Toward Engineering Design Principles for HCI

Toward Engineering Design Principles for HCI
Synthesis Lectures on Human-Centered Informatics
March 2022, 202 pages, (https://doi.org/10.2200/S01172ED1V02Y202202HCI055)
John Long
University College, London
Steve Cummaford
Ted Baker
Adam Stork
Concerto
The book is one of two. The companion volume is ‘HCI Design Knowledge – Critique, Challenge and a Way Forward’ (Long, Cummaford and Stork, 2022). Thisbook describes its scope as HCI (human-computer interaction) and HCI engineering design principles (HCI-EDPs). Its content is the acquisition of initial HCI-EDPs. The challenge to existing HCI design knowledge is identified as its lack of reliability, when applied to design practice. HCI-EDPs are one response to this challenge.
The book presents ‘instance-first’ and ‘class-first’ approaches to the acquisition of HCI-EDPs, as instantiated in two case studies. The HCI-EDPs are constructed from solutions to design problems, themselves derived from user requirements. The case study application domains are domestic energy planning and control, and business-to-consumer electronic commerce. Both report the acquisition of initial HCI-EDPs.
The publication of such a book is timely. Both approaches to the acquisition of HCI-EDPs are novel. They have little by way of competition with the exception of ‘design patterns’. The case studies espouse the same HCI discipline and HCI engineering conceptions. Both case studies support researchers to build on the work. HCI-EDPs support ‘specify then implement’ design practice. They are acquired by the existing best-practice at the time of their acquisition.
ABOUT THE BOOK
ABSTRACT Read
This is the second of two books about engineering design principles for HCI (HCI-EDPs). The books report research taking an HCI engineering discipline approach to the acquisition of initial HCI-EDPs. The first presents the background to the present volume. The background comprises: HCI; HCI design knowledge for EDPs, and HCI-EDPs – a way forward for HCI design knowledge (Long, Cummaford and Stork, 2022, in press). The HCI design knowledge is categorised as: craft artefacts and design practice experience; models and methods, and principles, rules, and heuristics. Together, they constitute best-practice for acquiring HCI-EDPs. This book reports two case studies of the acquisition of such initial HCI-EDPs. It begins with a summary of the earlier volume, sufficient for an understanding of the case studies reported in full here. The themes, concepts and ideas developed in the books concern HCI design knowledge, a critique thereof and the related challenge. The latter is expressed as the need for HCI design knowledge to support design practice more effectively. The challenge, then, to HCI design knowledge, is to increase its fitness-for-purpose in support of such HCI design practice. HCI-EDPs are proposed here, as one response to the challenge. The book reports the acquisition of initial HCI-EDPs. A discipline approach is adopted to provide a framework for HCI. An HCI engineering discipline approach is adopted to provide a framework for HCI-EDPs. The approach affords design knowledge, supporting ‘specify then implement’ design practices. Strategies for developing HCI-EDPs are presented together with conceptions of human-computer systems, required for the operationalisation of their associated design problems and design solutions. Case studies of the two domains of domestic energy planning and control, and business-to-consumer electronic commerce are reported. Acquisition of the initial EDPs applied best-practice design knowledge, at the time of the research, in the form of ‘specify, implement, test and iterate’ design practices. Current best-practice can be used similarly to acquire new HCI-EDPs. Each initial HCI-EDP acquisition case study includes: introduction; two development cycles, and presentation and assessment. Carry forward of the HCI-EDP progress is identified. The HCI-EDPs are considered to be initial, as they are incomplete and unvalidated. It is a book primarily for postgraduate students and young researchers wishing to develop further the idea of HCI-EDPs and comparable other more reliable HCI design knowledge. The book is structured to support both the understanding and the operationalisation of HCI-EDPs, as required for their acquisition, their long-term potential contribution to HCI design knowledge and their ultimate application to design practice.
Keywords
HCI design principles; HCI Engineering Design Principles (HCI-EDPs); discipline; engineering; HCI engineering discipline; design knowledge; critique; challenge; design best-practice; domestic energy planning and control; business-to-consumer electronic commerce; domain; case study.
PREFACE. Read
The book is one of two. The companion volume is ‘HCI Design Knowledge – Critique, Challenge and a Way Forward’ (Long et al., 2022, in press). The title of this book describes its scope and content. The scope is HCI (human-computer interaction) and HCI engineering design principles (HCI-EDPs). The content is the acquisition of initial HCI-EDPs. The challenge to existing HCI design knowledge is identified as its lack of reliability, when applied to design practice. Its support for the latter, then, needs to be more effective. HCI-EDPs are one response to this challenge.
The book presents ‘instance-first’ and ‘class-first’ approaches to the acquisition of HCI-EDPs, as instantiated in the two case studies. The EDPs are constructed from solutions to design problems, themselves derived from user requirements. The case study application domains are domestic energy planning and control, and business-to-consumer electronic commerce. Both report the acquisition of initial HCI-EDPs and comprise chapters on: their introduction; two cycles of development, and their presentation and assessment.
The publication of such a book is timely. Both approaches to the acquisition of HCI-EDPs are novel. They have little by way of competition with the exception of ‘design patterns’. A review of the HCI research literature indicates the need for more effective support for HCI design practice. The case studies espouse the same HCI discipline and HCI engineering conceptions. Any differences in operationalisation inform future research, for example, the strategy adopted and the types of principle acquired. Both case studies serve to support researchers to build on the work. Practice assignments at the end of each chapter offer further support for research applications. The final chapter suggests carry forward to support future research of acquiring HCI-EDPs.
OTHER BOOKS. Read
Such a book is needed. The strategies for acquiring HCI-EDPs, constitute a novel contribution to HCI research. Further, the book differs from other books concerning HCI design knowledge and its application, such as Ritter, Baxter, and Churchill (2014) ‘Foundations for Designing User-Centered Systems’; Hartson and Pyla (2018) ‘The UX Book: Agile UX Design for a Quality User Experience’; Kim (2020) ‘Human-Computer Interaction – Foundations and Practice’ and Zagalo (2020) ‘Engagement Design: Designing for Interaction Motivations’. In contrast, the present book conceives HCI design knowledge in terms of an HCI engineering discipline. HCI-EDPs support ‘specify then implement’ design practice. They are acquired by the existing best-practice at the time of their acquisition. The book constitutes a contrast with the books referenced. Their best-practice, however, can be applied currently to acquire additional HCI-EDPs.
The book also differs from Long (2021) ‘Approaches and Frameworks for HCI Research’. He proposes an approach and a framework for HCI as engineering and also refers to specific and general HCI engineering principles. He underlines the need for empirical validation to increase the reliability of HCI design knowledge. However, unlike the present book, no conception or operationalisation of HCI-EDPs is offered. Last, Long presents no case studies as reported here. In brief, this book is best understood as starting from where Long left off.
AUTHORS. Read
The authors feel qualified to write such a book. They developed the approach to HCI-EDP acquisition, during their time at University College London. It has been used to frame HCI research teaching and to support associated research of which the two case studies are an example.
Chapters 2-6 are based on Stork’s PhD thesis (1999) and Chapters 7-11 on that of Cummaford (2007). Comparable work has yet to be published elsewhere with the exception of design patterns. Long was the initiator of the work and supervisor in both cases. He is also responsible with Morgan&Claypool and Springer for bringing the book to publication. For these reasons, Long appears as first author, with Cummaford and Stork ordered alphabetically. However, all chapters have been reviewed by all authors.
Last but not least, the book would not have been possible without the associated research and support of colleagues, especially that of John Dowell, as well as of PhD students at the EU/UCL Unit (University College London).
READERSHIP. Read
The research book is for graduate and postgraduate students of HCI. It is also for young academic researchers and their supervisors. Practice assignments, at the end of each chapter, support their understanding and application of the concepts presented. In particular, the case study-related assignments support researchers in conceptualising and operationalising HCI-EDPs and so building on the present research in the same and different domains of application. The book is also of interest to researchers in related disciplines and movements, contributing to HCI, such as cognitive psychology, UX-design, design science, software engineering, design research, human-factors, agile design, cognitive ergonomics and human-centred informatics (see earlier references).
ACKNOWLEDGEMENT AND THANKS. Read
Acknowledgement
The book is offered as a tribute to colleagues and PhD students at the EU/UCL Unit (University College London), whose earlier research contributions have made it possible (see also <hciengineering.net> for more information concerning those contributions).
Thanks
Thanks are due to Jack Carroll for including the book in his Synthesis Lectures on Human-centred Informatics Series as a ‘red bloodied’ (sic) research outlier intended to maintain the series coverage. Also, to Diane Cerra, Christine Kiilerich and Deborah Gabriel for enthusiastic and faultless editing and compositing, in bringing the book to print. Thanks are also due to anonymous reviewers, who have contributed to improving the clarity and coverage of an earlier draft.
SECTION LISTING Read
Chapter 1. HCI Design Knowledge – Critique, Challenge and a Way Forward
1.1 HCI
1.2 HCI Engineering
1.3 HCI Engineering Design
1.4 HCI Engineering Design Principles
1.5 Critique, Challenge and a Way Forward
1.6 Practice Assignment
Chapter 2. Introduction to Initial HCI Engineering Design Principles for Domestic Energy Planning and Control
2.1 Conception of Substantive HCI Engineering Design Principles
2.2 Strategy for Developing HCI Engineering Design Principles
2.3 Conception of Human-Computer Systems
2.4 Practice Assignment
Chapter 3. Cycle 1 Development of Initial HCI Engineering Design Principles for Domestic Energy Planning and Control
3.1 Operationalising Specific Design Problems and Solutions
3.2 Conception of Planning and Control
3.3 Cycle 1 Best-Practice Development
3.4 Cycle 1 Operationalisation
3.5 Practice Assignment
Chapter 4. Cycle 2 Development of Initial HCI Engineering Design Principles for Domestic Energy Planning and Control
4.1 Cycle 2 Best-Practice Development
4.2 Cycle 2 Operationalisation
4.3 Practice Assignment
Chapter 5. Initial HCI Engineering Design Principles for Domestic Energy Planning and Control
5.1 Detailed Strategy
5.2 Initial HCI Engineering Design Principles Identified During Operationalisations
5.3 Initial Assumption Assessment from Operationalisations
5.4 Inspirational Initial HCI Engineering Design Principles from Operationalisations
5.5 Initial HCI Engineering Design Principles from General Guidelines
5.6 Initial HCI Engineering Design Principles from MUSE Guidelines
5.7 Initial HCI Engineering Design Principles for HCI from MUSE Tasks
5.8 Practice Assignment
Chapter 6. Assessment and Discussion of Initial HCI Engineering Design Principles for Domestic Energy Planning and Control
6.1 Strategy Assessment and Discussion
6.2 MUSE for Research (MUSE/R)
6.3 Practice Assignment
Chapter 7. Introduction to Initial HCI Engineering Design Principles for Business-to-Consumer Electronic Commerce
7.1 Conception of HCI Engineering Design Principles
7.2 Strategy for Developing HCI Engineering Design Principles
7.3 Method for Operationalising the Class-First Strategy
7.4 Identification of Class Design Problems
7.5 Practice Assignment
Chapter 8. Cycle 1 Development of Initial HCI Engineering Design Principles for Business-to-Consumer Electronic Commerce
8.1 Cycle 1 Development
8.2 Cycle 1 Class Design Problem/Class Design Solution Specification
8.3 Practice Assignment
Chapter 9. Cycle 2 Development of Initial HCI Engineering Design Principles for Business-to-Consumer Electronic Commerce
9.1 Cycle 2 Development
9.2 Cycle 2 Class Design Problem/Class Design Solution Specification
9.3 Practice Assignment
Chapter 10. Initial HCI Engineering Design Principles for Business-to-Consumer Electronic Commerce
10.1 HCI Engineering Design Principle Specification Requirements
10.2 HCI Engineering Design Principles Acquired in Cycle 1 Development
10.3 HCI Engineering Design Principles Acquired in Cycle 2 Development
10.4 Initial HCI Engineering Design Principles
10.5 Practice Assignment
Chapter 11. Assessment and Discussion of Initial HCI Engineering Design Principles for Business-to-Consumer Electronic Commerce
11.1 Introduction
11.2 Strategy Assessment
11.3 Discussion
11.4 Business-to-Consumer Best-Practice Update
11.5 Practice Assignment
Chapter12. Progress and Carry Forward of HCI Engineering Design Principles for Future Research
12.1 Towards HCI Engineering Design Principles – General Progress and Carry Forward
12.2 HCI Engineering Design Principles – Research Remaining
12.3 Practice Assignment
CHAPTER 9 EXCERPT AND FULL VERSION OF BOOK SUMMARY
ReadCHAPTER 9
Cycle 2 Development of Initial HCI Engineering Design Principles for Business-to-Consumer Electronic Commerce
Summary
This chapter reports the Cycle 2 development of initial HCI-EDPs for the domain of business-to-consumer electronic commerce. The chapter comprises: Cycle 2 development and Cycle 2 class design problem/class design solution specification
9.1 Cycle 2 Development
This section reports the development of a class design problem and class design solution for electronic goods (information and software). The development comprises operationalisation of the method for identifying class design problems and their class design solutions, presented in Section 7.3.2. This section follows the stages of the method.
9.1.1 Introduction
The class design problem for electronic goods is identified on the basis of commonalities between the two specific design problems selected. The latter concern SMS-based sports news alerts (ManUtd.com) and mobile ‘phone ring-tones and software (Jamster.com). The class design problem is evaluated, following the method preesented in Section 7.3.2 and is accepted. A class design solution, corresponding to the class design problem, is then specified. The latter is instantiated as specific design solutions, corresponding to the two specific design problems identified. This enables testing.
The class design solution performance is abstracted from specific performances of the constructed specific design solutions. The actual performance achieved equals the desired performance specified in the class design problem. Hence, the class design solution is also accepted.
The class design problem and class design solutions are presented in Section 9.2. This facilitates comparison of the models with the conception of class design problems and class design solutions presented in Section 7.1.
9.1.2 Selection of Systems for Specific Design Problem and Specific Design Solution Development.
Two e-shops are selected on the basis of similarities in work supported, namely the sale of data products. Both e-shops informally appear to have actual performances that do not equal desired performance. Hence, they are considered promising for the specification of specific design problems. The two e-shops selected were both live commercial operations at the time of the research.
– Specific Design Problem 2a: Manchester United Text Alerts Service (www.manutd.com) is a service offered by the official website of the UK Premiership football club. Users sign up to receive details by SMS of events occurring in football matches played by Manchester United.
– Specific Design Problem 2b: Jamster (www.jamster.com) is a website offering mobile ‘phone ring-tones, games and screen-savers for sale. Users sign up and purchase items, which are then sent to the user’s ‘phone for use.
9.1.3 Testing Procedure
Cycle 2 uses a similar procedure to that of Cycle 1. To determine comparative performance of the specific design problem systems and their associated specific design solution systems, each specific design problem and specific design solution task goal structure is first assessed analytically to enumerate user costs.
Task quality for each specific design problem and specific design solution system is then determined by empirical testing. The latter is carried out following specification of the specific design solution systems. This is to support comparison of the relative workload, incurred using the systems. The results are presented to exemplify the behaviours, which result in actual performance not equalling desired performance for the specific design problem systems.
9.1.3.1 Setup
Following Cycle 1, screenshots were taken and used to create offline simulations of each e-shop. These are termed ‘prototypes’. These ensure that all users interact with the same e-shop design. It also ensures that the analytical data in the relevant design problem costs matrix are based on the same system.
The prototypes are constructed in PowerPoint, from screen-shots taken during walkthroughs of the live websites. Also presented are photos of SMS messages received from the sites during task completion. Each PowerPoint presentation contains the required screens for users to complete each task specified in the product goal for that system. Additional screens are included where necessary. The latter anticipate users selecting links that are not on the correct path for task completion. Data relating to specified shopping tasks are included in the screenshots, for example, descriptions and prices of the goods to be purchased.
9.1.3.2 Participants
Six participants were recruited for the study of each e-shop design problem/design solution pair. None was tested in Cycle 1, to avoid learning effects. An equal number of male and female participants were tested.
Specific Design Problems 2a and 2b both include the following pre-purchase requirements:
- Customer must be older than vendor’s minimum age limit
- Customer must be within vendor’s domain of contract
- Customer must have a ‘phone which is supported by the vendor
- Customer must have access to payment technology supported by the vendor
- Vendor must offer for sale the items, which the customer wishes to purchase
- Customer must have sufficient funds to complete the transaction
All participants resided in the UK in the vendor’s domain of contract. The participants were all over 16, with experience of using a mobile ‘phone.
The Specific Design Problems 2a and 2b participant models both specify that they have knowledge of shopping, payment, value for money, and personal wherewithal. All participants had previously used an online shop. They were therefore considered to possess the abstract structures specified in the associated participant models. None of the participants had previously used the shops selected for the study, to avoid learning effects.
Four of the participants had first-hand knowledge of purchasing information goods online. For example, news alert services or premium downloads (including ring-tones). So they possessed knowledge of mobile ‘phone services, as specified in the user model. The remaining two participants were interviewed and found to be familiar with the concepts associated with purchasing mobile ‘phone services. All participants are considered to possess the abstract structures specified in the Specific Design Problems 2a and 2b user models.
The order of design problem and design solution presentation is balanced over participants for learning effects between prototypes. Participants are only shown one design problem/design solution pair (that is, 2a or 2b), and not both, to avoid learning effects.
9.1.3.3 Procedure
The Cycle 2 testing followed that of Cycle 1.
9.1.3.4 Testing Tasks
Five tasks were specified for each of the systems tested. The tasks include a range of behaviours encountered during typical shopping experiences. Similar tasks are specified for Specific Design Problems 2a and 2b. The five tasks are:
1. Purchase a single item
2. Find total price for single item
3. Sign up for subscription
4. Find total price for subscription (per month)
5. Cancel subscription
9.1.3.5 Calculation of User Costs
The task goal structure contains descriptions of the user and computer tasks required to complete each task. The user abstract and physical behaviours are also listed. These behaviours are identified using the same criteria as in Cycle 1and as identified in Section 9.1.
The costs matrices show the user costs required to complete each of the specified tasks. The costs are calculated normatively to give an expression of workload for ideal, error free task completion. This enables comparison of the efficiency of the specific design problem and specific design solution systems in terms of their ideal operation. The costs matrices also include the empirical performance data from testing, to determine their relative effectiveness.
The results from each specific design problem test are summarised in the next section. The results from each specific design solution test are summarised later.
9.1.4 Specify Specific Design Problems
The results from the testing of Specific Design Problems 2a and 2b are presented next to exemplify the behaviours resulting in actual performance not equalling desired performance.
9.1.4.1 Specific Design Problem 2a
Users were asked to complete the following specific tasks, with both the specific design problem and specific design solution systems:
T1: Sign to alerts for a single match
T2: Find total price for single match
T3: Sign up for monthly subscription
T4: Find total price for subscription per month
T5: Cancel subscription
The costs matrix for Specific Design Problem 2a is shown in Table 9.1.

Table 9.1 Specific Design Problem 2a: Costs Matrix
The top area of the first page of the site (Figure 9.1) gives an overview of: the packages available; details of how to unsubscribe from other services; costs for the service, and text detailing how to operate the service. An example is how to unsubscribe. The bottom area is shown in Figure 9.2.

Figure 9.1: Specific Design Problem 2a: Screen S1 Service Overview Page [top]
All users completed T1 successfully. They realised that they must sign up before the match, and then unsubscribe after the match. The high times-to-complete for T1 are due to users searching for a single match sign-up option and to understand that they must subscribe and then unsubscribe.

Figure 9.2: Specific Design Problem 2a: Screen S1 Service Overview Page [bottom]
Users are considered to have completed the task after they had signed up, and realised that they must unsubscribe. They were not required actually to unsubscribe. This is to evaluate the unsubscribe functionality in T5.
Users are provided with a list of the text alerts received during T2. Two users miscalculated the total costs.
The work involved in T3 (‘sign up for monthly subscription’) is similar to the work involved in T1. Users, who had completed T1 successfully performed the task without problems. The sign-up page is shown in Figure 9.3.

Figure 9.3: Specific Design Problem 2a: Screen S2.2b Signup Page
To complete T4, users were again provided with a list of text alerts received during one month (taken form ‘phone records detailing use of the actual service, during the football season). The task completion failures are higher than for T2 possibly because of the larger number of text alerts. This is in addition to Users 4 and 6 not using the correct tariff for their own ‘phone service provider.
In order to complete T5, users had to change the service level to ‘off’. This was not understood by User 2. It also required Users 4 and 6 to re-read the instructions text on the main page, before they understood the correct action required. All users commented that setting the service level to ‘off’ was not an easy concept to understand. An ‘unsubscribe’ option would have been clearer. The service level dropdown is shown open in Figure 9.4.

Figure 9.4: Specific Design Problem 2a: Screen S2.2b Signup Page [showing service dropdown]
9.1.4.2 Specific Design Problem 2b
Users were asked to complete the following specific tasks, with both the specific design problem and specific design solution systems:
T1: Purchase a single ring-tone
T2: Find total price for a single ring-tone
T3: Sign up for a monthly subscription
T4: Find total price for a monthly subscription
T5: Cancel subscription
The costs matrix for Specific design problem 2b is shown in Table 9.2.

Table 9.2 Specific Design Problem 2b: Costs Matrix
T1 required users to purchase a specific ring-tone (‘Crazy Frog – Axel F’) from the homepage of Jamster.com. When the ring-tone name or the ‘get it now’ button was clicked, a pop-up appeared, offering an audio preview of the ring-tone. The homepage and pop-up are shown in Figure 9.5, with the relevant links circled in green.

9.5 Specific Design Problem 2b: Screen S1 Homepage
When users clicked ‘get it now’ on the pop-up, they were shown the sign-up screen (Figure 9.5). All users then entered their ‘phone number, and clicked ‘next’. This began the process to sign up for a weekly subscription. To sign up for a single ring-tone, the ‘single purchase’ (circled in Figure 9.5) must be clicked, instead of entering a ‘phone number and clicking ‘next’. No user clicked the ‘single purchase’ link, and so no user completed the task successfully.

Figure 9.6 Specific Design Problem 2b: Screen S2.2b Order Item
Users are then shown a series of SMS message screenshots, taken from actual downloads purchased on the live site (Figure 9.7). Four users realised that they had then signed up for a subscription. They considered the cost of the single ring-tone to be the weekly subscription rate for one week. That is, the total amount that they would have paid before unsubscribing. Two users identified the weekly subscription cost from the message simply as being the cost of the single ring-tone. The weekly subscription rate was not equivalent to the price of a single ring-tone purchase on the site. So no user completed T2 successfully.

Figure 9.7 Specific Design Problem 2b: SMS4.1 Welcome to Subscription and SMS3 Download Item
During T3, users are asked to sign up for a weekly subscription Also, to purchase a screensaver (another Crazy Frog product). User 4 initially did not understand that they must first select a specific product (ring-tone, screen-saver etc) to sign up for a subscription, rather than vice versa. This resulted in a high time-to-complete. However, all users completed the task, by signing up for a screen-saver. Because users had now validated their mobile number for the session, the sign-up page did not require a ‘phone number. The screen-saver club was a separate weekly subscription from the ring-tone club. So users were committing to an additional weekly recurring cost. No users correctly identified the commitment at this stage of the session. The sign-up page is shown in Figure 9.8.

Figure 9.8 Specific Design Problem 2b: Screen S3b Enter Validation Code
Users are again shown a series of SMS message screenshots, taken from actual downloads purchased using the site. User 3 was by this point unsure as to what any of the services cost, and so did not complete the task. However, the other users correctly identified the subscription cost.
During the final task (T5), two users did not locate the ‘My Jamster!’ link (circled in Figure 9.9, top right). So they were not able to cancel their subscription. Both users said that they would have then unsubscribed by SMS. But this was counted as a task failure, given that the option to unsubscribe via the site was available.

Figure 9.9 Specific Design Problem 2b: Screen S1 Homepage, with link to ‘My Jamster!’ highlighted
During discussion after the sessions, it became apparent that users did not generally realise that they had signed up for two separate weekly subscriptions. Even though they had to unsubscribe from two clubs in order to complete T5. They expressed some unwelcome surprise that they had actually committed to a recurring £6 per week of subscriptions. They did not think that this was made clear by the site.
9.1.5 Specify Class Design Problem
Following specific design problem specification, commonalities are abstracted to construct the class design problem domain model, product goal, task-goal structure and interactive worksystem model.
9.1.6 Evaluate Class Design Problem
The evaluated e-shops exhibit different behaviours, resulting in a similar product goal being achieved, but with different performances. There are some similarities between the Specific Design Problems 2a and 2b Task Goal Structures. But it is not possible to abstract a common Task Goal Structure for most tasks. Where no commonalities are abstracted, both Specific Design Problem Task Goal Structures are included in the Class Design problem Task Goal Structure for that task. The Class Design Problem user model and domain model are operationalised analytically, to check that the Task Goal Structure in each Specific Design Problem could be achieved. The user model contains sufficient behaviours to achieve the Task Goal Structure in each of the Specific Design Problems tested. The Class Design problem is thus retained.
9.1.7 Specify Class Design Solution
Class Design Solution 2 comprises a product goal, domain model, user model, computer model, and task-goal structure. The Class Design Problem product goal, domain model and user model are carried forward to the Class Design Solution without alteration. However, the computer model (including the physical structures embodied as screens), and the Task Goal Structure were designed during this phase. A combination of Task Goal Structure re-engineering and ‘craft’ HCI design techniques are used to design a Class Design Solution, which achieved Pd. This follows a similar process to that of Cycle 1.
The initial design activity involved re-engineering the Class Design Solution Task Goal Structure, by allocating as many participant behaviours as possible to the computer. Then, participant behaviours are removed from the set present in the Class Design Problem Task Goal Structure. This leaves the minimum set of behaviours required to effect the user and computer structure activations necessary to achieve the domain transformations specified in the product goal.
For example, the T2 (find price of single item) Class Design Solution Task Goal Structure differed from the Class Design problem Task Goal Structure, in that the computer physical structures in the Class Design Solution include display of the prices for individual items and subscriptions on the service homepage. This reduces the number of user behaviours required to ascertain the price of a single item, as they can simply read it from the homepage. This is instead of reading their phone bill (Specific Design problem 2a) or searching several pages of the site in order to locate it (Specific Design problem 2b). The Class Design Solution Task Goal Structure for T2 is shown in Table 9.3, and the homepage, with the single item price highlighted with a red outline, as shown in Figure 9.10.

Table 9.3 Class Design Solution 2: Task Goal Structure T2 Find Price of Single Item

Figure 9.10 Class Design Solution 2: C Screen S1 Homepage
The computer structures sufficient to support the participant and computer behaviours in the Task Goal Structure are then identified, and grouped into screens. The guidelines for e-commerce applications, identified in Cycle 1, are applied generally. But there was little available substantive support for the design of transaction systems for information goods. The author had commercial experience of designing such applications. As such, they were able to ensure that the Class Design Solution design benefited from current best practice.
9.1.8 Specify Specific Design Solutions
The Class Design Solution is used to specify Specific Design Problems corresponding to those identified earlier. In contrast to Specific Design Problems 1a and 1b, the Specific Design Problems for Cycle 2 are very different in form.
9.1.8.1 Specific Design Solution 2a
The available packages, including single match packages, are displayed on the service overview page. This enables users to get an overview of the services and, most importantly, their total costs.

Figure 9.11 Specific Design Solution 2a: Screen S1 Homepage
Once a service had been selected, the sign-up screen shows the package selected. This is in contrast to Specific Design Problem 2a, where users had to remember their desired service after choosing it on the service overview page. They then enter their selection on the sign-up page.

Figure 9.12 Specific Design Solution 2a: Screen S2.1 Enter Details Page (single match sub)
The system requires a validation code, which is sent to the specified ‘phone number by SMS, to be entered in order to complete sign-up. The validation code entry screen and confirmation screen are shown in Figures 9.13 and 9.14. The package selected by the user is included on both screens.

Figure 9.13 Specific Design Solution 2a: Screen S3.1 Validation Page (single match sub)

Figure 9.14 Specific Design Solution 2a: Screen S4.1 Confirmation Page (single match sub)
To change or cancel an existing subscription, the user enters their ‘phone number in the box at the bottom of the service homepage (Figure 9.11). They then cancel or select another package on the manage subscription page, as shown in Figure 9.15.

Figure 9.15 Specific Design Solution 2a: Screen S5 Manage Subscription Page
9.1.8.2 Specific Design Solution 2b
The homepage of Specific Design Solution 2b differs from that of Specific Design Problem 2b. The prices of single items and subscriptions are clearly displayed. Also, the login boxes for existing users to manage their subscriptions.

Figure 9.16 Specific Design Solution 2b: S1 Homepage
The sign-up page presents single purchase and subscription options, with pricing for each. This ensures that the user is informed of the costs prior to purchase.

Figure 9.17 Specific Design Solution 2b: Screen S2.1 Enter Details Page (single purchase)
The user’s selected package and its price are then displayed on both the validation code entry screen and the confirmation screen.

Figure 9.18 Specific Design Solution 2b: Screen S3.1 Validation Page (single purchase)
The validation code entry page differs for the subscription option. An entry box for a password is included. This ensures that the user enters a password, and so is able to login on future visits, and so manage their subscriptions.

Figure 9.19 Specific Design Solution 2b: Screen S3.2 Validation Page (monthly subscription)
Figure 9.20 Specific Design Solution 2b: S4.1 Confirmation Screen (single purchase)
The manage subscription page presents the user’s remaining credit on their current subscription. The user is able to ascertain the current status of their subscription at any time. The cancel button is clearly displayed.

Figure 9.21 Specific Design Solution 2b: S5 Manage Subscriptions Page
9.1.8.3 Testing Results
The costs matrices and subjective assessments of relative workload for Specific Design Problems 2a and 2b indicate that user performance is consistently higher when interacting with the Design Solution rather than the Design Problem prototypes.
Specific Design Problem 2a

Table 9.4 Specific Design Solution 2a: Costs Matrix

Figure 9.22 Participants’ Subjective Ratings of Workload Interacting with Specific Design Problem 2a and Specific Design Solution 2a
Specific Design Problem 2b

Table 9.5 Specific Design Solution 2b: Costs Matrix

Figure 9.23 Participants’ Subjective Ratings of Workload Interacting with Specific Design Problem 2b and Specific Design Solution 2b
9.1.9 Evaluate Class Design Solution
The Class Design Solution performance is abstracted from the performances attained by each of the Specific Design Solutions. The Class Design Solution costs matrix contains the mean value for each element from the Specific Design Solution 2a and Specific Design Solution 2b costs matrices. Given that it would not be valid to find the mean task completion rate across individual users, the empirical components (task completion and time to complete) is calculated using mean values across all users for each system.

Table 9.6 Class Design Problem 2: Costs Matrix

Table 9.7 Class Design Solution 2: Costs Matrix
To facilitate comparison, the costs matrix shown in Table 9.7 details the change in values between Class Design Problem and Class Design Solution. Negative values indicate a reduction in costs between the Class Design Problem and Class Design Solution. Where costs increase between, they are shown in red. Task completion rates show the increase in task completion percentages, rather than reductions in tasks failures, in order to maintain a consistency with the labelling of the costs matrices.

Table 9.8 Comparison of Class Design Problem 2 and Class Design Solution 2 Costs Matrices
Users achieved a 100% task completion rate when interacting with the Class Design Solution, whilst incurring reduced costs. The Class Design Solution is therefore considered acceptable. It meets the success criteria defined in the Class Design Solution 2 Product Goal.
There is an increase of 15 keystrokes for T3. This is due to the user not having to register with a password on the Specific Design Problem systems. In Specific Design Problem 2a, the user could simply enter their ‘phone number and select to turn the service on, to subscribe. In Specific Design Problem 2b, the user is already logged in for the session, and so has direct access to the subscribe functionality. The Specific Design Solution systems both require validation of user identity prior to subscribing, for security reasons. Both Specific Design Solution systems require a validation code, sent to the handset via SMS. They also require users to enter a password before the subscription is made active. The validation code is considered necessary, to ensure that only the user of the ‘phone can authorise a billed transaction for their ‘phone number. The password enables the user to amend their subscription in future. A password is considered important. It enables the service to be cancelled, even if the user has lost their ‘phone and so does not have access to any validation codes sent to the ‘phone.
The user ratings of workload and comparative workload support the conclusion that less workload is required to complete the tasks with the Specific Design Solution systems. The latter, and therefore by extension the Class Design Solution, are considered to be acceptable. They fulfill the requirement in the Product Goals for the Class Design Solution and Specific Design Solutions that the systems should result in lower user costs for task completion.

Figure 9.24 Participants’ Abstracted Ratings of Workload for Class Design Problem 2 and Class Design Solution 2

Figure 9.25 Participants’ Abstracted Comparison of Workload for Class Design Problem 2 and Class Design Solution 2
9.2 Cycle 2 Class Design Problem/Class Design Solution Specification
Section 9.1 reports the development of a class design problem and class design solution for electronic goods transaction systems, by means of the specification of two specific design problems and their corresponding specific design solutions.
9.2.1 Introduction
Section 9.2 presents the class design problem and class design solution models, specified during Cycle 2 development. The models follow the conception of the general design problem and general design solution for HCI.
The class design problem and class design solution presented are later used to develop an initial HCI-EDP. For each Specific Design Problem and Class Design Problem model, its components are presented in bold on first exposition.
9.2.2 Specify Specific Design Problems
Specific Design Problems 2a and 2b are specified.
9.2.2.1 Specific Design Problem 2a
Domain and Product Goal
Specific Design Problem 2a is a transaction system supporting the exchange of SMS-based information services for currency. The following tasks are defined, in order to evaluate the effectiveness of the Specific Design Problem:
T1: Sign to alerts for a single match
T2: Find total price for single match
T3: Sign up for monthly subscription
T4: Find total price for subscription per month
T5: Cancel subscription
The domain model comprises the user, computer (e-shop) and the goods to be purchased. The domain model contains abstract objects, which are embodied in physical objects.

Figure 9.26 SDP2a: Domain Model
The affordant domain attributes (shown in bold italics in the model) are changed by the worksystem, in order to achieve the Product Goal. The dispositional domain attributes must have the values specified in the Product Goal for the work to be performed.
The Product Goal specifies the required values for the dispositional domain object attributes. The latter must be satisfied for the work to be performed. Also specified are the affordant domain attribute value transformations that comprise the work.

Table 9.9 Specific Design problem 2a: Product Goal Dispositional Object Attribute Value Requirements

Table 9.10 Specific Design Problem 2a: Product Goal Affordant Object Attribute Value Transformations
Worksystem
The Worksystem comprises a user, termed ‘SDP2a-U’, who interacts with a computer, termed ‘SDP2a-C’. SDP2a-U and SDP2a-C both comprise Representation Structures and Process Structures.
User model
The SDP2a User Model, termed SDP2a-U, comprises two types of abstract structure –representation structures (shown in boxes in the model) have particular states. For example, ‘items purchased’, which are transformed by process structures (shown in ovals in the model).

Figure 9.27 Specific Design Problem 2a: User Model
The representation structure states for each stage of the work are detailed in the representation structure states matrix, shown in Table 9.11. Process structure activation is assumed to be coextensive with user abstract behaviours. The latter incurred during the work are specified in the Task Goal Structure.

Table 9.11 Specific Design Problem 2a: User Model Representation Structure States Matrix
SDP2a-U’s process structures support abstract behaviours, which are defined as ‘planning’, ‘controlling’, ‘perceiving’ and ‘executing’. The model represents only cognitive aspects of the user.
SDP2a-U’s abstract structures are embodied by its physical structures, which also support physical behaviours, that is, ‘clicking’, ‘keying’, and ‘searching’.
Computer Model
The SDP2a Computer Model, termed SDP2a-C, like SDP2a-U, comprises both representation structures and process structures, which support abstract behaviours. The abstract structures are embodied in physical structures. For example, memory, processors, which support physical behaviours.
The computer model abstract and physical structures and behaviours are not operationalised fully. The design problem allows for an increase in computer costs. As technological development is proceeding at a rapid pace, measuring computer costs is not considered necessary.

Figure 9.28 SDP2a: Computer Model
Category mapping between models
The UM, CM and Product Goal contain concepts which appear similar, but are not co-extensive. These are summarised in the category mapping table shown in Table 9.12.
Product Goal | User | Computer |
Exchange currency for receipt of SMS messages | Pay to receive SMS alerts | Exchange currency for delivery of SMS messages, and limited usage rights to their contents |
Table 9.12 Specific Design Problem 2a: Category Mapping Table
The user’s notion of item purchase may be naïve. They may consider the transaction to be a simple exchange of the item for the purchase price. However, the user does not ‘own’ the SMS files legally. They cannot, for example, sell the file to another user. By completing the purchase, the user accepts the vendor’s terms and conditions. These set out the user’s rights to personal usage of the file, but preclude any resale or forward communication of the data contained therein.
Task-Goal Structure
SDP2a-U and SDP2a-C interact, to achieve the Product Goal. The user and computer behaviours which interact to achieve the task goals are specified in the Task-Goal Structure. An excerpt from the Task Goal Structure is presented in Table 9.13.

Table 9.13 Specific Design Problem 2a: Task Goal Structure Task 3
The Task Goal Structure contains descriptions of the user and computer tasks required for completion. The user abstract and physical behaviours are also listed. They are categorised according to the criteria in Table 9.14.
User behaviours | Criteria |
Encoding | User reads one page of information. If scrolling is required, another ‘encode’ behaviour is diagnosed for each additional screen of information. If the user registers that some information on the page has been updated in response to their recent action, this is not counted as an ‘encode’ behaviour |
Planning | Change state of a UM abstract representation (i.e. transforms current plan for shopping) |
Controlling | Determine next action to achieve current plan for shopping |
Executing | Transcode abstract behaviour into physical behaviours |
Table 9.14 Criteria for Diagnosing User Abstract Behaviours during Task Completion
Performance
Actual Performance
The task descriptions contained in the Task Goal Structure are developed normatively. This is to ensure that the data reflect actual user costs associated with error-free task completion. The user costs calculations can thus be compared validly between the Specific Design Problem and the Specific Design Solution. Neither is affected by user errors, which may impact the costs totals.
Actual task quality is measured empirically, as detailed earlier. The expression is a percentage of users who completed each task. Also, the mean time taken to complete each task. Both user costs and task quality are expressed in the costs matrix.

Table 9.29 Specific Design Problem 2a: Costs Matrix
Desired Performance
Task Quality
All instances where the pre-purchase requirements are satisfied should result in the product goal being achieved. A decrease in the time to complete for all tasks is desirable.
IWS costs
User costs should be acceptable. That is, lower than completing the transaction via the specific instances of this class of transaction system tested during Specific Design Problem 2a construction.
Any increase in computer costs is acceptable. The design solution must be implementable using existing technologies (that is, setup costs must not include development of new technologies).
Comparison of actual and desired performance
Actual performance for task completion is 22/30, that is, 73.3%. This is less than the desired 100%. The remaining aspects of Pd are expressed as desired reductions relative to Pa. So Pa is by definition not equal to Pd. Specific Design problem 2a is thus considered to be a design problem, and not a design solution.
9.2.2.2 Specific Design Problem 2b
The operationalisation of Specific Design Problem 2b is similar to that of Specific Design Problem 2a.
9.2.3 Specify Class Design Problem
Following specification of Specific Design problems 2a and 2b, commonalities at the device interaction level of description are identified and abstracted to construct the Class Design problem. This abstraction comprises common aspects of the Specific Design Problems, at a higher level of description, to provide an initial Class Design Problem expression. The Class Design Problem domain model, product goal, Task Goal Structure, user model and computer model are all constructed by abstraction. As it is not possible to test the Class Design Problem directly, there are no class-level users as such, Pa for the Class Design Problem is derived from the Specific Design Problems tested.
9.2.3.1 Domain and Product Goal
Class Design Problem 2 is a class of transaction systems, supporting the exchange of mobile-phone compatible files for currency, which do not achieve a stated desired performance. The class task involves purchasing one item, signing up for an ongoing subscription, and then cancelling that subscription. The task is:
1. Buy single item
2. Find total price for single item
3. Sign up for subscription
4. Find total price for subscription per month
5. Cancel subscription
The class domain model (termed ‘CDP2-D’) comprises the user, computer (e-shop) and the goods to be purchased. The domain model contains abstract objects, which are embodied in physical objects.

Figure 9.30 Class Design Problem 2: Domain Model (CDP2-D)
The affordant domain attributes (shown in bold italics in the model) are changed by the worksystem, to achieve the Product Goal. The dispositional domain attributes must have the values specified in the Product Goal, for the work to be done. The class domain model does not contain specific values for the object attribute values. The requirements for the object attribute values are specified in the Product Goal.
The Product Goal (termed ‘CDP2-PG’) specifies the required values for the dispositional domain object attributes, and a specification of the affordant domain attribute value transformations that comprise the work.

Table 9.15 Class Design Problem 2: Product Goal Dispositional Object Attribute Value Requirements

Table 9.16 Class Design Problem 2: Product Goal Affordant Object Attribute Value Transformations
12.2.3.2 Class Worksystem
The class worksystem comprises a class user, termed ‘CDP2-U’, who interacts with a class computer, termed ‘CDP2-C’. CDP2-U and CDP2-C both comprise Representation Structures and Process Structures. Both CDP2-U and CDP2-C are abstracted from the commonalities between the respective specific user and computer models in Specific Design Problems 2a and 2b.
CDP2-U
CDP2-U comprises two types of abstract structure – representation structures (shown in boxes in the model) have particular states. For example, ‘items purchased’, which are transformed by process structures (shown in ovals in the model).

Figure 9.31 Class Design Problem 2: User Model (CDP2-U)
The representation structure states for each stage of the work are detailed in the representation structure states matrix. Process structure activation is assumed to be coextensive with user abstract behaviours. The user abstract behaviours incurred during the work are specified in the Task Goal Structure, described later.

Table 9.17 Class Design Problem 2: User Representation Structure States Matrix
The process structures in CDP2-U support abstract behaviours, which are defined as ‘planning’, ‘controlling’, ‘perceiving’ and ‘executing’.
The abstract structures in CDP2-U are embodied by its physical structures, which also support physical behaviours, that is, ‘clicking’, ‘keying’, and ‘searching’.
CDP2-C
CDP2-C, like CDP2-U, comprises both representation structures and process structures, which support abstract behaviours. The abstract structures are embodied by physical structures, for example, ROM (read only memory), processors, which support physical behaviours.

Figure 9.32 Class Design problem 2: Computer Model (CDP2-C)
Category mapping between models
CDP2-U and CDP2-C interact to achieve the domain transformations specified in CDP2-PG. However, CDP2-U and CDP2-C’s understanding of the work to be performed are not co-extensive with the domain transformations specified in CDP2-PG. The mappings between the concepts in CDP2-PG and the worksystem models CDP2-U and CDP2-C are summarised in the category mapping table – 9.18.
Product Goal | User | Computer |
Exchange currency for receipt of files | Pay to receive single files, or subscribe to receive a specified number of files within a specified time period | Exchange currency for delivery of files to a mobile device, and for limited usage rights on those files |
Table 9.18 Class Design Problem 2: Category Mapping Table
The category mapping table is abstracted from the category mapping tables specified in Specific Design Problems 2a and 2b.
Task-Goal Structure
CDP2-U and CDP2-C interact, to achieve CDP2-PG task goals. The user and computer behaviours, which interact to achieve the task goals are specified in the Class Task-Goal Structure (termed ‘CDP2-TGS’). The specific behaviours in SDP2a and SDP2b, at the device level of description, are not sufficiently similar to support generification of commonalities, and so the SDP2a-TGS and SDP2b-TGS contents are carried forward to CDP2-TGS. The total number of each behaviour required to complete the tasks in TGS-class are derived by taking the mean value for each behaviour across SDP2a and SDP2b. These values are represented in the class costs matrix.
Performance
Actual Performance
The task descriptions contained in CDP2-TGS are abstracted from the commonalities between the Task Goal Structures in Specific Design Problems 2a and 2b. CDP2-TGS is thus computer independent. The computer-specific aspects of the Specific Design Problem Task Goal Structures are not common between Specific Design Problems 2a and 2b. The class actual performance is derived from the mean number of each behaviour contained in the Task Goal Structures for Specific Design Problems 2a and 2b. These mean values are represented in the Class Design problem 2 costs matrix (termed ‘CDP2-CM’).
The class actual task quality is derived from the actual task quality of Specific Design Problems 2a and 2b.
Both user costs and task quality are expressed in CDP2-CM.

Table 9.19 Class Design Solution 1 Costs Matrix
Desired Performance
Task Quality
All instances where the pre-purchase requirements are satisfied should result in the product goal being achieved.
IWS costs
User costs should be acceptable, and lower than the class actual costs derived during specification of CDP2.
Any increase in computer costs is acceptable. The design solution must be implementable using existing technologies (that is, setup costs must not include development of new technologies).
Comparison of desired and actual performance
Actual performance for task completion is 61.67%. This is less than the desired 100%. The remaining aspects of Pd are expressed as desired reductions relative to Pa. So Pa is by definition not equal to Pd. Class Design Problem 2 is therefore considered to be a design problem, and not a design solution.
9.2.4 Evaluate Class Design Problem
The e-shops evaluated during the specification of Specific Design Problems 2a and 2b exhibit different behaviours at the device level of description. These differences result in a similar product goal being achieved, but with different actual performances. However, aspects of the work resulting in high workload are similar. They are therefore included in the Class Design Problem. The latter user model (CDP2-U) and computer model (CDP2-C) are operationalised analytically, to check that the Task Goal Structure in each Specific Design Problem could be achieved. CDP2-U and CDP2-C contain required behaviours to achieve the Task Goal Structure in each of the Specific Design Problems tested. The Class Design Problem is therefore retained.
9.2.5 Specify Class Design Solution
Best practice craft knowledge and guidelines are recruited to develop Class Design Solution 2. In addition, behaviours resulting in low task quality or high user costs are identified and re-engineered to increase potential achievable performance. The development is summarised earlier. Here, the Class Design Solution 2 components are presented to operationalise the conception of class design solutions presented earlier. Also, to enable the commonalities between CDP/S1 and CDP/S2 to be specified later.
9.2.5.1 Domain and Product Goal
Class design Solution 2 is a class of transaction systems, supporting the exchange of mobile-phone compatible files for currency, which achieve a stated desired performance. The class task involves purchasing one item, signing up for an ongoing subscription, and then cancelling that subscription. The task is:
1. Buy single item
2. Find total price for single item
3. Sign up for subscription
4. Find total price for subscription per month
5. Cancel subscription
The class domain model (termed ‘CDS2-D’) comprises the user, computer (e-shop) and the goods to be purchased. The domain model contains abstract objects, which are embodied in physical objects.

Figure 9.33 Class design Solution 2: Domain Model (CDS2-D)
The affordant domain attributes (shown in bold italics in the model) are changed by the worksystem, to achieve the Product Goal. The dispositional domain attributes must have the values specified in the Product Goal for the work to be done. The class domain model does not contain specific values for the object attribute values. The requirements for the object attribute values are specified in the Product Goal.
The Product Goal (termed ‘CDS2-PG’) specifies the required values for the dispositional domain object attributes. Also, a specification of the affordant domain attribute value transformations that comprise the work.

Table 9.20 Class Design Solution 2: Product Goal Dispositional Object Attribute value Requirements

Table 9.21 Class Design Solution 2: Product Goal Affordant Object Attribute Value Transformations
9.2.5.2 Class Worksystem
The class worksystem comprises a class user, termed ‘CDS2-U’ who interacts with a class computer, termed ‘CDS2-C’. CDS2-U and CDS2-C both comprise Representation Structures and Process Structures. Both CDS2-U and CDS2-C are abstracted from the commonalities between the respective specific user and computer models in Specific Design Solutions 2a and 2b.
CDS2-U

Figure 9.34 Class Design Solution 2: User Model (CDS2-U)
CDS2-U comprises two types of abstract structure – representation structures (shown in boxes in the model). For example, ‘item to purchase’, has particular states, which are transformed by process structures (shown in ovals in the model). The representation structure states for each stage of the work are detailed in the representation structure states matrix. Process structure activation is assumed to be coextensive with user abstract behaviours. The user abstract behaviours incurred during the work are specified in the Task Goal Structure, described later.

Table 9.22 Class design Solution 2: User Representation Structure States Matrix
The process structures in CDS2-U support abstract behaviours, which are defined as ‘planning’, ‘controlling’, ‘perceiving’ and ‘executing’.
The abstract structures in CDS2-U are embodied by its physical structures, which also support physical behaviours, that is, ‘clicking’, ‘keying’, and ‘searching’.
CDS2-C model
CDS2-C, like CDS2-U, comprises both representation structures and process structures, which support abstract behaviours. The abstract structures are embodied by physical structures, for example, memory, processors, which support physical behaviours.

Figure 9.35 Class Design Solution2: Computer Model (CDS2-C)
Category mapping between models
CDS2-U and CDS2-C interact to achieve the domain transformations specified in CDS2-PG. However, their models of the work to be performed are not co-extensive with the domain transformations specified in CDS2-PG. The mappings between the concepts in CDS2-PG and the worksystem models CDS2-U and CDS2-C are summarised in the category mapping table shown in Table 9.23.
Product Goal | User | Computer |
Exchange currency for receipt of files | Pay to receive single files, or subscribe to receive a specified number of files within a specified time period | Exchange currency for delivery of files to a mobile device, and for limited usage rights on those files |
Table 9.23 Class Design Solution 2: Category Mapping Table
Task-Goal Structure
CDS2-U and CDS2-C interact, to achieve a number of task goals. The user and computer behaviours which interact to achieve the task goals are specified in the class task-goal structure (termed ‘CDS2-TGS’). An excerpt from CDS2-TGS is presented in Table 9.24. TGS-class specifies the CDS2-U and CDS2-C task descriptions, but does not contain behaviours. The specific behaviours in SDS2a and SDS2b are not sufficiently similar to abstract commonalities. The total number of each behaviour required to complete the tasks in TGS-class are derived by taking the mean value for each behaviour across SDS2a and SDS2b. These values are represented in the class costs matrix (termed ‘CDS2-CM’

Table 9.24 Class Design Solution 2: Task Goal Structure Task
9.2.6 Evaluate Class Design Solution
Evaluate Class Design Solution
9.2.6.1 Actual Performance
Actual Performance
The task descriptions contained in CDS2-TGS are abstracted from the commonalities between the Task Goal Structures in Specific Design Solutions 2a and 2b. CDS2-TGS is therefore computer independent. The computer-specific aspects of the Specific Design Problem Task Goal Structures are not common between Specific Task Design Solutions 2a and 2b. The class actual performance is derived from the mean number of each behaviour contained in the Task Goal Structures for Specific Design Solutions 2a and 2b. These mean values are represented in the Class Design Solution 2 costs matrix (termed ‘CDS2-CM’).
The class actual task quality is derived from the actual task quality of SDS2a and SDS2b.
Both user costs and task quality are expressed in CDS2-CM.

Table 9.25 Class Design Solution 2: Costs Matrix
9.2.6.2 Comparison of Actual with Desired Performance
Task Quality
All instances where the pre-purchase requirements are satisfied should result in the product goal being achieved. The actual performance is a 100% task completion rate. Thus, Class Design Solution 2 Pa = Pd. As such, it can be considered a valid design solution.
IWS costs
User costs are acceptable, and lower than the class actual costs derived during specification of Class Design Problem 2. A comparison of the costs differences between Class Design Problem 2 and Class Design Solution 2 are shown in the comparison costs matrix shown in Table 9.26.
9.2.7 Class Design Problem/Solution Performance Comparison
Negative values indicate a reduction in costs between the Class Design Problem and Class Design Solution. Where costs increased between Class Design Problem and Class design Solution, they are shown in red. Task completion rates show the increase in task completion percentages, rather than reductions in task failures, in order to maintain a consistency with the labelling of the Costs Matrices.

Table 9.26 Comparison of Class Design Problem 2 / Class Design Solution 2 Costs Matrices
The design solution is implementable using existing technologies, and so can be considered a valid design solution.
9.2.7.1 Evaluation of User Workload Measurements
The user ratings of workload and comparative workload support the conclusion that less workload was required to complete the tasks with the Specific Design Solution systems. The latter, and therefore by extension the Class Design Solution, are therefore considered to be acceptable. They fulfil the requirement in the Product Goals for the Class Design Solution and Specific Design Solutions that the systems should result in lower user costs during task completion.
The Class Design Solution is thus considered acceptable and retained.
Review
The chapter reports Cycle 2 development for the domain of business-to-consumer electronic commerce. The chapter comprises – Cycle 2 development and class design problem/class design solution specification.
9.3 Research Practice Assignment
9.3.1 General
– Read 9.1, concerning Cycle 2 development.
Check the development informally for completeness and coherence, as required by the case study of business-to-consumer electronic commerce.
The aim of the work assignment is for you to become sufficiently familiar with Cycle 2 development to apply it subsequently and as appropriate to a different domain of application, as in Research Design Scenarios 9.1-2.
Hints and Tips
Difficult to get started?
– Re-read the assignment task carefully.
Make written notes and in particular list the sections, while re-reading 9.1.
Think about how the sections might be applied to describe the Cycle 2 development of a novel domain of application.
Re-attempt the assignment.
Test
List from memory as many of the sections as you can.
– Read 9.2, concerning Cycle 2 class design problem/class design solution specification.
Check the specification informally for completeness and coherence, as required by the case study of business-to-consumer electronic commerce.
The aim of the work assignment is for you to become sufficiently familiar with Cycle 2 class design problem/class design solution specification to apply it subsequently and as appropriate to a different domain of application, as in Research Design Scenarios 9.1-2.
Hints and Tips
Difficult to get started?
– Re-read the assignment task carefully.
Make written notes and in particular list the sections, while re-reading 9.1.
Think about how the sections might be applied to describe Cycle 2 class design problem/class design solution specification of a novel domain of application.
Re-attempt the assignment.
Test
List from memory as many of the sections as you can.
9.3.1 Research Design Scenarios
9.1 Applying Cycle 2 Development to an Additional Domain of Application
– Select the same additional domain of application, as used in Research Design Scenarios 7.1-4 and 8.1-2. The domain should be other than that of business-to-consumer electronic commerce.
Apply Cycle 2 development for business-to-consumer electronic commerce (see Section 9.1) to the novel domain of application. The description can only be of the most general kind – that is at the level of the section. However, even qualification at this high level can orient the researcher towards application of Cycle 2 development to novel domains of application. The latter are as might be required subsequently by their own work. The research design scenario is intended to help bridge this gap.
9.2 Applying Cycle 2 Class Design Problem/Class Design Solution Specification to an Additional Domain of Application
– Select the same additional domain of application, as used in Research Design Scenarios 7.1-4 and 8.1-2. The domain should be other than that of business-to-consumer electronic commerce.
Apply Cycle 2 class design problem/class design solution specification for business-to-consumer electronic commerce (see Section 9.2) to the novel domain of application. The description can only be of the most general kind – that is at the level of the section. However, even qualification at this high level can orient the researcher towards application of the Cycle 2 class design problem/class design solution specification to novel domains of application. The latter are as might be required subsequently by their own work. The research design scenario is intended to help bridge this gap.
POSTSCRIPT. Read
The Preface makes clear the book’s aims. It is now time to consider how well or not they have been met.
First, the scope and content of HCI as a discipline, HCI as engineering and its associated design problem have been specified by review and operationalised by case study.
Second, following a critique of HCI design knowledge, the challenge of a better guarantee of HCI design knowledge, including that of HCI as engineering, to support HCI design practice, has been identified, documented and addressed.
Third, HCI-EDPs have been conducted in two case studies, as one way of meeting the challenge of the better guarantee required of HCI design knowledge to support more effective HCI design practice.
Fourth, HCI-EDP instance-first and class-first approaches to the acquisition of HCI-EDPs have been developed and implemented in two case studies of different domains of application.
Fifth, early (that is, incomplete) and initial (that is, unvalidated) HCI-EDPs have been acquired. Both the instance-first and class-first approaches, then, need further development. Some progress, however, has been demonstrated and it affords carry forward by future HCI-EDP research. The need for future such research, however, is extensive and is in no way underestimated here.
Sixth, further research is also required, concerning alternatives to the HCI-EDPs, proposed, to improve the reliability of HCI design knowledge.
Seventh, additional research of this range and magnitude will require researchers to build on each other’s work. Such building needs to create a better consensus, concerning HCI discipline progress as the acquisition and validation of HCI design knowledge to support HCI design practice effectively.
The book’s aims, then, are considered to be met, at least in part. HCI-EDPs indeed have been acquired. However, they are modest in number and mostly by example. Further, they remain incomplete and unvalidated. It is very much a ‘towards’ book, as recognised in its title. At best, a start has been made and much ground has been cleared. Some progress has been made and affords carry forward by future research. For future researchers, however, it will be more ‘attempting to follow in the footsteps’, rather than ‘standing on the shoulders’. Good luck to those researchers willing to have a go at taking up the challenge!
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INDEX. Read
Index
AB Testing 11.4
AI 3.2.2
Architecture
Computer 2.3.4
Human 2.3.3
Air Traffic Management 1.4.1.1, 3.2.1.2
Planning Horizon 1.4.1.1
Apple 1.2.11
Applied Psychology Frt
Atomic Design Methods 11.4
Best Practice 3.3
Cycle 1 Development 3.3
Cycle 2 Development 4.1, 4.1.3
Best Selling Lists 5.5
Betty Brown Teapot 8.1.4.1
Black Tea 8.1.4.q
Boolean Values 3.1.1
Business-to-Consumer Electronic Commerce 9.2, 9.2.1, 9.2.2, 9.2.3, 9.2.4, 9.2.5
Case Study
Case Studies
Central Heating 1.2.2.1
Challenge 3.3, 5.3, 6.5, 7.3
Civil Engineering 2.1
Class-based Approach Frt, 7.3
Class-first Strategy 9.2.1
Class Design Problem 7.4
Class Design Solution 9.2.1
Cognitive Engineering 1.2
Cognitive Ergonomics Frt
Cognitive Psychology Frt
Computer
Model 8.2.5.2
Representation States 10.2.2
Representation Structure States 10.2.2
Computer Architecture 9.1.1
Computer Costs
Abstract
Behavioural
Structural
Physical
Behavioural
Structural
Computing Technology 1.2.2.2
Conception 3.2.
Actual Costs 2.1.3.6
Actual Performance 2.1.3.2
Actual Quality 2.1.3.4
Changes 6.1.1
Cognitive Structures 2.3.2
Desired Costs 2.1.3.5
Desired Performance 2.1.3.1
Desired Quality 2.1.3.3
HCI General Design Problem 2.1.3
HCI General Design Solution 2.1.3
HCI Discipline 1.1
HCI Design problems 7.1
Human-Computer Systems 2.3
Planning and Control 3.2
Specific Design Problems 2.1.4
Specific Design Solutions 2.1.4
Substantive Engineering Principles 2.1, 2.1.5
Design Principles.1.4
HCI Engineering 1.2
HCI Engineering Design 1.3
HCI Engineering Design Principles 7.1
Generality 5.1.1
General Guidelines
MUSE Guidelines
MUSE Tasks
Inspirational
HCI General Design Problem 10.2.1
HCI General Design Solution 10.2.1
HCI Specific Design Problem 10.2.1
HCI Specific Design Solution
Planning and Control 3.2
With Design Guidance
Without Design Guidance
Substantive Engineering Principles 2.1
…..Computer Architecture 2.3.4
Control
Domain
Worksystem
Costs Matrix
Craft Artefacts 5.1/5.2/5.3, 10.1.1
Critique 1.5
Declarative Knowledge 3.2.1
Design 2.1
Situation
Funnel Testing 11.4
Scenario-based 1.4.1.1
Design Guidance 3.2.1, 3.2.2
Design Knowledge 4.1, 5.1, 6.1, 7.1, 10.1
Design Patterns, 1.4.2.2
Design Practice Experience 5.1/5.2/5.3, 10.1.1
Design Principle 1.4
Design Problem 1.2
Design Rationale 1.4.1.1
Design Solution 1.2
Direct Manipulation Theory 1.4.1.1
Domestic Energy Planning and Control 9.1, 9.1.2, 9.1.3, 9.1.4, 9.1.5
Case Study
Discipline 1.
Domain 2.1.3.1
Boundary Criteria 2.1.3.1
Diagram Key 3.1.1
Model 10.3.1, 8.2.3.1
Class Model 8.2.3.1
State Stream 3.1.1
Ease of Use 1.2.2.1
Ecological Theory 1.4.1.1
E-Commerce 4.2.2
Effective Support 10.1
Electronic Engineering 2.1
EMCRS 1.4.1.1
Engineering Principles 8.1
Ergonomics
E-Shops 4.2
External Cognition Theory 1.4.1.1
Face Recognition 1.2
Feedfinder 5.2
Firefox
Formality 1.2
Formal Knowledge 1.2
Framewoek
Interactive Worksystem Costs 3.1.2
Task Quality 3.1.1
Gaming 1.2
Guarantees 3.2.1
Procedural 3.2.1
GOMS – 6.1
Goods 1.2.2.2
Physical
Informational
Google Chrome
Graphical User Interface – GUI 1.2.11
Grounded Theory 1.4.1.1
Guidelines
Business-to-Consumer Electronic Commerce 4.2.2
Domestic Energy Planning and Control 4.2.1
General Guidelines
MUSE Guidelines
Herbs of Grace 8.1.2
HCI Design
Critique 1.5
Challenge 1.5
Scenario-base 1.4.1.1
Way Forward 1.5
HCI Design Practice
Scenario-based Design 6.2, 6.5
HCI Design Knowledge 4.2, 10.1.1, 10.1.2, 10.1.3
Critique 1.5
Challenge 1.5
Declarative 3.2.1
Design Rationale 5.2, 6.4
Procedural
HCI Engineering 1.2
Design 1.3
Principles1.4
HCI Design Patterns 1.4.2.2
HCI Design Practice 1.4.1
HCI Engineering Design Practice 2.1.2
Specify and Implement 1.4.1
Specify then Implement 1.4.1
HCI Design Principles 1.4
Prescriptive Design Knowledge 10.3
HCI Discipline 1.2
HCI Engineering Design Principles 8.4, 8.5, 8.6
Achievable Performance 10.1.5
Acquisition 10.2
Business-to-Consumer Electronic Commerce
Class Design Problem 8.2.3
Classification Space 8.4.1
Components 10.1.2
Development Cycle 1 9.1.2
Development Cycle 2 9.1.3
Domestic Energy Planning and Control
Inspirational
MUSE Guidelines
MUSE Tasks
Operationalisation
Product Goal
Scope 10.1.3, 10.2
Specification 10.1.4
Specification Method 10.1.1
Status 6.1.2
Way Forward 8.6
HCI Evaluation
Domestic Energy Planning and Control 5.2
Business-to-Consumer Electronic Commerce
HCI General Problem 1.2.1/1.2.1.2, 2.1
HCI Heuristics 1.4.1.2
HCI Knowledge 3.2
HCI Models and Methods 1.4.1.1
HCI Particular Scope 1.2.2/1.2.2.2
Humans 1.2.2.2
Computers 1.2.2.2
Interactions 1.2.2.2
Performance 1.2.2.2
HCI Principles 1.4.1.2
HCI Research 1.2.3/1.2.3.2
Future
Progress 12.2.3
Business-to-Consumer Electronic Commerce Progress
Domestic Energy Planning and Control Progress
General
HCI Rules 1.4.1.2
HCI Validation 1.4.1.1
Heuristics 7.1, 7.2, 7.2.3, 10.1.3
Hierarchy of Complexity 3.1.1
Human Architecture 9.1.1, 2.3.3
Human-Centred Informatics
Human-Computer Interaction (HCI) 1.1
Human-Computer Systems 2.3
Human Factors 1.2
Implementation 2.2.3, 2.
Innovation 1.2
Inspirational Principles
Interaction Design 1.2
Interdisciplinary Overlapping Fields 6.2
Internet Explorer
Jackson System Development 2.2.6
Jamster 9.1.2
Knowledge 3.1, 3.5,
Declarative (Substantive)
Decomposition (Kde)
Procedural (Methodological
Recomposition (Kre)
Solution (Kso)
Manchester United
Text Alerts Service 9.1.2
Mercantile Models 9.2.1
Methods 6.3
Minimal Viable Product (MVP) 11.4
Model Human Processor 1.4.1.1
Models 6.2
Resource 1.4.1.1
Models and Methods 1.4.1.1
Multi-media 1.2.2.1
…..Challenge 6.5
…..Critique 6.5
Multiple Task Work 6.2
MUSE – Method for Usability Engineering 1.4.1.1, 5.2, 6.3, 2.2.1, 2.2.6, 3.3.3.1, 6.2
MUSE/R – MUSE for Research 6.2
On-line Banking 1.2
On-line Dating 1.2
On-line Shopping 1.2
Operationalisation 3.1
Cycle 1 3.1,
Selection 2.2.7.1
Cycle 2 4.1, 4.2.
Selection 2.2.7.2
Initial Engineering Design Principles
Specific Design Problems
Specific Desired Quality
Specific Desired Costs
Specific Design Solutions
Specific Actual Costs
Specific Actual Performance
Specific Actual Quality
PASHT 3.2.1.2
Performance 1.2.2.2
Achievable
Actual 2.1.3.4
Specific
Desired 2.1.3.1
Potential Guarantee 2.2.4
Planning and Control 1.2
…..Composite
Generalised
Desired States and Structures
Interleaved 3.2.1.2
Plans
In Domain 3.2.1.1, 3.2.2.2
In Interactive Worksystem 3.2.3.3
In Separate Worksystems
Worksystem
PowerPoint 1.2.2.2
Principles 7.1, 7.2, 7.2.1, 8.1, 10.1.3
Procedural Knowledge 3.2.1
Prototypes 1.2
Rules 7.1, 7.2, 7.2.2, 10.1.3
Safari
Secretarial Office Administration 1.4.1.1
Simulation 1.2
Smart Phones 1.2.2.1
Snow Valley 4.2.1
Software Engineering Frt
Specification 2.2.2
Speed and Errors 1.2.2.2
SSADM 2.2.6
Standards
Stash Tea 8.1.2
Storyboard Scenarios 1.2
Strategy 2.2, 6.1, 7.2, 11.2
Assessment 6.1.3
Bottom Up
Changes
Developing Engineering Design Principles 2.2, 2.2.1
Detailed Strategy 5.1, 6.1
Discussion
…..Middle-Out
Top Down
Storyboard Scenarios 1.2
Streams
Behaviour
Structure
Structures
Composite
Supercraft
System Versions 1.
Task Quality 9.1.2
Actual Quality
Specific
Desired Quality
Testing Procedure
Setup
Participants
Tasks
Theory 10.1.1
Of Operator Planning Horizons (TOPH) 1.4.1.1, 1.5
Trial and Error 1.2.2.2
Usability 1.2.2.1
User 2.1.3.5
Affective
Cognitive
Conative
Model 8.2.3.2
Class Model 8.2.3.2
Representation States
Representation Structure States
User Costs 9.1.2
Actual
Specific 3.4.1.3
Calculation
Desired
Human
Abstract (Mental) Behavioural
Structural
Physical Behavioural
Structural
Costs Matrix 8.1.4.1, 8.1.9
User Experience 1.2.2.1
User Requirements 2.2.1, 3.3.1, 4.1.1
Selection Criteria
Identified 2.2.7.2.1
UX Design Frt
Widgets
Validation 1.5
Wire-Frame Models 1.Worksystem
Worksystem 2.1.3.1
Boundary Criteria 2.1.3.1
Class 8.2.5.2
World Health Organisation – WHO 5.2
World of Work
Desired Performance 2.1.3.1
Desired Quality
Attributes
Abstract
Physical
Related
Task Goals
Unrelated
Objects
Product Goals
Achieved
Task Goals
Achieved
States
Structures 8.2.5.2
Xerox 1.2.11
Yourdon 2.2.6
INTERACTIVE FORUM
The ‘Design Knowledge’ book is also included here. The two books were originally a single proposal. The books complement each other. Hence, their inclusion in the same forum. This section includes: Blog; Reviews; Feedback; Right of Reply; Dialogue/Interviews; Book Editions and Section Archive. Read
BLOG 1
I have always argued for the strongest possible relations between HCI research and HCI practice, whether as Engineering or alternative approaches. For example: ‘The HCI discipline can be summarised as: the use of HCI knowledge (acquired by research) to support practices (of design and evaluation) seeking solutions to the general problem of HCI (humans interacting with computers to do something, as desired/ to perform tasks effectively, as desired) [1]. My own research (along with many others) has acquired such knowledge in the form of design models, methods and principles to support practice.
However, I have always been acutely aware of the gap between knowledge acquired by HCI research and its application by designers. Bellotti reported empirical support for such a gap in her study of commercial system interface design projects [2]. She concluded that: ‘The study suggests that HCI design and evaluation techniques, although potentially valuable to commercial design, are not applied in practice’. A comparable study of London HCI Centre designers (the commercial arm of the Ergonomics Unit/UCL) reached the same conclusion. Later, in 1997, I cited Bellotti’s paper, concluding that: ‘In terms of the capability maturity model [3], HCI fails to support design practices, which are either ‘defined’, ‘repeatable’, ‘managed’ or ‘optimised’.
My view has remained unchanged, in spite of the intervening years. In my 2010 Festschrift, I wrote: ‘….I would like to celebrate the world of HCI. Obviously, students, practitioners and researchers, who identify themselves with HCI and who together make up the HCI community. But also IT professionals, outside the community, who do not identify with HCI; but who actually design so many of the interfaces in use to-day. Most IT interfaces continue to be designed and implemented by such professionals. We forget them at our (professional) peril.’ [4]
Further, I expressed the hope that: ‘HCI research improves the effectiveness of the design knowledge, which it acquires to support HCI design practices (a hope shared by festschrift authors – knowledge, which is ‘more assured’ [5], ‘more reliable’ [6] and ‘offering a better guarantee’ [7]. Anyone who doubts this need should seriously consider:
1. How much interface design is performed by IT professionals, outside the HCI community;
2. How little HCI actual design, as opposed to related studies or evaluation, is carried out by individual HCI practitioners (as consultants) or even by those working as teams in large organisations; and
3. How much design is performed with little or no reference to HCI design knowledge (of any or no kind), other than perhaps evaluation. But how is this much-needed improvement in HCI design knowledge to be achieved? In my view, it can only come about, if HCI research and practice diagnose more design problems and prescribe more design solutions and in so doing evaluate the effectiveness of HCI design knowledge (of whatever kind, engineering and other).’
However, lots of HCI water has passed under the bridge in the last 25 years or so. Also, I am a researcher and not a practising designer. A timely reconsideration of the relations between HCI research and practice – past, present and future, seemed a good idea for the website to address. By sheer good fortune, I was in contact with Victoria Bellotti at this time and she agreed to an e-mail exchange on the topic. Victoria is both a very successful researcher and designer and, of course, set the ball rolling in 1988 with her paper cited earlier.
References
[1] Long and Dowell, 1989 [2] Bellotti, 1988 [3] Paulk et al., 1993 [4] Long, 2010 [5] Dix, 2010 [6] Carroll, 2010 [7] Hill, 2010LINKS
The links are to associated published research. Read
ARCHIVE
The archive contains earlier versions of the book introduction. Read