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The Computer User Interface
Robert Shear
Introduction:
Perhaps no human machine interface is more influential than the human computer
interface, as we transition into the digital, information age, how we deploy
and exploit computers will determine success or failure. As computers become
more powerful, the demands on users escalate, creating problems of complexity
and fatigue. An effective interface can go a long way to alleviating these
problems. Humans are very highly evolved for shapes and colors which implies
that the most effective interface would be graphical. With this essay we
intend to explore the evolution of the Graphical User Interface (GUI) using
a human factors framework. We will use the milestones of GUI design, DOS,
Windows, and Bob, as a guide and then hypothesize on future directions.
DOS:
The first widely used minicomputer interface was DOS. DOS was instrumental
in allowing home and business users to program and implement computers.
This simple command line structure worked adequately for simple tasks but
soon became cumbersome as tasks became more complex. Anyone who has used
DOS remembers the "bad command or filename" prompt; usually the
result of a misplaced space or a slash instead of a backslash. This quickly
became annoying and it was painfully obvious that a better interface was
needed if humans were to grow along with the computer. From a human factors
point of view DOS is a disaster, DOS becomes incredibly complex very easily
and provides no opportunity for experimental learning. It is all rote learning,
memorize the correct command and syntax or forever wallow in error messages!
Xerox Star:
The first significant advance over DOS was the work carried out at Xerox's
Palo Alto Research Center (PARC) which produced the Star system. The Star
system was a true revolution in the design of computer systems, one in
which the computer was designed around the user rather than requiring the
user to adapt to an existing system. Jonathan Seybold of PARC put it this
way, "Most system design efforts start with hardware specifications,
follow this with a set of functional specifications for the software, then
try to figure out a logical user interface and command structure. The Star
project started the other way around: the paramount concern was to define
a conceptual model of how the user would relate to the system. Hardware
and Software followed from this."(1) Xerox took this philosophy seriously,
devoting about thirty work years to the design of the Star interface. PARC
researchers came up with a list of human factor issues which the Star system
would address:
-
Need for a familiar conceptual model
-
Seeing and pointing versus remembering and typing
-
What you see is what you get (WYSIWYG)
-
Universal commands
-
Consistency
-
Simplicity
-
Modeless interaction
Developing a familiar conceptual model was the primary objective that had
to be met. PARC researchers defined a conceptual model as follows, "A
user's conceptual model is a set of concepts a person gradually acquires
to explain the behavior of a system, whether it be a computer system, a
physical system, or a hypothetical system. It is a model developed in the
mind of the user that enables that person to understand and interact with
the system."(1) An important idea to notice here is that the conceptual
model is built gradually over time, so in a rapidly changing environment
it is more effective to mold the technology to the model rather than mold
the model to the technology. PARC researchers based their system on an
office analogy, pretty much what we see today with Windows, "We decided
to create electronic counterparts to the physical objects in an office:
paper, folders, file cabinets, mailboxes and so on - an electronic metaphor
for the office."(1) The use of metaphor allows the computer to be
assimilated into the workhabits of the user much easier and with less training.
The remainder of the design objectives are concepts which allow the user
easier access to the computer through the framework of the conceptual model.
"Pointing versus typing" and "What you see is what you get"
are two very interrelated concepts. PARC scientists developed the mouse
to facilitate the former. By pointing and dragging the physical office
analogy becomes effective. The latter is important in uncluttering short
term memory, "A well designed system makes everything relevant to
a task visible on the screen. It doesn't hide things under CODE+key combinations
or force you to remember conventions. That burdens your memory."(1)
The interface in a sense becomes a virtual short-term memory making thinking
easier and more productive. Also, what you see is what you get allows the
user to edit documents on the screen and then print an exact reproduction.
Before Star, fonts were not discernible on screen, with it's bitmap display,
Star allowed users to really work on a virtual document. From a human factors
perspective this is vitally important for maintaining the office space
analogy.
Building on top of the aforementioned attributes, Star employed four design
guidelines which would allow users to intuit applications and learn by
doing, these were: universal commands, consistency, simplicity, and
modeless interaction. These four guidelines are vitally important to
the final success of the Star operating environment, this is where the
rubber meets the road for the user. By maintaining these objectives the
Star system was the first to let users interact in an instructive manner
with a machine. Universal commands and consistency allowed skills
learned for one application to be transferable to other applications, thereby
reducing the time needed to learn and become proficient at new applications.
Simplicity is the cornerstone of all human factors designs. Especially
with the computer, complexity kills productivity. This is what happened
to DOS. As the complexity of applications increases our ability to assimilate
information remains relatively constant: we need the computer to take some
of the burden from us. The most effective way to insulate the user from
complexity is to make the interface as simple as possible. Modeless
interaction is akin to WYSIWYG design. The need for DOS based machines
to have mode keys to squeeze more functions out of the keyboard essentially
"hid" the information and relied on the user to remember which
mode was operating. This increased burden on short-term memory and reduced
user effectiveness. Employing modeless design in the Star system relieved
the user of this burden and simplified the execution of tasks.
The work done by Xerox PARC on the Star system laid the foundation for
the way we interact with computers today. Incremental advancements have
been made but the underlying design philosophy has remained the same. MS
Windows and MacOS are really just modified Star interfaces.
Microsoft Bob:
The next real attempt to apply human factors to computer interface design
was Microsoft "Bob". Bob was a short-lived operating system which
was an altered version of Windows. Instead of using a desktop and office
space analogies Bob went the next logical step and used a work room analogy.
For example, to bring up a calendar application the user would click on
an image of a calendar hanging on the wall of the office. To check the
time, the user would click on the image of a clock on the wall and so forth.
The designers of Bob relied on a different conceptual model than the designers
of Star. In our opinion the model was valid but it violated some key human
factor tenants, primarily the desire for simplicity. The Bob interface
was quite cluttered with unnecessary images of windows, plants, wood paneling,
etc., things that are in a real office but have no purpose in a conceptual
model. Additionally there was not congruence with the intended user and
the price point. The users who would benefit most from Bob were computer
novices whom had not adopted the standard Windows model. The problem was
that Bob was complex and resource hungry. The incompatibility of first-time
users and top of the line system requirements helped to kill Bob. The lessons
to learn from Bob are: 1) Simplicity is king and, 2) Human factor design
is not enough for acceptance.
Microsoft Active Desktop and Netscape Constellation:
What we are seeing today is a continuation of a trend exploited by Microsoft
in MS Office and Windows 95, bundling and cross application commonality.
As MS Office allows users to set configuration preferences between applications
and the ability to port work between applications and users, Active Desktop
and Constellation will allow us to integrate our desktop and network needs.
We will soon be able to interact with one interface for all of our computer
requirements. From a human factors perspective this allows for convenience
and lessened aggravation. Another significant human factor consideration
is the capability of Constellation to store and retrieve user preferences
at any workstation. This means that my personal configuration settings
will travel with me no matter what machine I log on to, allowing for more
familiar and intuitive interaction.
Conclusion:
Human computer interaction will continue to be a hot topic for decades
to come. Until we can directly transmit thoughts to machines, the way we
exchange information with the computer will be a primary determinant of
user effectiveness. As processor power and bandwidth continue to grow the
limitations of the human user will become more and more apparent and products
will be differentiated on utility not power. The PARC scientists realized
this when working on Star, "In the 1980's the most important factors
affecting how prevalent computer usage becomes will be reduced cost, increased
functionality, improved availability and servicing, and, perhaps most important
of all, progress in user-interface design. The first three alone are necessary,
but not sufficient for widespread use. Reduced cost will allow people to
buy computers, but improved user interfaces will allow people to use computers."(1)
This passage has become even stronger with time. The technology is in place,
the challenge now is to adapt it to the user and extract is full potential.
References:
See HF Group Bibliography.
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