Interaction theories
Theories for novice users
- Means-ends analysis (Newell and Simon, ~1960)
- Compare current state and goal state
- Choose action that reduces the difference between states
- Evaluate result
- Soar cognitive architecture (Laird, Rosenbloom, Newell, ~1985):
- Goal
- Operator proposal
- Operator selection
- Operator verification
- Seven Stages of Action (adapted from Norman's stages of human action, 1988)
- Goal formation
- Translate goal into task(s)
- Create action sequence
- Execute action sequence
- Perceive results
- Interpret results
- Compare results to intended outcomes
Also see version presented in ch. 21 by Hartson and Pyla (UX Book)
- Cognitive Walkthrough analysis (Lewis and Riemann)
- Will users be trying to produce whatever effect the action has?
- Will users see the control (button, menu, switch, etc.) for the action?
- Once users find the control, will they recognize that it produces the effect they want?
- After the action is taken, will users understand the feedback they get, so they can go on to the next action with confidence?
- Saffer's framework for interaction design (reviewed in ch.1)
- Triggers
- Rules
- Feedback
- Loops and Modes (conditions, long term effects, caveats)
Theories for practiced use
- Heckhausen and Beckman's theory on slips
- Keystroke analysis for efficiency