intended to motivate the user’s behaviours. The actual state changes (and therein transforms), which those behaviours produce, may or may not be those specified by task and product goals, a difference expressed by the concept ‘as desired’, characterised in terms of: wanted/needed/experienced/felt/valued.

 

2. Science Interactive Computers and the Human

2.1 Interactive Systems

Users are able to conceptualise goals and their corresponding behaviours are said to be intentional (or purposeful). Interactive computers are designed to achieve goals and their corresponding behaviours are said to be intended (or purposive). An interactive system can be described as a behavioural system, distinguished by a boundary enclosing all user and interactive computer behaviours, whose purpose is to achieve and satisfy a common goal. For example, the behaviours of a secretary and GUI electronic e-mail application, whose purpose is to manage correspondence, constitute an interactive system. Critically, it is only by identifying the common goal, that the boundary of an interactive system can be established and so designed and researched, as a set of associated phenomena.

Interactive systems transform objects by producing state changes in the abstract and physical attributes of those objects (see 1.1). The secretary and GUI e-mail application may transform the object ‘correspondence’ by changing both the attributes of its meaning and the attributes of its layout by means of recognised, as opposed to recalled, command instructions, as derived from science knowledge. More generally, an interactive system may transform an object through state changes, produced in related attributes.

The behaviours of the user and the interactive computer are described as behavioural sub-systems of the interactive system – sub-systems, which interact. The human behavioural sub-system is more specifically termed the user. Behaviour may be loosely understood as ‘what the user does’, in contrast with ‘what is done’ (that is, attribute state changes of application objects). More precisely the user is described as:

a system of distinct and related user behaviours, identifiable as the sequence of states of a user interacting with a computer to do something as desired and corresponding with a purposeful (intentional) transformation of application objects.

Although expressible at many levels of description, the user must at least be described for science-based design research purposes at a level, commensurate with the level of description of the transformation of application objects. For example, a secretary interacting with a GUI electronic mail application is a user, whose behaviours include receiving and replying to messages by means of recognised, rather than recalled command instructions.

2.2 Humans as a System of Mental and Physical Behaviours

The behaviours, constituting an interactive system, are both physical and abstract. Abstract behaviours are generally the acquisition, storage, and transformation of information. They represent and process information, at least concerning: application objects and their attributes, attribute relations and attribute states and the transformations, required by goals. Physical behaviours are related to, and express, abstract behaviours.

Accordingly, the user is described as a system of both mental (abstract) and overt (physical) behaviours, which extend a mutual influence – they are related. In particular, they are related within an assumed hierarchy of behaviour types (and their control), wherein mental behaviours generally determine and are expressed by, overt behaviours. Mental behaviours may transform (abstract) application objects, represented in cognition or express, through overt behaviour, plans for transforming application objects.

For example, a travel company secretary has the product goal, required to maintain the circulation of an electronic newsletter to customers. The secretary interacts with the computer by means of the applied GUI interface (whose behaviours include the icon-based transmission of information about the newsletter). Hence, the secretary acquires a representation of the current circulation by collating the information displayed by the GUI screen and assessing it by comparison with the conditions, specified by the product goal. The secretary reasons about the attribute state changes, necessary to eliminate any discrepancy between current and desired conditions of the process, that is, the set of related changes, which will produce and circulate the newsletter, ‘as desired’. That decision is expressed in the set of instructions issued to the interactive computer through overt behaviour, that is, recognising icons, rather than recalling and keying text-based commands – selecting GUI menu options, as prompted by science research.

The user is described as having cognitive, conative and affective aspects. The cognitive aspects are those of knowing, reasoning and remembering (for example, recognition and recall); the conative aspects are those of acting, trying and persevering; and the affective aspects are those of being patient, caring and assuring. Both mental and overt user behaviours are described as having these three aspects, all of which may contribute to ‘doing something, as desired wanted/needed/experienced/felt/valued.

2.3 Human-Computer Interaction

Although user and interactive computer behaviours may be described as separable sub-systems of the interactive system, these sub-systems exert a ‘mutual influence’, that is to say they interact. Their configuration principally determines the interactive system and so its design and the associated science research into that and other possible associated design phenomena.

Interaction is described as: the mutual influence of the user (i.e. behaviours) and the interactive computer (i.e behaviours), associated within an interactive system.

Interaction of the user and the interactive computer behaviours is the fundamental determinant of the interactive system, rather than their individual behaviours per se. For example, the behaviours of a secretary interact with the behaviours of a GUI e-mail application. The secretary’s behaviours influence the behaviours of the interactive computer (selection of the dictionary function), while the behaviours of the interactive computer influence the selection behaviour of the operator (provision of possible correct spellings). The configuration of their interaction – the secretary’s selection of the dictionary function, the computer’s presentation of possible spelling corrections – determines the interactive system, comprising the secretary and interactive computer behaviours in their planning and control of correspondence. The interaction is the object of applied design and so of related science research.

The assignment of task goals by design then, to either the user or the interactive computer, delimits the former and therein specifies the design of the interaction. For example, replacement of a mis-spelled word, required in a document is a product goal, which can be expressed as a task goal structure of necessary and related attribute state changes. In particular, the text field for the correctly spelled word demands an attribute state change in the text spacing of the document. Specifying that state change may be a task goal assigned to the user by recalled command instructions, as in interaction with the behaviours of early text editor designs or it may be a task goal assigned to the interactive computer, as in interaction with the applied easily recognised GUI ‘wrap-round’ behaviours. Design research would be expected to have been involved in such innovations. The assignment of the expression of the task goal of specification constitutes the design of the interaction of the user and interactive computer behaviours in each case, which in turn may become the object of science research.

2.4 Human On-line and Off-line Behaviours

User behaviours may comprise both on-line and off-line behaviours: on-line behaviours are associated with the interactive computer’s representation of the application; off-line behaviours are associated with non-computer representations of the application.

As an illustration of the distinction, consider the example of an interactive system, consisting of the behaviours of a secretary and a a GUI e-mail application. They are required to produce a paper-based copy of a dictated letter, stored on audio tape. The product goal of the interactive system here requires the transformation of the physical representation of the letter from one medium to another, that is, from tape to paper. From the product goal derives the task goals, relating to required attribute state changes of the letter. Certain of those task goals will be assigned to the secretary. The secretary’s off-line behaviours include listening to and assimilating the dictated letter, so acquiring a representation of the application object. By contrast, the secretary’s on-line behaviours include specifying the represention by the interactive computer of the transposed content of the letter in a desired visual/verbal format of stored physical symbols by recognised menu options, rather than textual command instructions. Associated phenomena could be the object of science understanding and so research.

On-line and off-line user behaviours are a particular case of the ‘internal’ interactions between a user’s behaviours as, for example, when the secretary’s keying interacts with recalled memorisations of successive segments of the dictated letter.

2.5 Structures and the Human

Description of the user as a system of behaviours needs to be extended, for the purposes of science-based design and design research, to the structures supporting that behaviour.

Whereas user behaviours may be loosely understood as ‘what the human does’, the structures supporting them can be understood as ‘the support for the human to be able to do what they do’. There is a one-to-many mapping between a user’s structures and the behaviours they might support: thus, the same structures may support many different behaviours.

In co-extensively enabling behaviours at each level of description, structures must exist at commensurate levels. The user structural architecture is both physical and mental, providing the capability for a user’s overt and mental behaviours. It provides a represention of application information as symbols (physical and abstract) and concepts, and the processes available for the transformation of those representations. It provides an abstract structure for expressing information as mental behaviour. It provides a physical structure for expressing information as physical behaviour.

Physical user structure is neural, bio-mechanical and physiological. Mental structure consists of representational schemes and processes. Corresponding with the behaviours it supports and enables, user structure has cognitive, conative and affective aspects. The cognitive aspects of user structures include information and knowledge – that is, symbolic and conceptual representations – of the application, of the interactive computer and of the user themselves, and it includes the ability to reason. The conative aspects of user structures motivate the implementation of behaviour and its perseverence in pursuing task goals. The affective aspects of user structures include the personality and temperament, which respond to and support behaviour. All three aspects may contribute to ‘ doing something, as desired wanted/needed/experienced/felt/valued’.

To illustrate this description of mental structure, consider the example of the structures supporting a secretary’s behaviours in an office. Physical structure supports perception of the GUI e-mail display and executing actions by means of recognition or recall to an electronic e-mail application. Mental structures support the acquisition, memorisation and transformation of information about how correspondence is conducted. The knowledge, which the operator has of the application and of the interactive computer, supports the collation, assessment and reasoning about the actions required.

The limits of user structures determine the limits of the behaviours they might support. Such structural limits include those of: intellectual ability; knowledge of the application and the interactive computer; memory (recognition versus recall) and attentional capacities; patience; perseverence; dexterity; and visual acuity etc. The structural limits on behaviour may become particularly apparent, when one part of the structure (an attentional or memory channel capacity, perhaps) is required to support concurrent behaviours, perhaps simultaneous visual attending and reasoning behaviours. The user then, is ‘resource-limited’ by the co-extensive user structures. Such phenomena have been widely researched by science and various levels of understanding achieved.

The behavioural limits of the user, determined by structure, are not only difficult to define with any kind of completeness, they may also be variable, because that structure may change, and in a number of ways. A user may have self-determined changes in response to the application – as expressed in learning phenomena, acquiring new knowledge of the application, of the interactive computer, and indeed of themselves, to better support behaviour. Also, user structures degrade with the expenditure of resources by behaviour, as demonstrated by the phenomena of mental and physical fatigue. User structures may also change in response to motivating or de-motivating influences of the organisation, which maintains the interactive system.

It must be emphasised that the structure supporting the user is independent of the structure supporting the interactive computer behaviours. Neither structure can make any incursion into the other and neither can directly support the behaviours of the other. (Indeed this separability of structures is a pre-condition for expressing the interactive system as two interacting behavioural sub-systems). Although the structures may change in response to each other, they are not, unlike the behaviours they support, interactive; they are not included within the interactive system. The combination of structures of both user and interactive computer, supporting their interacting behaviours is described as the user interface .

2.6 Human Resource Costs

‘Doing something as desired’ by means of an interactive system always incurs resource costs. Given the separability of the user and the interactive computer behaviours, certain resource costs are associated directly with the user and distinguished as structural user costs and behavioural user costs.

Structural user costs are the costs of the user structures. Such costs are incurred in developing and maintaining user skills and knowledge. More specifically, structural user costs are incurred in training and educating users, so developing in them the structures, which will enable the behaviours necessary for an application . Recall of commands is considered to demand greater set-up costs than recognition of icons, for example. Training and educating may augment or modify existing structures, provide the user with entirely novel structures, or perhaps even reduce existing structures. Structural user costs will be incurred in each case and will frequently be borne by the organisation. An example of structural user costs might be the costs of training a secretary to use an innovative GUI interface in the particular style of layout, required for an organisation’s correspondence with its clients and in the operation of the interactive computer by which that layout style can be created.

Structural user costs may be differentiated as cognitive, conative and affective structural costs. Cognitive structural costs express the costs of developing the knowledge and reasoning abilities of users and their ability for formulating and expressing novel plans in their overt behaviour – as necessary for ‘doing something as desired’. Conative structural costs express the costs of developing the activity, stamina and persistence of users as necessary for an application. Affective structural costs express the costs of developing in users their patience, care and assurance as necessary for an application.

Behavioural user costs are the resource costs, incurred by the user (i.e by the implementation of their of behaviours) in recruiting user structures to effect an application. They are both physical and mental resource costs. Physical behavioural costs are the costs of physical behaviours, for example, the costs of making keystrokes on a keyboard and of attending to a GUI screen display; they may be expressed without differentiation as physical workload. Mental behavioural costs are the costs of mental behaviours, for example, the costs of remembering (recognition or recall), knowing, reasoning, and deciding; they may be expressed without differentiation as mental workload. Mental behavioural costs are ultimately manifest as physical behavioural costs. Costs are an important aspect of the design of an interactive computer system.

When differentiated, mental and physical behavioural costs are described as the cognitive, conative and affective behavioural costs of the user. Cognitive behavioural costs relate to both the mental representing and processing of information and the demands made on the user’s extant knowledge, as well as the physical expression thereof in the formulation and expression of a novel plan. Conative behavioural costs relate to the repeated mental and physical actions and effort, required by the formulation and expression of the novel plan. Affective behavioural costs relate to the emotional aspects of the mental and physical behaviours, required in the formulation and expression of the novel plan. Behavioural user costs are evidenced in user fatigue, stress and frustration; they are costs borne directly by the user and so need to be taken into account in the design process.

3. Performance of the Innovation Interactive Computer System and the User.

‘To do something as desired’ derives from the relationship of an interactive system with its application. It assimilates both how well the application is performed by the interactive system and the costs incurred by it. These are the primary constituents of ‘doing something as desired’, that is performance. They can be further differentiated, for example, as wanted/needed/experienced/felt/valued.

A concordance is assumed between the behaviours of an interactive system and its performance: behaviours determine performance. How well an application is performed by an interactive system is described as the actual transformation of application objects with regard to the transformation, demanded by product goals. The costs of carrying out an application are described as the resource costs, incurred by the interactive system and are separately attributed to the user and the interactive computer. Specifically, the resource costs incurred by the user are differentiated as: structural user costs – the costs of establishing and maintaining the structures supporting behaviour; and behavioural user costs – the costs of the behaviour, recruiting structure to its own support. Structural and behavioural user costs are further differentiated as cognitive, conative and affective costs. Design requires attention to all types of resource costs – both those of the user and of the interactive computer.

‘Doing something as desired’ by means of an interactive system may be described as absolute or as relative, as in a comparison to be matched or improved upon. Accordingly, criteria expressing ‘as desired’ may either specify categorical gross resource costs and how well an application is performed or they may specify critical instances of those factors to be matched or improved upon. They are the object of design and so of design research.

Discriminating the user’s performance within the performance of the interactive system would require the separate assimilation of user resource costs and their achievement of desired attribute state changes, demanded by their assigned task goals. Further assertions concerning the user arise from the description of interactive system performance. First, the description of performance is able to distinguish the goodness of the transforms from the resource costs of the interactive system, which produce them. This distinction is essential for design, as two interactive systems might be capable of producing the same transform, yet if one were to incur a greater resource cost than the other, it would be the lesser (in terms of performance) of the two systems.

Second, given the concordance of behaviour with ‘doing something as desired’, optimal user (and equally, interactive computer) behaviours may be described as those, which incur a (desired) minimum of resource costs in producing a given transform. Design of optimal user behaviour would minimise the resource costs (recognition being lower than recall), incurred in producing a transform of a given goodness. However, that optimality may only be categorically determined with regard to interactive system performance and the best performance of an interactive system may still be at variance with what is desired of it. To be more specific, it is not sufficient for user behaviours simply to be error-free. Although the elimination of errorful user behaviours may contribute to the best application possible of a given interactive system, that performance may still be less than ‘as desired’. Conversely, although user behaviours may be errorful, an interactive system may still support ‘doing something, as desired’.

Third, the common measures of human ‘performance’ – errors and time, are related in this conceptualisation of performance. Errors are behaviours, which increase resource costs, incurred in producing a given transform or which reduce the goodness of the transform or both. The duration of user behaviours may (very generally) be associated with increases in behavioural user costs.

Fourth, structural and behavioural user costs may be traded-off in the design of an application. More sophisticated user structures, supporting user behaviours, that is, the knowledge and skills of experienced and trained users, will incur high (structural) costs to develop, but enable more efficient behaviours – and therein, reduced behavioural costs.

Fifth, resource costs, incurred by the user and the interactive computer may be traded-off in the design of the performance of an application. A user can sustain a level of performance of the interactive system by optimising behaviours to compensate for the poorly designed behaviours of the interactive computer (and vice versa), that is, behavioural costs of the user and interactive computer are traded-off in the design process. This is of particular importance as the ability of users to adapt their behaviours to compensate for the poor design of interactive computer-based systems often obscures the fact that the systems are poorly designed.

 

Examples of Science Frameworks for HCI

Science Framework Illustration: Barnard (1991) Bridging between Basic Theories and the Artifacts of Human-Computer Interaction.

Making use of a framework for understanding different

research paradigms in HCI, this chapter discusses how theory-based research

might usefully evolve to enhance its prospects for both adequacy and impact.

Barnard (1991) Bridging between Basic Theories and the Artifacts of Human-Computer Interaction.

How well does the Barnard paper meet the requirements for constituting a Science Framework for HCI? (Read More…..)

Read More.....

Requirement 1: The framework (as a basic support structure) is for a discipline (as an academic field of study and branch of knowledge).

Barnard makes clear that Cognitive Theory forms part of the discipline of Psychology, which in turn seeks to be a Science. Psychology is is assumed to be an academic discipline with its own field of study. See Comments 1, 4, 5 and 12. Cognitive theory can be applied to the design of human-computers interactions. See Comments 4, 6, 7 and 12.

Requirement 2: The framework is for HCI (as human-computer interaction), as science (as understanding).

Barnard makes clear that the aim of Science/Psychology/ Cognitive Theory is understanding the phenomena of humans interacting with computers, for example the selection among choices, trading off speed for errors etc.

Requirement 3: The framework has a general problem (as scientific understanding) with a particular scope (as human computer interactions to do something as desired).

The paper espouses the concept of HCI as science (Comment 1). Tasks are performed as needed and required by the end-user (Comment 7). Such performance may be expressed in terms of time and errors and time Comment 10).

Requirement 4: Research ( as acquisition and validation) acquires (as study and practice) and validates (as confirms) knowledge (as theories; models; laws;data; hypotheses; analytical and empirical methods and tools).

Barnard makes frequent reference to the scientific research needed to acquire Cognitive Theory (Comment 8). Research produces and uses: theories; models; data; hypotheses; and empirical methods (Comments 3, 8 and 11). Cognitive Theories require verification (and validation) Comment 9).

Requirement 5: This knowledge supports (facilitates) practices (as explanation and prediction), which solve (as resolve) the general problem of understanding.

Barnard claims that Cognitive Theory, as Psychology discipline knowledge, is able to support the understanding of phenomena, associated with humans interacting with computers (Comment 2). The practices of understanding, such as explanation and prediction, of such phenomena received little or no emphasis.

Conclusion:

Barnard’s paper obviously espouses the concept of HCI, as science and in particular the science of Psychology in the form of Cognitive Theory. The framework is more-or-less complete at a high level of description with its references to understanding, models and methods. As a review/essay-type paper it understandably reports no detailed research. To do so the framework would need to be expressed at lower levels of description to instantiate the models and methods of Cognitive Theory in the service of the practices of understanding, that is, explanation and prediction. To this end, the framework would need to be expressed at lower levels of description, as proposed here.

 

 

Comparison of Key HCI Concepts across Frameworks

To facilitate comparison of key HCI concepts across frameworks, the concepts are presented next, grouped by framework category Discipline; HCI; Framework Type; General Problem; Particular Scope; Research; Knowledge; Practices and Solution.

 

Discipline

Discipline

Innovation – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Art – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Craft – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Applied – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Science – Discipline: an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Engineering – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

 

HCI

HCI

Innovation – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Art – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Craft – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Applied – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Science – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Engineering – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

 

Framework Type

Framework Type

Innovation – Innovation: novel (novel – new ideas/methods/devices etc)

Art – Art: creative expression corresponding to some ideal or criteria (creative – imaginative, inventive); (expressive – showing by taking some form); ideal – visionary/perfect); criterion – standard).

Craft – Craft: best practice design (practice – design/evaluation; design – specification/implementation).

Applied – Applied: application of other discipline knowledge (application – addition to/prescription; discipline – academic field/branch of knowledge; knowledge – information/learning).

Science – understanding (explanation/prediction)

Engineering – design for performance (design – specification/implementation; performance – how well effected).

 

General Problem

General Problem

Innovation – innovation design (innovation – novelty; design – specification/implementation).

Art – art design (art – ideal creative expression; design – specification/implementation).

Craft – craft design (craft – best practice; design – specification/implementation).

Applied – applied design (applied – added/prescribed; design – specification/implementation).

Science – understanding human-computer interactions (understand – explanation/prediction; human – individual/group; computer – interactive/embedded; interaction – active/passive)

Engineering – engineering design (engineering – design for performance; design – specification/implementation).

 

Particular Scope

Particular Scope

Innovation – innovative human-computer interactions to do something as desired (innovative – novel; human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued).

Art – art human-computer interactions to do something as desired (art – creation/expression; human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task); desired: wanted/needed/experienced/felt/valued).

Craft – human-computer interactions to do something as desired, which satisfy user requirements in the form of an interactive system (human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued; user – human; requirements – needs; satisfied – met/addressed; interactive – active/passive; system – user-computer).

Applied – human-computer interactions to do something as desired, which satisfy user requirements in the form of an interactive system (human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued; user – human; requirements – needs; satisfied – met/addressed; interactive – active/passive; system – user-computer).

Science – human-computer interactions to do something as desired (human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued.

Engineering – human-computer interactions to perform tasks effectively as desired (human – individual/group; computer – interactive/embedded; interactions – active/passive; perform – effect/carry out; tasks – actions; desired – wanted/needed/experienced/felt/valued).

 

Research

Research

Innovation – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – patents/expert advice/experience/examples).

Art – acquires and validates knowledge (acquires – creates by study/practice; validates – confirms; knowledge – experience/expert advice/other artefacts.

Craft – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – heuristics/methods/expert advice/successful designs/case-studies).

Applied – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – heuristics/methods/expert advice/successful designs/case-studies).

Science – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – theories/models/laws/data/hypotheses/analytical and empirical methods and tools; practices – explanation/prediction).

Engineering – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – design guidelines/models and methods/principles – specific/ general and declarative/methodological).

 

Knowledge

Knowledge

Innovation – supports practices (supports – facilitates/makes possible; practices – trial-and-error/implement and test).

Art – supports practices (supports – facilitates/makes possible; practices – trial and error/implement and test).

Craft – supports practices (supports – facilitates/makes possible; practices – trial-and-error/implement and test).

Applied – supports practices (supports – facilitates/makes possible; practices – trial-and-error/apply and test).

Science – supports practices (supports – facilitates/makes possible; practices – explanation/prediction).

Engineering – supports practices (supports – facilitates/makes possible; practices – diagnose design problems/prescribe design solutions).

 

Practices

Practices

Innovation – supported by knowledge (supported – facilitated; knowledge – patents/expert advice/experience/examples).

Art – supported by knowledge (supported – facilitated/made possible; knowledge – experience/expert advice/other artefacts).

Craft – supported by knowledge (supported – facilitated; knowledge – heuristics/methods/expert advice/successful designs/case-studies).

Applied – supported by knowledge (supported – facilitated; knowledge – guidelines; heuristics/methods/expert advice/successful designs/case-studies).

Science – supported by knowledge (supported – facilitated; knowledge – theories/models/laws/data/hypotheses/analytical and empirical methods and tools ).

Engineering – supported by knowledge (supported – facilitated; knowledge – design guidelines/models and methods/principles – specific/ general and declarative/methodological).

 

Solution

Solution

Innovation – resolution of a problem (resolution – answer/address; problem – question/doubt).

Art – resolution of the general problem (resolution – answer/address; problem – question/doubt).

Craft – resolution of a problem (resolution – answer/address; problem – question/doubt).

Applied – resolution of a problem (resolution – answer/address; problem – question/doubt).

Science – resolution of a problem (resolution – answer/address; problem – question/doubt).

Engineering – resolution of a problem (resolution – answer/address; problem – question/doubt).

 

Engineering Framework 150 150 John

Engineering Framework

Initial Framework

The initial framework for an engineering approach to HCI follows. The key concepts appear in bold.

The framework for a discipline of HCI as engineering has a general problem with a particular scope. Research acquires and validates knowledge, which supports practices, solving the general problem.

Key concepts are defined below (with additional clarification in brackets).

Framework: a basic supporting structure (basic – fundamental; supporting – facilitating/making possible; structure – organisation).

Discipline: an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

HCI: human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Engineering: design for performance (design – specification/implementation; performance –  how well effected).

General Problem: engineering design (engineering – design for performance; design – specification/implementation).

Particular Scope: human-computer interactions to perform tasks effectively as desired (human – individual/group; computer – interactive/embedded; interactions – active/passive; perform – effect/carry out; tasks – actions; desired – wanted/needed/experienced/felt/valued).

Research: acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – design guidelines/models and methods/principles – specific/ general and  declarative/methodological).

Knowledge: supports practices (supports – facilitates/makes possible; practices – diagnose design problems/prescribe design solutions).

Practices: supported by knowledge (supported – facilitated; knowledge – design guidelines/models and methods/principles – specific/ general and declarative/methodological).

Solution: resolution of a problem (resolution – answer/address; problem – question/doubt).

General Problem: engineering design (engineering – design for performance; design – specification/implementation).

Final Framework

The final framework for an engineering approach to HCI follows. It comprises the initial framework (see earlier) and, in addition, key concept definitions (but not clarifications).

The framework (as a basic support structure) is for a discipline (as an academic field of study and branch of knowledge) of HCI (as human-computer interaction) as engineering (as design for performance).

The framework has a general problem (as engineering design) with a particular scope (as human computer interactions to perform tasks effectively, as desired). Research ( as acquisition and validation) acquires (as study and practice) and validates (as confirms) knowledge (as design guidelines/models and methods/principles – specific/ general and declarative/methodological). This knowledge supports (facilitates) practices (diagnose design problem and prescribe design solution), which solve (as resolve) the general design problem of engineering design.

Read More

This framework for a discipline of HCI as engineering is more complete, coherent and fit-for-purpose than the description afforded by the engineering approach to HCI (see earlier). The framework thus better supports thinking about and doing engineering HCI. As the framework is explicit, it can be shared by all interested researchers. Once shared, it enables researchers to build on each other’s work. This sharing and building is further supported by a re-expression of the framework, as a design research exemplar. The latter specifies the complete design research cycle, which once implemented constitutes a case-study of an of an engineering approach to HCI. The diagram, which follows, presents the engineering design research exemplar.

 

Screen shot 2016-02-22 at 16.12.35

Key: EP – Empirical Practice   EK – Empirical Knowledge as: design guidelines; models and methods
SFP – Specific Formal Practice  GFP – General Formal Practice
SFK   Specific Formal Knowledge as: Specific Design Principle (Declarative and Methodological)
GFK – General Formal Knowledge as: General Design Principle (Declarative and methodological)

                                    Design Research Exemplar – HCI as Engineering

 

Framework Extension

The Engineering Framework is here expressed at the highest level of description. However, to conduct Engineering design research and acquire/validate Engineering knowledge etc, as suggested by the exemplar diagram above, lower levels of description are required.

Read More

Examples of such levels are presented here – first a short version and then a long version. Researchers, of course, might have their own lower level descriptions or subscribe to some more generally recognised levels. Such descriptions are acceptable, as long as they fit with the higher level descriptions of the framework and are complete; coherent and fit-for-purpose. In the absence of alternative levels of description, researchers might try the short version first .

These levels go, for example from ‘human’ to ‘user’ and from ‘computer’ to ‘interactive system’. The lowest level, of course, needs to reference the application, in terms of the application itself but also the interactive system. Researchers are encouraged to select from the framework extensions as required and to add the lowest level description, relevant to their research. The lowest level is used here to illustrate the extended engineering framework.

 

Engineering Framework Extension - Short Version

Following the Engineering Design Research exemplar diagram, researchers need to specify:

  • User Requirements (unsatisfied) and Interactive System;
  • Design Problem and Design Solution for design guidelines/models and methods Engineering Knowledge;
  • Specific Principle Design Problem and Specific Principle Design Solution for Specific Substantive and Methodological Principle Engineering Knowledge;
  •  General Principle Design Problem and General Principle Design Solution for General Substantive and Methodological Principle Engineering Knowledge;

These specifications require the extended Engineering framework to include: the Application; the Interactive System; and Performance, relating the former to the latter. Engineering design requires the Interactive System to perform tasks (the Application) as effectively as desired (Performance). Engineering Research acquires and validates Engineering Knowledge to support Engineering Design Practices.

The Engineering Framework Extension, thus includes: Application; Interactive System; and Performance.

1. Engineering Applications

1.1 Objects

Engineering applications (the tasks, which the interactive system performs) can be described in terms of objects. Objects may be both abstract and physical and are characterised by their attributes. Abstract attributes are those of information and knowledge. Physical attributes are those of energy and matter.

For example, a website application (such as for an academic organisation) can be described for design research purposes in terms of objects; their abstract attributes, supporting the creation of websites; their physical attributes supporting the visual/verbal representation of displayed information on the website pages by means of text and images. Application objects are specified as part of engineering design and can be researched as such.

1.2 Attributes and Levels

The attributes of an engineering application object emerge at different levels of description. For example, characters and their configuration on a webpage are physical attributes of the object ‘webpage’, which emerge at one level. The message on the page is an abstract attribute, which emerges at a higher level of description.

1.3 Relations between Attributes

Attributes of an engineering application object are related in two ways. First, attributes are related at different levels of complexity. Second, attributes are related within levels of description. Such relations are specified as part of engineering design.

1.4 Attribute States and Affordance

The attributes of engineering application objects can be described as having states. Further, those states may change. For example, the content and characters (attributes) of a website page (object) may change state: the content with respect to meaning and grammar; its characters with respect to size and font. Objects exhibit an affordance for transformation, associated with their attributes’ potential for state change.

1.5 Applications and the Requirement for Attribute State Changes

An engineering application may be described in terms of affordances. Accordingly, an object may be associated with a number of applications. The object ‘website’ may be associated within the application as that of site structure (state changes of its organisational attributes) and the authorship (state changes of its textual and image content). In principle, an application may have any level of generality, for example, the writing of personal pages and the writing of academic pages.

Organisations have applications and require the realisation of the affordance of their associated objects. For example, ‘completing a survey’ and ‘writing for a special group of users’, may each have a website page as their transform, where the pages are objects, whose attributes (their content, format and status, for example) have an intended state. Further editing of those pages would produce additional state changes, and therein, new transforms. Requiring new affordances might constitute an additional (unsatisfied) User Requirement and result in a new Interactive System.

1.6 Application Goals

The requirement for the transformation of engineering application objects is expressed in the form of goals. A product goal specifies a required transform – the realisation of the affordance of an object. A product goal supposes necessary state changes of many attributes. The requirement of each attribute state change can be expressed as an application task goal, derived from the product goal.

So, for example, the product goal demanding transformation of a website page, making its messages less complex and so more clear, would be expressed by task goals, possibly requiring state changes of semantic attributes of the propositional structure of the text and images and of associated syntactic attributes of the grammatical structure. Hence, a product goal can be re-expressed as an application task goal structure, a hierarchical structure expressing the relations between task goals, for example, their sequences. The latter might constitute part of an engineering design, calling upon engineering knowledge as: design guidelines/models and methods/specific design principles/general design principles.

1.7 Engineering Application as: performing tasks effectively, as desired.

The transformation of an object, associated with a product goal, involves many attribute state changes – both within and across levels of complexity. Consequently, there may be alternative transforms, which satisfy a product goal – website pages with different styles. The concept of ‘performing tasks effectively, as desired’ describes the variance of an actual transform with that specified by a product goal.

1.8 Engineering Application and the User

One description of the application then, is of objects, characterised by their attributes, and exhibiting an affordance, arising from the potential changes of state of those attributes. By specifying product goals, users express their requirement for transforms – objects with specific attribute states. Transforms are produced by ‘performing tasks effectively, as desired’.

From product goals is derived a structure of related task goals, which can be assigned, by engineering design practice, either to the user or to the interactive computer (or both) within an associated interactive system. Task goals assigned to the user by engineering design are those, intended to motivate the user’s behaviours. The actual state changes (and therein transforms), which those behaviours produce, may or may not be those specified by task and product goals, a difference expressed by the concept ‘as desired’, characterised in terms of: wanted/needed/experienced/felt/valued.

2.Engineering Interactive Computers

2.1 Interactive Systems

An interactive system can be described as a behavioural system, distinguished by a boundary enclosing all human and interactive computer behaviours, whose purpose is to achieve and satisfy a common goal. For example, the behaviours of a webmaster, using a website application, whose purpose is to construct websites, constitute an interactive system. Critically, it is only by identifying the common goal, that the boundary of the interactive system can be established and so designed and researched.

Interactive systems transform objects by producing state changes in the abstract and physical attributes of those objects (see 1.1). The webmaster and the website application may transform the object ‘page’ by changing both the attributes of its meaning and the attributes of its layout, both text and images.

The behaviours of the human and the interactive computer are described as behavioural sub-systems of the interactive system – sub-systems, which interact. The human behavioural sub-system is more specifically termed the user. Behaviour may be loosely understood as ‘what the human does’, in contrast with ‘what is done’ (i.e. attribute state changes of application objects).

Although expressible at many levels of description, the user must at least be described at a level, commensurate with the level of description of the transformation of application objects. For example, a webmaster interacting with a website application is a user, whose behaviours include receiving and replying to messages, sent to the website.

2.2 Humans as a System of Mental and Physical Behaviours

The behaviours, constituting an interactive system, are both physical and abstract. Abstract behaviours are generally the acquisition, storage, and transformation of information. They represent and process information, at least concerning: application objects and their attributes, attribute relations and attribute states and the transformations, required by goals. Physical behaviours are related to, and express, abstract behaviours.

Accordingly, the user is described as a system of both mental (abstract) and overt (physical) behaviours. They are related within an assumed hierarchy of behaviour types (and their control), wherein mental behaviours generally determine, and are expressed by, overt behaviours. Mental behaviours may transform (abstract) application objects, represented in cognition or express, through overt behaviour, plans for transforming application objects.

For example, a webmaster has the product goal, required to maintain the circulation of a website newsletter to a target audience. The webmaster interacts with the computer by means of the user interface (whose behaviours include the transmission of information in the newsletter). Hence, the webmaster acquires a representation of the current circulation by collating the information displayed by the computer screen and assessing it by comparison with the conditions, specified by the product goal. The webmaster reasons about the attribute state changes, necessary to eliminate any discrepancy between current and desired conditions of the process, that is, the set of related changes, which will produce and circulate the newsletter, ‘as desired’. That decision is expressed in the set of instructions issued to the interactive computer through overt behaviour – selecting menu options, for example.

2.3 Human-Computer Interaction

Although user and interactive computer behaviours may be described as separable sub-systems of the interactive system, these sub-systems extert a ‘mutual influence’ or interaction. Their configuration principally determines the interactive system and engineering design and research.

Interaction is described as: the mutual influence of the user (i.e. behaviours) and the interactive computer (i.e behaviours), associated within an interactive system. For example, the behaviours of a webmaster interact with the behaviours of a website application. The webmaster’s behaviours influence the behaviours of the interactive computer (access the image function), while the behaviours of the interactive computer influence the selection behaviour of the webmaster (among possible image types). The design of their interaction – the webmaster’s selection of the image function, the computer’s presentation of possible image types – determines the interactive system, comprising the webmaster and interactive computer behaviours in their planning and control of webpage creation. The interaction may be the object of engineering design and so design research.

The assignment of task goals by design then, to either the user or the interactive computer, delimits the former and therein specifies the design of the interaction. For example, replacement of an inappropriate image, required on a page is a product goal, which can be expressed as a task goal structure of necessary and related attribute state changes. In particular, the field for the appropriate image as an attribute state change in the spacing of the page. Specifying that state change may be a task goal assigned to the user, as in interaction with the behaviours of early image editor designs or it may be a task goal assigned to the interactive computer, as in interaction with the GUI ‘fill-in’ behaviours. Engineering design research would be expected to have contributed to the latter . The assignment of the task goal of specification constitutes the design of the interaction of the user and interactive computer behaviours in each case, which in turn may become the object of research.

2.4 Human Resource Costs

‘Performing tasks effectively, as desired’ by means of an interactive system always incurs resource costs. Given the separability of the user and the interactive computer behaviours, certain resource costs are associated with the user and distinguished as behavioural user costs.

Behavioural user costs are the resource costs, incurred by the user (that is, by the implementation of behaviours) to effect an application. They are both physical and mental. Physical costs are those of physical behaviours, for example, the costs of using the mouse and of attending to a screen display; they may be expressed for engineering design purposes as physical workload. Mental behavioural costs are the costs of mental behaviours, for example, the costs of knowing, reasoning, and deciding; they may be expressed for engineering design purposes as mental workload. Mental behavioural costs are ultimately manifest as physical behavioural costs.

3. Performance of the Engineering Interactive Computer System and the User.

‘To perform tasks effectively, as desired’ derives from the relationship of an interactive system with its application. It assimilates both how well the application is performed by the interactive system and the costs incurred by it. These are the primary constituents of ‘performing tasks effectively as desired’, that is, performance. They can be further differentiated, for example, as wanted/needed/experienced/felt/valued. Desired performance is the object of engineering design.

Behaviours determine performance. How well an application is performed by an interactive system is described as the actual transformation of application objects with regard to the transformation, demanded by product goals. The costs of carrying out an application are described as the resource costs, incurred by the interactive system and are separately attributed to the user and the interactive computer.

‘Performing tasks effectively as desired’ by means of an interactive system may be described as absolute or as relative, as in a comparison to be matched or improved upon. Accordingly, criteria expressing ‘as desired’ may either specify categorical gross resource costs and how well an application is performed or they may specify critical instances of those factors to be matched or improved upon. They are the object of engineering design and so of design research.

The common measures of human ‘performance’ – errors and time, are related in this notion of performance. Errors are behaviours, which increase resource costs, incurred in producing a given transform or which reduce the goodness of the transform or both. The duration of user behaviours may (very generally) be associated with increases in behavioural user costs.

 

Engineering Framework Extension - Long Version

Following the Engineering Design Research exemplar diagram, researchers need to specify:

User Requirements (unsatisfied) and Interactive System;
Design Problem and Design Solution for design guidelines/models and methods Engineering Knowledge;
Specific Principle Design Problem and Specific Principle Design Solution for Specific Substantive and Methodological Principle Engineering Knowledge;
General Principle Design Problem and General Principle Design Solution for General Substantive and Methodological Principle Engineering Knowledge;

These specifications require the extended Engineering framework to include: the Application; the Interactive System; and Performance, relating the former to the latter. Engineering design requires the Interactive System to perform task effectively (the Application) as desired (Performance). Engineering Research acquires and validates Engineering Knowledge to support Engineering Design Practice.

TheEngineering Framework Extension, thus includes: Application; Interactive System; and Performance.

1 Engineering Applications

1.1 Objects

Engineering applications (the ‘tasks’ the interactive system ‘performs effectively’) can be described as objects. Such applications occur in the need of organisations for interactive systems. Objects may be both abstract and physical and are characterised by their attributes. Abstract attributes are those of information and knowledge. Physical attributes are those of energy and matter.

For example, a website application (such as for an academic organisation) can be described for design research purposes in terms of objects; their abstract attributes, supporting the creation of websites; their physical attributes supporting the visual/verbal representation of displayed information on the website pages by means of text and images. Application objects are specified as part of engineering design and can be researched as such.

1.2 Attributes and Levels

The attributes of an engineering application object emerge at different levels of description. For example, characters and their configuration on a webpage are physical attributes of the object ‘webpage’, which emerge at one level. The message on the page is an abstract attribute, which emerges at a higher level of description.

1.3 Relations between Attributes

Attributes of engineering application objects are related in two ways. First, attributes are related at different levels of complexity. Second, attributes are related within levels of description.

1.4 Attribute States and Affordance

The attributes of engineering application objects can be described as having states. Further, those states may change. For example, the content and characters (attributes) of a website page (object) may change state: the content with respect to meaning and grammar; its characters with respect to size and font. Objects exhibit an affordance for transformation, associated with their attributes’ potential for state change.

1.5 Applications and the Requirement for Attribute State Changes

An engineering application may be described in terms of affordances. Accordingly, an object may be associated with a number of applications. The object ‘website’ may be associated within the application as that of site structure (state changes of its organisational attributes) and the authorship (state changes of its textual and image content). In principle, an application may have any level of generality, for example, the writing of personal pages and the writing of academic pages.

Organisations have applications and require the realisation of the affordance of their associated objects. For example, ‘completing a survey’ and ‘writing for a special group of users’, may each have a website page as their transform, where the pages are objects, whose attributes (their content, format and status, for example) have an intended state. Further editing of those pages would produce additional state changes, and therein, new transforms. Requiring new affordances might constitute an additional (unsatisfied) User Requirement and result in a new Interactive System.

1.6 Application Goals

Organisations express the requirement for the transformation of engineering application objects in terms of goals. A product goal specifies a required transform – the realisation of the affordance of an object. A product goal generally supposes necessary state changes of many attributes. The requirement of each attribute state change can be expressed as an application task goal, derived from the product goal.

So, for example, the product goal demanding transformation of a website page, making its messages less complex and so more clear, would be expressed by task goals, possibly requiring state changes of semantic attributes of the propositional structure of the text and images and of associated syntactic attributes of the grammatical structure. Hence, a product goal can be re-expressed as an application task goal structure, a hierarchical structure expressing the relations between task goals, for example, their sequences. The latter might constitute part of an engineering design, calling upon engineering knowledge as: design guidelines/models and methods/specific design principles/general design principles.

The transformation of an object, associated with a product goal, involves many attribute state changes – both within and across levels of complexity. Consequently, there may be alternative transforms, which satisfy the same product goal – e-mails with different styles, for example, where different transforms exhibit different compromises between attribute state changes of the application object. There may also be transforms, which fail to meet the product goal. The concept of ‘performing tasks effectively as desired’ describes the variance of an actual transform with that specified by a product goal. It enables all possible outcomes of an application to be equated and evaluated. Such transforms may become the object of engineering design and so research.

1.7 Engineering Application as: performing tasks effectively, as desired.

The transformation of an object, associated with a product goal, involves many attribute state changes – both within and across levels of complexity. Consequently, there may be alternative transforms, which satisfy a product goal – website pages with different styles. The concept of ‘performing tasks effectively, as desired’ describes the variance of an actual transform with that specified by a product goal.

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1.8 Engineering Application and the User

Description of the engineering application then, is of objects, characterised by their attributes, and exhibiting an affordance, arising from the potential changes of state of those attributes. By specifying product goals, organisations express their requirement for transforms – objects with specific attribute states. Transforms are produced by ‘performing tasks effectively, as desired’, which occurs only by means of objects, affording transformation and interactive systems, capable of producing a transformation. Such production may be (part of) a engineering design.

From product goals is derived a structure of related task goals, which can be assigned either to the user or to the interactive computer (or both) within the design of an associated interactive system. The task goals assigned to the user are those, which motivate the user’s behaviours. The actual state changes (and therein transforms), which those behaviours produce, may or may not be those specified by task and product goals, a difference expressed by the concept ‘as desired’, characterised in terms of: wanted/needed/experienced/felt/valued.

2.Engineering Interactive Computers and the Human

2.1 Interactive Systems

An interactive system can be described as a behavioural system, distinguished by a boundary enclosing all human and interactive computer behaviours, whose purpose is to achieve and satisfy a common goal. For example, the behaviours of a webmaster, using a website application, whose purpose is to construct websites, constitute an interactive system. Critically, it is only by identifying the common goal, that the boundary of the interactive system can be established and so designed and researched.

Users are able to conceptualise goals and their corresponding behaviours are said to be intentional (or purposeful). Interactive computers are designed to achieve goals and their corresponding behaviours are said to be intended (or purposive). An interactive system can be described as a behavioural system, distinguished by a boundary enclosing all user and interactive computer behaviours, whose purpose is to achieve and satisfy a common goal. For example, the behaviours of a website secretary and a web application, whose purpose is to manage the site, constitute an interactive system. Critically, it is only by identifying the common goal, that the boundary of an interactive system can be established and so designed and researched.

Interactive systems transform objects by producing state changes in the abstract and physical attributes of those objects (see 1.1). The webmaster and the website application may transform the object ‘page’ by changing both the attributes of its meaning and the attributes of its layout, both text and images.

The behaviours of the user and the interactive computer are described as behavioural sub-systems of the interactive system – sub-systems, which interact. The human behavioural sub-system is more specifically termed the user. Behaviour may be loosely understood as ‘what the user does’, in contrast with ‘what is done’ (that is, attribute state changes of application objects). More precisely the user is described as:

a system of distinct and related user behaviours, identifiable as the sequence of states of a user interacting with a computer to perform tasks effectively, as desired and corresponding with a purposeful (intentional) transformation of application objects.

Although expressible at many levels of description, the user must at least be described at a level, commensurate with the level of description of the transformation of application objects. For example, a webmaster interacting with a website application is a user, whose behaviours include receiving and replying to messages, sent to the website.

2.2 Humans as a System of Mental and Physical Behaviours

The behaviours, constituting an interactive system, are both physical and abstract. Abstract behaviours are generally the acquisition, storage, and transformation of information. They represent and process information, at least concerning: application objects and their attributes, attribute relations and attribute states and the transformations, required by goals. Physical behaviours are related to, and express, abstract behaviours.

Accordingly, the user is described as a system of both mental (abstract) and overt (physical) behaviours, which extend a mutual influence – they are related. In particular, they are related within an assumed hierarchy of behaviour types (and their control), wherein mental behaviours generally determine and are expressed by, overt behaviours. Mental behaviours may transform (abstract) application objects, represented in cognition or express, through overt behaviour, plans for transforming application objects.

For example, a webmaster has the product goal, required to maintain the circulation of a website newsletter to a target audience. The webmaster interacts with the computer by means of the user interface (whose behaviours include the transmission of information in the newsletter). Hence, the webmaster acquires a representation of the current circulation by collating the information displayed by the computer screen and assessing it by comparison with the conditions, specified by the product goal. The webmaster reasons about the attribute state changes, necessary to eliminate any discrepancy between current and desired conditions of the process, that is, the set of related changes, which will produce and circulate the newsletter, ‘as desired’. That decision is expressed in the set of instructions issued to the interactive computer through overt behaviour – selecting menu options, for example.

The user is described as having cognitive, conative and affective aspects. The cognitive aspects are those of knowing, reasoning and remembering; the conative aspects are those of acting, trying and persevering; and the affective aspects are those of being patient, caring and assuring. Both mental and overt user behaviours are described as having these three aspects, all of which may contribute to ‘performing tasks effectively, as desired as wanted/needed/experienced/felt/valued.

2.3 Human-Computer Interaction

Although user and interactive computer behaviours may be described as separable sub-systems of the interactive system, these sub-systems exert a ‘mutual influence’, that is to say they interact. Their configuration principally determines the interactive system and so its design and the associated research into that and other possible engineering designs.

Interaction of the user and the interactive computer behaviours is the fundamental determinant of the interactive system, rather than their individual behaviours per se. Interaction is described as: the mutual influence of the user (i.e. behaviours) and the interactive computer (i.e behaviours), associated within an interactive system. For example, the behaviours of a webmaster interact with the behaviours of a website application. The webmaster’s behaviours influence the behaviours of the interactive computer (access the image function), while the behaviours of the interactive computer influence the selection behaviour of the webmaster (among possible image types). The design of their interaction – the webmaster’s selection of the image function, the computer’s presentation of possible image types – determines the interactive system, comprising the webmaster and interactive computer behaviours in their planning and control of webpage creation. The interaction may be the object of engineering design and so design research.

The assignment of task goals by design then, to either the user or the interactive computer, delimits the former and therein specifies the design of the interaction. For example, replacement of an inappropriate image, required on a page is a product goal, which can be expressed as a task goal structure of necessary and related attribute state changes. In particular, the field for the appropriate image as an attribute state change in the spacing of the page. Specifying that state change may be a task goal assigned to the user, as in interaction with the behaviours of early image editor designs or it may be a task goal assigned to the interactive computer, as in interaction with the GUI ‘fill-in’ behaviours. Engineering design research would be expected to have contributed to the latter . The assignment of the task goal of specification constitutes the design of the interaction of the user and interactive computer behaviours in each case, which in turn may become the object of research.

2.4 Human On-line and Off-line Behaviours

User behaviours may comprise both on-line and off-line behaviours: on-line behaviours are associated with the interactive computer’s representation of the application; off-line behaviours are associated with non-computer representations of the application.

As an illustration of the distinction, consider the example of an interactive system, consisting of the behaviours of a website secretary and an e-mail application. They are required to produce a paper-based copy of a dictated letter, stored on audio tape. The product goal of the interactive system here requires the transformation of the physical representation of the letter from one medium to another, that is, from tape to paper. From the product goal derives the task goals, relating to required attribute state changes of the letter. Certain of those task goals will be assigned to the secretary. The secretary’s off-line behaviours include listening to and assimilating the dictated letter, so acquiring a representation of the application object. By contrast, the secretary’s on-line behaviours include specifying the represention by the interactive computer of the transposed content of the letter in a desired visual/verbal format of stored physical symbols.

On-line and off-line user behaviours are a particular case of the ‘internal’ interactions between a user’s behaviours as, for example, when the web secretary’s keying interacts with memorisations of successive segments of the dictated letter.

2.5 Structures and the Human

Description of the user as a system of behaviours needs to be extended, for the purposes of design and design research, to the structures supporting that behaviour.

Whereas user behaviours may be loosely understood as ‘what the human does’, the structures supporting them can be understood as ‘the support for the human to be able to do what they do’. There is a one-to-many mapping between a user’s structures and the behaviours they might support: thus, the same structures may support many different behaviours.

In co-extensively enabling behaviours at each level of description, structures must exist at commensurate levels. The user structural architecture is both physical and mental, providing the capability for a user’s overt and mental behaviours. It provides a represention of application information as symbols (physical and abstract) and concepts, and the processes available for the transformation of those representations. It provides an abstract structure for expressing information as mental behaviour. It provides a physical structure for expressing information as physical behaviour.

Physical user structure is neural, bio-mechanical and physiological. Mental structure consists of representational schemes and processes. Corresponding with the behaviours it supports and enables, user structure has cognitive, conative and affective aspects. The cognitive aspects of user structures include information and knowledge – that is, symbolic and conceptual representations – of the application, of the interactive computer and of the user themselves, and it includes the ability to reason. The conative aspects of user structures motivate the implementation of behaviour and its perseverence in pursuing task goals. The affective aspects of user structures include the personality and temperament, which respond to and support behaviour. All three aspects may contribute to ‘ performing tasks effectively, as desired as wanted/needed/experienced/felt/valued’.

To illustrate this description of mental structure, consider the example of the structures supporting a web user’s behaviours. Physical structure supports perception of the web page display and executing actions to the web application. Mental structures support the acquisition, memorisation and transformation of information about how the web application is conducted. The knowledge, which the web user has of the application and of the interactive computer, supports the collation, assessment and reasoning about the actions required.

The limits of user structures determine the limits of the behaviours they might support. Such structural limits include those of: intellectual ability; knowledge of the application and the interactive computer; memory and attentional capacities; patience; perseverence; dexterity; and visual acuity etc. The structural limits on behaviour may become particularly apparent, when one part of the structure (a channel capacity, perhaps) is required to support concurrent behaviours, perhaps simultaneous visual attending and reasoning behaviours. The user then, is ‘resource-limited’ by the co-extensive user structures.

The behavioural limits of the user, determined by structure, are not only difficult to define with any kind of completeness, they may also be variable, because that structure may change, and in a number of ways. A user may have self-determined changes in response to the application – as expressed in learning phenomena, acquiring new knowledge of the application, of the interactive computer, and indeed of themselves, to better support behaviour. Also, user structures degrade with the expenditure of resources by behaviour, as demonstrated by the phenomena of mental and physical fatigue. User structures may also change in response to motivating or de-motivating influences of the organisation, which maintains the interactive system.

It must be emphasised that the structure supporting the user is independent of the structure supporting the interactive computer behaviours. Neither structure can make any incursion into the other and neither can directly support the behaviours of the other. (Indeed this separability of structures is a pre-condition for expressing the interactive system as two interacting behavioural sub-systems). Although the structures may change in response to each other, they are not, unlike the behaviours they support, interactive; they are not included within the interactive system. The combination of structures of both user and interactive computer, supporting their interacting behaviours is described as the user interface .

2.6 Human Resource Costs

‘Performing tasks effectively as desired’ by means of an interactive system always incurs resource costs. Given the separability of the user and the interactive computer behaviours, certain resource costs are associated directly with the user and distinguished as structural user costs and behavioural user costs.

Structural user costs are the costs of the user structures. Such costs are incurred in developing and maintaining user skills and knowledge. More specifically, structural user costs are incurred in training and educating users, so developing in them the structures, which will enable the behaviours necessary for an application . Training and educating may augment or modify existing structures, provide the user with entirely novel structures, or perhaps even reduce existing structures. Structural user costs will be incurred in each case and will frequently be borne by the organisation. An example of structural user costs might be the costs of training a secretary to use a GUI web interface in the particular style of layout, required for an organisation’s correspondence with its clients and in the operation of the interactive computer by which that layout style can be created.

Structural user costs may be differentiated as cognitive, conative and affective structural costs. Cognitive structural costs express the costs of developing the knowledge and reasoning abilities of users and their ability for formulating and expressing novel plans in their overt behaviour – as necessary for ‘performing tasks effectively, as desired’. Conative structural costs express the costs of developing the activity, stamina and persistence of users as necessary for an application. Affective structural costs express the costs of developing in users their patience, care and assurance as necessary for an application.

Behavioural user costs are the resource costs, incurred by the user (i.e by the implementation of their of behaviours) in recruiting user structures to effect an application. They are both physical and mental resource costs. Physical behavioural costs are the costs of physical behaviours, for example, the costs of making keystrokes on a keyboard and of attending to a web screen display; they may be expressed without differentiation as physical workload. Mental behavioural costs are the costs of mental behaviours, for example, the costs of knowing, reasoning, and deciding; they may be expressed without differentiation as mental workload. Mental behavioural costs are ultimately manifest as physical behavioural costs. Costs are an important aspect of the engineering design of an interactive computer system.

When differentiated, mental and physical behavioural costs are described as the cognitive, conative and affective behavioural costs of the user. Cognitive behavioural costs relate to both the mental representing and processing of information and the demands made on the user’s extant knowledge, as well as the physical expression thereof in the formulation and expression of a novel plan. Conative behavioural costs relate to the repeated mental and physical actions and effort, required by the formulation and expression of the novel plan. Affective behavioural costs relate to the emotional aspects of the mental and physical behaviours, required in the formulation and expression of the novel plan. Behavioural user costs are evidenced in user fatigue, stress and frustration; they are costs borne directly by the user and so need to be taken into account in the engineering design process.

3. Performance of the Engineering Interactive Computer System and the User.

‘To perform tasks effectively, as desired’ derives from the relationship of an interactive system with its application. It assimilates both how well the application is performed by the interactive system and the costs incurred by it. These are the primary constituents of ‘performing tasks effectively, as desired’, that is performance. They can be further differentiated, for example, as wanted/needed/experienced/felt/valued.

A concordance is assumed between the behaviours of an interactive system and its performance: behaviours determine performance. How well an application is performed by an interactive system is described as the actual transformation of application objects with regard to the transformation, demanded by product goals. The costs of carrying out an application are described as the resource costs, incurred by the interactive system and are separately attributed to the user and the interactive computer. Specifically, the resource costs incurred by the user are differentiated as: structural user costs – the costs of establishing and maintaining the structures supporting behaviour; and behavioural user costs – the costs of the behaviour, recruiting structure to its own support. Structural and behavioural user costs are further differentiated as cognitive, conative and affective costs. Design requires attention to all types of resource costs – both those of the user and of the interactive computer.

‘Performing tasks effectively, as desired’ by means of an interactive system may be described as absolute or as relative, as in a comparison to be matched or improved upon. Accordingly, criteria expressing ‘as desired’ may either specify categorical gross resource costs and how well an application is performed or they may specify critical instances of those factors to be matched or improved upon. They are the object of engineering design and so of design research.

Discriminating the user’s performance within the performance of the interactive system would require the separate assimilation of user resource costs and their achievement of desired attribute state changes, demanded by their assigned task goals. Further assertions concerning the user arise from the description of interactive system performance. First, the description of performance is able to distinguish the goodness of the transforms from the resource costs of the interactive system, which produce them. This distinction is essential for engineering design, as two interactive systems might be capable of producing the same transform, yet if one were to incur a greater resource cost than the other, it would be the lesser (in terms of performance) of the two systems.

Second, given the concordance of behaviour with ‘performing tasks effectively, as desired’, optimal user (and equally, interactive computer) behaviours may be described as those, which incur a (desired) minimum of resource costs in producing a given transform. engineering design of optimal user behaviour would minimise the resource costs, incurred in producing a transform of a given goodness. However, that optimality may only be categorically determined with regard to interactive system performance and the best performance of an interactive system may still be at variance with what is desired of it. To be more specific, it is not sufficient for user behaviours simply to be error-free. Although the elimination of errorful user behaviours may contribute to the best application possible of a given interactive system, that performance may still be less than ‘as desired’. Conversely, although user behaviours may be errorful, an interactive system may still support ‘performing tasks effectively, as desired’.

Third, the common measures of human ‘performance’ – errors and time, are related in this conceptualisation of performance. Errors are behaviours, which increase resource costs, incurred in producing a given transform or which reduce the goodness of the transform or both. The duration of user behaviours may (very generally) be associated with increases in behavioural user costs.

Fourth, structural and behavioural user costs may be traded-off in the design of an application. More sophisticated user structures, supporting user behaviours, that is, the knowledge and skills of experienced and trained users, will incur high (structural) costs to develop, but enable more efficient behaviours – and therein, reduced behavioural costs.

Fifth, resource costs, incurred by the user and the interactive computer may be traded-off in the design of the performance of an application. A user can sustain a level of performance of the interactive system by optimising behaviours to compensate for the poorly designed behaviours of the interactive computer (and vice versa), that is, behavioural costs of the user and interactive computer are traded-off in the design process. This is of particular importance as the ability of users to adapt their behaviours to compensate for the poor design of interactive computer-based systems often obscures the fact that the systems are poorly designed.

 

Illustrations of Engineering Framework Applications

1. Hill (2010) Diagnosing Co-ordination Problems in the Emergency Management Response to Disasters

Hill uses the HCI Engineering Discipline and Design Problem Conceptions to distinguish long-term HCI knowledge support (as principles) for design from short-term knowledge support (as methods and models in the form of design-oriented frameworks) – see especially Section 1.1 Development of Design-oriented Frameworks and models for HCI.

Hill (2010) Diagnosing Co-ordination Problems in the Emergency Management Response to Disasters

2. Salter (2010) Applying the Conception of HCI Engineering to the Design of Economic Systems

Applying the Conception of HCI Engineering to the Design of Economic Systems, Salter uses the Discipline and Design problem Conceptions to distinguish different types of HCI discipline and to apply them to the HCI engineering design of economic systems – see especially Section 1 Introduction

Salter (2010) Applying the Conception of HCI Engineering to the Design of Economic Systems

3. Stork and Long (1994) A Specific Planning and Design Problem in the Home

Stork and Long use the Discipline Conception to locate their research on the time-line of the development of the HCI discipline and the characteristics of such a discipline – see especially Introduction and Engineering Sections

Stork and Long (1994) A Specific Planning and Design Problem in the Home

 

Examples of Engineering Frameworks for HCI

Engineering Framework Illustration : Newman – Requirements (2002).

This paper

Software engineering is unique in many ways as a design practice, not least for its concern with methods for analysing and specifying requirements. This paper attempts to explain what requirements really are, and how to deal with them.

Engineering Framework Illustration: Newman – Requirements (2002)

How well does the Newman paper meet the requirements for constituting an Engineering Framework for HCI? (Read More…..)

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Requirement 1: The framework (as a basic support structure) is for a discipline (as an academic field of study and branch of knowledge).

Newman is concerned with the discipline of Software Engineering (Comment 1), of which HCI is treated as being a part (Comment 3). Software Engineering, in turn, is considered to be an Engineering Design Discipline and so by implication an academic field of study and a branch of knowledge.

Requirement 2: The framework is for HCI (as human-computer interaction) as engineering (as design for performance).

The paper references performance, expressed both as errors (Comment 11) and time (Comment 12)

Requirement 3: The framework has a general problem (as engineering design) with a particular scope (as human computer interactions to perform tasks effectively, as desired).

The paper espouses the concept of HCI as engineering design (Comment 3). Tasks, such as text editing, are performed as needed and required by the end-user. Such performance is expressed in terms of time (Comment 11) and time (Comment 12).

Requirement 4:  Research ( as acquisition and validation) acquires (as study and practice) and validates (as confirms) knowledge (as design guidelines/models and methods/principles – specific/ general and declarative/methodological).

The paper references the designed artefact (Comment 5) and the methods used to design it (Comments 2 and 4). This knowledge comprises empirical methods, such as testing (Comment 7) and also analytic models (Comment 9). A model is proposed linking needs to their implementation (Comment 6).

Requirement 5:  This knowledge supports (facilitates) practices (diagnose design problem and prescribe design solution), which solve (as resolve) the general design problem of engineering design.

 

The paper references design practices, such as implement and test (Comment 7), generate and test (Comment 6) and both analytical and empirical practices (Comments 8 and 9).

Conclusion:

Newman’s paper obviously espouses the concept of HCI, as part of Software Engineering, and so part of an engineering design discipline. The framework is more-or-less complete at a high level of description with its references to models, methods and performance. Its needs/implementation model (Figure 1) is not operationalised, however, and so the paper does not provide a case-study of the acquisition of design knowledge. To do so would require the framework to be expressed at lower levels of description, as proposed here.

 

 

Comparison of Key HCI Concepts across Frameworks

To facilitate comparison of key HCI concepts across frameworks, the concepts are presented next, grouped by framework category Discipline; HCI; Framework Type; General Problem; Particular Scope; Research; Knowledge; Practices and Solution.

 

Discipline

Discipline

Innovation – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Art – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Craft – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Applied – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Science – Discipline: an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

Engineering – an academic field of study/branch of knowledge (academic – scholarly; field of study – subject area; branch of knowledge – division of information/learning).

 

HCI

HCI

Innovation – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Art – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Craft – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Applied – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Science – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

Engineering – human-computer interaction (human – individual/group; computer – interactive/embedded; interaction – active/passive).

 

 

Framework Type

Framework Type

Innovation – Innovation: novel (novel – new ideas/methods/devices etc)

Art – Art: creative expression corresponding to some ideal or criteria (creative – imaginative, inventive); (expressive – showing by taking some form); ideal – visionary/perfect); criterion – standard).

Craft – Craft: best practice design (practice – design/evaluation; design – specification/implementation).

Applied – Applied: application of other discipline knowledge (application – addition to/prescription; discipline – academic field/branch of knowledge; knowledge – information/learning).

Science – understanding (explanation/prediction)

Engineering – design for performance (design – specification/implementation; performance – how well effected).

 

General Problem

General Problem

Innovation – innovation design (innovation – novelty; design – specification/implementation).

Art – art design (art – ideal creative expression; design – specification/implementation).

Craft – craft design (craft – best practice; design – specification/implementation).

Applied – applied design (applied – added/prescribed; design – specification/implementation).

Science – understanding human-computer interactions (understand – explanation/prediction; human – individual/group; computer – interactive/embedded; interaction – active/passive)

Engineering – engineering design (engineering – design for performance; design – specification/implementation).

 

Particular Scope

Particular Scope

Innovation – innovative human-computer interactions to do something as desired (innovative – novel; human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued).

Art – art human-computer interactions to do something as desired (art – creation/expression; human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task); desired: wanted/needed/experienced/felt/valued).

Craft – human-computer interactions to do something as desired, which satisfy user requirements in the form of an interactive system (human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued; user – human; requirements – needs; satisfied – met/addressed; interactive – active/passive; system – user-computer).

Applied – human-computer interactions to do something as desired, which satisfy user requirements in the form of an interactive system (human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued; user – human; requirements – needs; satisfied – met/addressed; interactive – active/passive; system – user-computer).

Science – human-computer interactions to do something as desired (human – individual/group; computer – interactive/embedded; interactions – active/passive; something – action/task; desired: wanted/needed/experienced/felt/valued.

Engineering – human-computer interactions to perform tasks effectively as desired (human – individual/group; computer – interactive/embedded; interactions – active/passive; perform – effect/carry out; tasks – actions; desired – wanted/needed/experienced/felt/valued).

 

Research

Research

Innovation – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – patents/expert advice/experience/examples).

Art – acquires and validates knowledge (acquires – creates by study/practice; validates – confirms; knowledge – experience/expert advice/other artefacts.

Craft – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – heuristics/methods/expert advice/successful designs/case-studies).

Applied – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – heuristics/methods/expert advice/successful designs/case-studies).

Science – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – theories/models/laws/data/hypotheses/analytical and empirical methods and tools; practices – explanation/prediction).

Engineering – acquires and validates knowledge to support practices (acquires – creates; validates – confirms; knowledge – design guidelines/models and methods/principles – specific/ general and declarative/methodological).

 

Knowledge

Knowledge

Innovation – supports practices (supports – facilitates/makes possible; practices – trial-and-error/implement and test).

Art – supports practices (supports – facilitates/makes possible; practices – trial and error/implement and test).

Craft – supports practices (supports – facilitates/makes possible; practices – trial-and-error/implement and test).

Applied – supports practices (supports – facilitates/makes possible; practices – trial-and-error/apply and test).

Science – supports practices (supports – facilitates/makes possible; practices – explanation/prediction).

Engineering – supports practices (supports – facilitates/makes possible; practices – diagnose design problems/prescribe design solutions).

 

Practices

Practices

Innovation – supported by knowledge (supported – facilitated; knowledge – patents/expert advice/experience/examples).

Art – supported by knowledge (supported – facilitated/made possible; knowledge – experience/expert advice/other artefacts).

Craft – supported by knowledge (supported – facilitated; knowledge – heuristics/methods/expert advice/successful designs/case-studies).

Applied – supported by knowledge (supported – facilitated; knowledge – guidelines; heuristics/methods/expert advice/successful designs/case-studies).

Science – supported by knowledge (supported – facilitated; knowledge – theories/models/laws/data/hypotheses/analytical and empirical methods and tools ).

Engineering – supported by knowledge (supported – facilitated; knowledge – design guidelines/models and methods/principles – specific/ general and declarative/methodological).

 

Solution

Solution

Innovation – resolution of a problem (resolution – answer/address; problem – question/doubt).

Art – resolution of the general problem (resolution – answer/address; problem – question/doubt).

Craft – resolution of a problem (resolution – answer/address; problem – question/doubt).

Applied – resolution of a problem (resolution – answer/address; problem – question/doubt).

Science – resolution of a problem (resolution – answer/address; problem – question/doubt).

Engineering – resolution of a problem (resolution – answer/address; problem – question/doubt).

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