Guessability
             
              Introduction 
                MAQUIS 
                The Windows GUI 
                Conclusion 
              Introduction 
                  
                
              In chapter 
                3 I stated that guessability was a measurement. Moyes and 
                Jordan [1993] defines guessability as being "..the measure 
                of the cost to the user involved in using an interface to perform 
                a new task for the first time". She notes cost "in terms 
                of time, errors, or effort". Jordan et al [1991] would 
                conclude that "the less time and effort required [the cost] 
                the higher the guessability" 
              The amount of time and effort taken, 
                however, may not actually occur all at once for all situations. 
                Consider the following case: 
              A door knob, for example, will enable 
                the opening of a door where as a finger plate and handle will 
                indicate which way the door actually moves too. Consequently the 
                amount of thought (mental effort) required and the time needed 
                to come to a decision, as to which way the door opens, is therefore 
                reduced. It could be demonstrated therefore that the system of 
                finger plate/handle is more guessable. 
              However it could be argued the main 
                factor that makes this solution guessable is that the user is 
                already aware of it. The time taken in guessing the system has 
                therefore not actually been reduced, but spread out, since this 
                learning time has been taken up in the past. As a result the system 
                only seems to be more guessable. 
              Either way consideration must be 
                given when a system is designed to make it more guessable, thereby 
                reducing the time and the effort needed to use it. By using the 
                preconceived ideas of users and understanding their perception 
                of other systems, a designer would be able to use this expectancy 
                to increase the guessability of a system. This will ultimately 
                accomplish a greater usability. User perception is a large topic 
                in its own right and is further discussed in User Perception. 
               
              MAQUIS 
                   
                
               Introduction
              MAQUIS is the Mines And QUarries 
                Information System and is accessed via a soft function 
                key interface. It is used by HM Inspectorate of Mines, a division 
                of the Health and Safety Executive. MAQUIS is now over 11 years 
                old and was developed at a time when usability was only just becoming 
                an issue for the IT industry. The system is due to be replaced 
                in the near future. However I have included it in this dissertation 
                because it gives both good and bad examples of guessability. 
               High 
                Guessability Interface
              Among the numerous advantages of 
                such an interface, as described by Mayhew [1992], the system of 
                using on screen keys is, "self-explanatory... easy to use 
                ...[and]... requires little human memory...". As a consequence 
                the guessability of this dialogue style is high. Indeed figure F clearly demonstrates that the on screen keys will 
                give the user a clear indication of what action can be taken by 
                the mere click of a button. Unfortunately there is no mention 
                of which button on the screen relates to which function key on 
                the keyboard.  
              
              Figure F 
              There is also a fail-safe return 
                to menu button allowing, in effect, an undo to be made if this 
                screen had been selected incorrectly. Mayhew [1992] points out 
                that "users may adopt a trial and error approach" if 
                error recovery is "not costly". MAQUIS on this screen, 
                at least, serves the users well in this respect. 
               Low 
                Guessability Interface
              Consider the same system but at 
                a different menu location shown at figure G. 
                Conversely guessability at this point in the program is quite 
                poor. The user, this time, is given no clue; after following the 
                screen instruction what does he do to further the enquiry?; there 
                is no message to help. Here the screen keys do have keyboard identifiers 
                but their actions are not labelled (I know by experience that 
                they don't function at this point in the program anyway). Also 
                what does 'exit program' mean? It in fact returns the user to 
                the main menu if selected as opposed to ending the whole session 
                but why could it not state 'return to menu' as in figure F thereby keeping the whole system consistent?  
              
              Figure G 
              Now consider the subsequent screen 
                to be encountered by the user (Figure H). 
                The user is told to Press F0 to continue but there is no F0 on 
                the keyboard. Also the reference to 'form' will make no sense 
                to a user. The form is programming parlance for an individual 
                screen but how would the user know this. Also the user may be 
                confused by the unlabelled screen keys. What are they for? Contrast 
                this with the previous screen that displayed keyboard identifiers. 
                Inconsistency can be confusing to a user who is trying to guess 
                the system logically. 
              
              Figure H 
                
                Conclusion
              Similar inconsistencies of guessability 
                can be found throughout MAQUIS. However the current operators 
                of the system are experienced users and so guessability is not 
                a concern. Guessability would only be an important factor in a 
                system that is unfamiliar to the user. Once a system is learnt, 
                a user does not need to guess its operation and as already discussed 
                in Reducing Stressful Feedback  
                on screen feedforward aiding guessability may actually have a 
                detrimental and stressful effect for experienced users anyway. 
              The 
                Windows GUI    
                
               Introduction
              I couldn't justify writing a dissertation 
                that evaluates usability without mentioning, in more detail than 
                in Future, Present and Past Feedback  & Reducing Stressful Feedback , the Windows interface when considering 
                the tremendous effect PC's, using windows, have had on the world. 
                When taking into account the amount of users worldwide I couldn't 
                envisage a wider test area for software. I suggest that for a 
                software to sell so well it must have its fair share of satisfied 
                users; marketing hype would not have stretched over so wide an 
                area or length of time. This makes Windows an ideal subject for 
                review because there must be some good points in usability design 
                which can be considered. What better interface is there for such 
                a review?  
               Windows' 
                Menus
              I have concentrated my research 
                into Windows on its menu system. It gives an excellent example 
                that can demonstrate how usability is enhanced. This is achieved 
                for two main reasons. Firstly the effectiveness of the system's 
                learnability is enhanced because it exists throughout the software 
                applications and packages that use the Windows GUI. It, in effect, 
                becomes the standard way for a user to select options in various 
                packages . Once the user is able to operate the selection method, 
                he may transfer his skill to any other Windows based product without 
                the need for more training. Secondly the guessability of selection 
                is increased in the way the menus are constructed and defined 
                as detailed in Standard 
                Window Menu Option Indicators. 
               Menus 
                Generally
              As the name suggests a menu lists 
                options for selection. The first improvement that can be noted 
                from this method is that the user is presented with a choice to 
                choose from rather than a command line system, for example, in 
                which he has to remember the command words. According to Mayhew 
                [1992] 
               
                "menus rely on recognition... 
                  rather than recall memory ...Recognition memory is faster and 
                  more accurate... and menus exploit this fact". 
               
              Menu options are self explanatory 
                and thus cognitive workload is reduced allowing the user to concentrate 
                on the task rather than how to battle with the system.  
              Also Mayhew [1992] suggest that 
                a menu system "requires fewer keystrokes than other dialogue 
                styles". She continues, stating that a menu gives "less 
                opportunity for user error" and when errors are made, there 
                is only "a limited set of valid inputs" enabling easier 
                error handling. 
              Unfortunately there are disadvantages 
                to menus too. Menus are only effective in small simple structures. 
                A complicated series of menu selections may become tiresome especially 
                if the task is a commonly used one. In this case a command line 
                method may be more effective and less "tedious" [Mayhew 
                1992]. Mayhew [1992] also suggest that menus are "impractical 
                for numerous choices" and that they are "inflexible 
                ...[and]... is system rather than user controlled". However, 
                as usability awareness evolves, some applications such as AmiPro 
                now allows users to customise their own menus [Lotus 1996]. 
               Standard 
                Window Menu Option Indicators
              The way in which menus are designed 
                can have a significant effect on the guessability of option selection. 
                There is a standard set of menu indicators which most Windows 
                compatible products adhere to. These have been designed to overcome 
                specific problem areas. 
              One problem, initially discussed 
                in Technophobes Born of Marketing Constraints , is that people tend to 
                be generally weary of new technology. For example there is a real 
                fear that if they press the wrong button on a PC it may well become 
                damaged in some way. Norman [1988] highlighted this too by proposing 
                that "people have a tendency to blame themselves for difficulties 
                with technology". Assuming that generally usability is not 
                perfect, every user will have a problem with IT at some stage 
                which will result, for some, in almost fear when they interact 
                again with IT. A self perpetuating circle of blame, fear and confusion 
                is thus created. 
              One aim of a menu system, therefore, 
                should be to make the interaction as unfrightening as possible 
                for the user and to break this cycle of self blame. If a user 
                knows what is going to happen if he makes a certain choice, as 
                opposed to even the unrealistic chance of a damaged PC, he is 
                more likely to try it out, guess it in other words. The self induced 
                sanction against trying out a system is wiped away encouraging 
                the user to try other options that he would not have ventured 
                into otherwise. 
              
              Figure I 
              I will now discus the menu indicators 
                using the sample view of an AmiPro screen shown at figure 
                I. The menu bar shown near the top of the screen gives the 
                title of each menu option, from which "drop-down (sometimes 
                called pull-down) menus" [Feldman et al 1993] are 
                spawned. This edit menu tends to be common to many packages, again 
                improving learnability and guessability. Consider figure 
                J which gives a screen view of Write (the Windows word processor). 
                If a user hadn't used Write before, but had used AmiPro he would 
                be able to guess, and correctly so, that the edit menu will contain 
                the 'paste' option. 
              
              Figure J 
              Returning to the AmiPro screen, 
                you can see that some options have a triangle (>) associated 
                with them. This indicates to the user that the selection of this 
                menu option will "invoke cascading menus" [Feldman et 
                al 1993]. In the example, figure I, 
                selection of 'Power Fields' will cascade another menu giving options 
                associated with power fields. 
              An ellipsis (...) following a command 
                is used to indicate that "a dialogue box appears when you 
                choose the command" [The Microsoft Corporation 1993b]. A 
                user is safe in the knowledge that if he guesses an option, and 
                it's the wrong one, he can exit from the dialogue box before any 
                action is processed by the computer. This ability to 'try before 
                you buy' encourages users to explore the menu structure without 
                fear of changing the current situation of the task being undertaken. 
              Some of the menu options in the 
                example are "dimmed" [The Microsoft Corporation 1993b] 
                or greyed out, which is the more common term used. These options 
                are "unselectable" according to Mayhew [1992] and are 
                displayed in grey indicating that they are "currently inactive... 
                due to temporary and minor changes in the system state". 
                In other words options not relevant to the current state of the 
                task being undertaken cannot be chosen. Greying out thus removes 
                the need for error handling for incorrect choices.  
              For instance, in the sample AmiPro 
                screen view figure I, the 'cut' command is greyed out because no text 
                has been highlighted for cutting. There would be no point in allowing 
                the option to be taken only to display a message stating that 
                the command was not relevant anyway. In turn this would also begin 
                to annoy the user. 
              Mayhew [1992] considers the alternative 
                of deleting the currently inactive menu item from the menu itself 
                so that only the relevant items are displayed. This would initially 
                seem the best solution however she concludes that "since 
                menus as a dialogue style are intended for the novice ...user... 
                it would seem sensible to choose greying out". I would suggest 
                that too many changes to the structure may prove to be counterproductive 
                in terms of guessability.  
              Other guides or indicators adding 
                to the users' knowledge of what is happening within the system 
                includes; check marks to indicate that a specific option has been 
                chosen, e.g. that highlighted text has been emboldened (which 
                is not always obvious from simply viewing the screen) and "separator 
                bars that break up long menus" [Feldman et al 1993] 
                helping in grouping associated selections, which in turn aid guessability. 
               Conclusion
              Even in this small area of review 
                I have demonstrated that Windows guessability is high in comparison 
                to a command language for instance, which relies upon remembering 
                specific commands. Avoiding cognitive overload is therefore one 
                essential if a system is to be offered as guessable. Introducing 
                the option of an undo method, if a user is brave enough to find 
                his own way through a system, is another way of improving guessability 
                mainly because it will build up the confidence of the user, which 
                in turn will aid in keeping a user's "stress low and satisfaction 
                [with the system] high" [Mayhew 1992]. 
              Conclusion   
              
              
              In this chapter I have detailed 
                good and bad examples of design in terms of a system's guessability. 
                I have demonstrated that increasing the guessability of a system 
                can be done inexpensively by introducing subtle enhancements to 
                menus, buttons and messages or by using existing methods that 
                have already been mastered and can be easily transferred across 
                systems. 
              The role of guessability plays a 
                vast part in the overall usability of a system and I have given 
                only a few specific examples to help discuss elements of it. Effective 
                mapping has a great effect on the usability of a system in terms 
                of its guessability and this is further discussed in the next 
                chapter. 
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