Lecture 2: Norman's Model of Interaction - 4.2 | Module 4: Guidelines in HCI | Human Computer Interaction (HCI) Micro Specialization
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4.2 - Lecture 2: Norman's Model of Interaction

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Interactive Audio Lesson

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Introduction to the Model of Interaction

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Teacher
Teacher

Today, we'll learn about Norman’s Model of Interaction, which is essential for understanding how users interact with systems. Can anyone tell me what they think interaction means in this context?

Student 1
Student 1

I think it refers to how a user communicates with a system, like when we click or type.

Teacher
Teacher

Exactly! Interaction involves user inputs and system responses. Norman's model divides this into two main phases: Execution and Evaluation. Can anyone guess what these phases might include?

Student 2
Student 2

Maybe Execution is about performing actions, like clicking buttons?

Teacher
Teacher

Correct! Execution is about transforming user intentions into actions. And Evaluation is about interpreting how well those actions achieved their goals. Let’s remember this with the acronym E.E. for Execution and Evaluation!

Student 3
Student 3

So, how do we know if we executed correctly?

Teacher
Teacher

Great question! That's where the feedback from the system comes in. We'll dive deeper into that!

The Execution Phase Breakdown

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Teacher
Teacher

Now, let’s unpack the Execution Phase. It starts with forming a goal. Can anyone give me an example of a goal they have when using an app?

Student 4
Student 4

I usually want to find a restaurant quickly when I’m hungry!

Teacher
Teacher

Perfect! The goal would be to find a restaurant. Then, how does this goal turn into an intention?

Student 1
Student 1

I would think of using a 'Find Restaurants' feature on a map app.

Teacher
Teacher

Exactly! That’s forming your intention. Next comes specifying an action sequence. What might that involve?

Student 2
Student 2

Clicking on the map app, typing in 'restaurants near me', and then hitting 'search'.

Teacher
Teacher

Yes! Then, you execute the action by performing those clicks and taps. This transition is where the 'Gulf of Execution' comes into play. It’s the gap between your goal and what the interface allows you to do. Can anyone think of a scenario where this gulf might be wide?

Student 3
Student 3

If an app doesn’t clearly show the search function, that would make it harder for me to find the restaurants!

Teacher
Teacher

Exactly! Poor discoverability can widen that gulf. Let’s remember 'Gulf = Gap' to reinforce this idea!

The Evaluation Phase Breakdown

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Teacher
Teacher

Next, let’s discuss the Evaluation Phase. After executing actions, users need to evaluate the system’s feedback. What’s the first step in this phase?

Student 4
Student 4

I think it’s noticing the state of the system after my actions.

Teacher
Teacher

Right! That’s perceiving the system’s state. Can someone give an example of what feedback might be like?

Student 1
Student 1

If I searched for restaurants, I’d expect to see a list appear. That means my search worked!

Teacher
Teacher

Exactly! Then users interpret what that feedback means. If the list appears, what conclusion might they draw?

Student 2
Student 2

That I found what I was looking for, so my action was successful!

Teacher
Teacher

Spot on! Lastly, users compare the system’s state to their original goal. If you find a list of nearby restaurants, you’d evaluate if your goal was met, right? This gap is known as the 'Gulf of Evaluation.' Let’s flash a mnemonic: 'Evaluate = Examine to Compare.'

Student 3
Student 3

That sounds helpful!

Bridging the Gulfs

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Teacher
Teacher

Finally, let’s talk about how to bridge the gulfs of Execution and Evaluation. What have we learned about bridging the Gulf of Execution?

Student 2
Student 2

We should improve discoverability and make actions clear.

Teacher
Teacher

Yes! Enhancing discoverability is vital. And how about the Gulf of Evaluation?

Student 3
Student 3

Providing clearer feedback will help users understand if they achieved their goals.

Teacher
Teacher

Correct! We want to enable users to see their progress and make sense of system feedback easily. Let’s use the acronym D.F. for 'Design for Feedback' as a reminder! To summarize, bridging these gulfs leads to better user experiences.

Student 1
Student 1

Got it! Clear actions and feedback are essential.

Introduction & Overview

Read a summary of the section's main ideas. Choose from Basic, Medium, or Detailed.

Quick Overview

This section discusses Donald Norman's Model of Interaction, which outlines the cognitive and physical steps users take while interacting with a system, highlighting the importance of bridging the 'gulfs' of execution and evaluation.

Standard

Norman's Model of Interaction breaks down user engagement into two primary phases: Execution and Evaluation, detailing the stages within each phase. The model underscores the 'gulfs' that can impede user actions and relating interpretation of system feedback to user goals. Effective design must aim to minimize these gaps by enhancing discoverability, clarity of actions, and system feedback.

Detailed

Norman's Model of Interaction

Donald Norman's Model of Interaction, often referred to as the "Seven Stages of Action", provides a vital framework for understanding how users engage cognitively and physically with systems. The model is critical for designers to identify interaction difficulties.

Phases of Interaction:

1. Execution Phase

This phase describes how a user translates their abstract goals into definitive actions within a system:
- Forming the Goal: The user determines what outcome they wish to achieve (e.g., booking a flight).
- Forming the Intention: The user strategizes about how the system can help achieve that outcome (e.g., using a booking feature).
- Specifying the Action Sequence: The user outlines the sequence of actions needed to achieve their intention (e.g., selecting travel dates).
- Executing the Action: The user performs the actual actions on the interface (e.g., clicking the 'Book' button).

Gulf of Execution: This gap represents the challenges users face when transforming their intentions into actions due to factors like unclear affordances or poor mapping.

2. Evaluation Phase

This phase involves how users interpret system feedback post-action:
- Perceiving the System State: Recognition of changes in the system following their actions.
- Interpreting the System State: Making sense of the feedback given by the system in context.
- Comparing the System State to the Original Goal: Evaluating whether their actions led to the desired outcome.

Gulf of Evaluation: Represents the challenges users encounter when trying to understand the system feedbackβ€”if the feedback is ambiguous or unclear, users may fail to grasp whether they have achieved their goals.

Bridging the Gulfs

Effective design should aim to bridge these 'gulfs' by:
- Enhancing the discoverability of functions (making actions clear and intuitive).
- Providing immediate and clear feedback (ensuring users understand system messages).

By applying Norman's model, designers can create user-friendly interfaces that minimize these 'gulfs', thereby improving the overall user experience.

Audio Book

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Introduction to Norman's Model of Interaction

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Donald Norman's Model of Interaction, often referred to as the "Seven Stages of Action" or the "Seven Stages of a User's Cognitive Activity," provides a detailed framework for understanding the cognitive and physical steps a user takes when interacting with a system. It serves as a diagnostic tool for designers, helping to pinpoint where potential difficulties or "gulfs" in the interaction might occur. The model emphasizes the iterative nature of user action and evaluation.

Detailed Explanation

Norman's Model of Interaction describes how users engage with a system in two main phases: Execution and Evaluation. This structure allows designers to identify where users may encounter difficulties during their interaction, known as 'gulfs'. The model suggests that interactions are not linear but rather cyclical, with users continually assessing and adjusting their behaviors based on feedback from the system.

Examples & Analogies

Think of a user interacting with a mobile app to order food. As they navigate the app, they might start with a goal to place an order (Execution), but as they do so, they continuously check whether the app is working as expected (Evaluation). If the ordering process feels challenging, they may rethink their actions, similar to how someone would navigate a maze, constantly assessing their position and next moves.

The Execution Phase

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This phase details the user's progression from an abstract goal to concrete physical actions on the interface.

  1. Forming the Goal: This is the highest level of abstraction. The user establishes a desired state or outcome they wish to achieve (e.g., "I want to reserve a train ticket to Delhi," "I need to find a specific document"). This stage is purely internal to the user.
  2. Forming the Intention: The user translates the abstract goal into a more concrete plan that they believe the system can facilitate. This involves choosing a specific method or strategy within the system's perceived capabilities (e.g., "To reserve a ticket, I'll use the 'Book Tickets' feature on the website"). This is where the user starts to map their goal onto the system's perceived functionalities.
  3. Specifying the Action Sequence: The user breaks down their intention into a sequence of specific physical or digital actions required by the interface. This involves deciding which controls to manipulate and in what order (e.g., "Click on 'Trains', then enter 'Delhi' in the destination field, then click 'Search'"). This step requires knowledge of the system's interface elements and their functions.
  4. Executing the Action: The user physically performs the determined actions on the interface. This involves motor movements like clicking a mouse, typing on a keyboard, or tapping a touchscreen (e.g., actually typing "Delhi" and clicking the search button).

Detailed Explanation

The Execution Phase showcases how users take their broad aspirations and translate them into specific actions. First, they form a goal, like reserving a ticket. Next, the goal solidifies into an intention, specifying that they’ll use a particular website feature. Following that, they identify the exact steps needed, such as searching for trains. Finally, they perform these actions physically, such as clicking buttons. This process illustrates the cognitive journey from abstract thinking to practical application.

Examples & Analogies

Imagine planning a birthday party. First, you decide you want to have a party (Goal). Then you plan to invite friends via a social media event (Intention). Next, you list the steps: create the event, choose a date, and send invites (Action Sequence). Finally, you actually log into social media and complete each step (Executing the Action), just like a user interacting with a system.

The Gulf of Execution

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This is the critical chasm between the user's intentions and the actual actions or operations allowed by the system. If the system's interface does not clearly present the available options, if its functionalities are hidden, or if the means of interaction are unclear or poorly mapped, the user will struggle to form the correct intention or to specify and execute the required actions. The user asks: "What do I do?" or "How do I do it?" A large gulf here indicates poor discoverability, ambiguous affordances, or non-intuitive mapping.

Detailed Explanation

The Gulf of Execution highlights the disconnect that may arise between a user’s intentions and what the system actually allows them to do. If users cannot easily identify how to perform tasks or if the options are not apparent, they may become confused, leading them to wonder what actions they should take. This gulf can lead to frustration and errors, significantly obstructing the user experience.

Examples & Analogies

Consider navigating a new public transit system. If the signs are unclear or poorly positioned, passengers might stand there asking themselves, "Which train do I take?" Just as users can get lost when systems don't provide clear paths for action, transit riders can feel lost without clear directions.

The Evaluation Phase

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This phase describes how the user interprets the system's response to their actions and assesses whether their goal has been achieved.

  1. Perceiving the System State: The user observes the changes in the system after their action. This involves attending to visual, auditory, or haptic feedback provided by the interface (e.g., "The screen changed; there's a list of train options now," "I heard a confirmation sound"). This is about sensing what the system is presenting.
  2. Interpreting the System State: The user processes the perceived information and assigns meaning to it. They try to understand what the system's feedback signifies in the context of their task (e.g., "This list of trains means my search was successful and these are the available options"). This step involves connecting the feedback to their previous actions and the system's conceptual model.
  3. Comparing the System State to the Original Goal: The user evaluates whether the current state of the system aligns with their initial goal. They assess if their objective is being met or if further actions are needed (e.g., "Yes, this is a list of trains to Delhi, so I'm on track to book my ticket"). This involves comparing the outcome to their mental model and expectations.

Detailed Explanation

The Evaluation Phase revolves around how users respond to the feedback received post-action. Users will first notice what has changed in the system (Perceiving the System State) and then work to interpret that change (Interpreting the System State). Finally, they compare this new information against their original goal to see if they are on the right path (Comparing the System State to the Original Goal). This phase is essential for user satisfaction and task completion.

Examples & Analogies

Think of a student taking an online quiz. After answering a question, they might see a message confirming their answer (Perceiving System State). They interpret that message to understand if they were correct (Interpreting System State) and then check back to see if they received a passing score (Comparing System State to Original Goal). Each step involves assessing feedback from the system.

The Gulf of Evaluation

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This is the significant gap between the system's physical representation of its state and the user's ability to interpret that state in terms of their goals and intentions. If the system's feedback is unclear, ambiguous, inconsistent, or if the resulting state is difficult to understand in relation to their initial objective, the user will struggle to determine what has happened or what to do next. The user asks: "What happened?" or "Is this what I wanted?" A large gulf here indicates poor feedback mechanisms, a confusing conceptual model, or inadequate signifiers.

Detailed Explanation

The Gulf of Evaluation addresses the lack of clarity between what the system displays after user actions and how users interpret that feedback in terms of their goals. If users find the feedback given by the system confusing or contradictory, it creates a barrier to understanding their progress or the outcome of their actions. This gap can lead to uncertainty and frustration.

Examples & Analogies

Consider a person checking their bank account balance after an ATM transaction. If the screen simply says "Transaction Complete" without showing the updated balance, they may be left wondering if everything went as expected. Just as users can feel lost when outcomes aren't clear, bank customers can feel uncertain without clear confirmation.

Bridging the Gulfs

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Norman's model provides a powerful analytical lens for design:

● Bridging the Gulf of Execution requires designing an interface that makes it easy for users to transform their intentions into actions. This means ensuring high discoverability of functions, clear affordances, explicit signifiers, and intuitive mapping between controls and their effects. The user should effortlessly know what they can do and how to do it.

● Bridging the Gulf of Evaluation requires designing an interface that makes it easy for users to perceive and interpret the system's state in relation to their goals. This necessitates providing clear, immediate, and unambiguous feedback, supporting a consistent conceptual model, and using effective signifiers to communicate system changes. The user should easily understand what happened and where they stand relative to their objective.

Detailed Explanation

To enhance user experience, it is crucial for designers to close the gaps highlighted in Norman's model. For the Gulf of Execution, this involves crafting interfaces that are user-friendly, with clear guidance on what actions are available. For the Gulf of Evaluation, effective feedback is key; users need immediate and comprehensible responses to their actions to stay informed about their progress toward their goals.

Examples & Analogies

Imagine a new driver learning to use a car's navigation system. If the screen provides straightforward prompts (like 'Turn left in 100 meters') and shows a clear map (good feedback), they can navigate easily. Conversely, if the navigation is complicated or lacks clear directions, the driver may hesitate, missing turns and feeling lostβ€”much like users experiencing 'gulfs' in digital interfaces.

Definitions & Key Concepts

Learn essential terms and foundational ideas that form the basis of the topic.

Key Concepts

  • Execution Phase: The initial phase where users transform goals into actions.

  • Evaluation Phase: The later phase focused on interpreting feedback from actions.

  • Gulf of Execution: The gap between a user's intentions and the required actions.

  • Gulf of Evaluation: The gap between system feedback and user understanding.

  • Discoverability: The ease of perceiving the actions available in the system.

  • Feedback: The responses given by the system based on user actions.

Examples & Real-Life Applications

See how the concepts apply in real-world scenarios to understand their practical implications.

Examples

  • A user wants to book a flight (goal) and uses the booking feature on the website (intention), then selects travel dates and clicks search (action sequence) to see available flights (system feedback).

  • If a user does not notice the 'search' button because it is small or camouflaged, they experience a wide Gulf of Execution.

Memory Aids

Use mnemonics, acronyms, or visual cues to help remember key information more easily.

🎡 Rhymes Time

  • When you want a goal to reach, learn what the system can teach. Know the feedback, clear and bright, it'll guide your way to what's right.

πŸ“– Fascinating Stories

  • Imagine a traveler aiming to book a trip. They set their goal to find the best flights, but if the booking site is unclear, they wander aimlessly. Eventually, they spot a friendly guide (feedback) helping them along the wayβ€”all becomes right when discoverability shines.

🧠 Other Memory Gems

  • G.E.E.F (Goal, Execution, Evaluation, Feedback) - remember the steps of interacting with systems.

🎯 Super Acronyms

D.F. = Design for Feedback, keep it clear and bright, guiding users through their plight.

Flash Cards

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Glossary of Terms

Review the Definitions for terms.

  • Term: Execution Phase

    Definition:

    The first part of Norman's model where users transform goals into actions.

  • Term: Evaluation Phase

    Definition:

    The second part of Norman's model where users interpret feedback after their actions.

  • Term: Gulf of Execution

    Definition:

    The gap between a user's goals and the actions available within the system.

  • Term: Gulf of Evaluation

    Definition:

    The gap between the feedback received from the system and the user's understanding of their achieved goals.

  • Term: Discoverability

    Definition:

    The ease with which users can perceive available actions within a system.

  • Term: Feedback

    Definition:

    Information the system provides to the user, indicating the result of user actions.